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		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=3178</id>
		<title>Custom Spells</title>
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		<updated>2024-05-18T22:18:28Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 10 minutes / level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying and Teleport cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 rounds (special)&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle have their movement speed reduced. The percentage of the speed reduction is 65 minus twice the creature&#039;s Wisdom. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shell&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1, Astrologian 1, Cleric 1, Bard 1, Paladin 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect/ Target: Single&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 When this spell is cast, the target receives +2 to all saving throws, an additional +6 to saving throws against mind-affecting spells and fear, and immunity to the spell Phantasmal Killer.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Protect&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1, Astrologian 1, Cleric 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect/ Target: Single&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 When this spell is cast, the target receives a +2 bonus to their deflection AC, +1 per 6 caster levels.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Mass Shell&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3, Astrologian 3, Cleric 3, Bard 3, Paladin 2&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Self Only&lt;br /&gt;
 Area of Effect/ Target: Large&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 As Shell, in a large radius around the caster.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Mass Protect&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3, Astrologian 3, Cleric 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Self Only&lt;br /&gt;
 Area of Effect/ Target: Large&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 As Protect, in a large radius around the caster.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Protection from Arrows&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2, Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect/ Target: None&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+3 against ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:Balefu&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 5, Druid 5, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
Note, beneficial spells which have an alternative use as a hostile effect can instead harm the target if reflected back. For example, while under the effect of foiled future, if a character uses a cure spell against an undead creature, the positive damage would hit the affected character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 3 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 minute / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of friends and weakens the resolve of foes. Non-hostile creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at level 20). Hostile creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. &lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / 2 levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You inflict 1d4 points of divine damage per caster level (maximum 10d4). &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 minute / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5,  Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 120 minutes&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 120 minutes&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state deals double the normal damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 1.5 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of Astral damage and 1d6 points of Fire damage for every 2 caster levels for a total of 5d6 astral, 5d6 Fire at level 10.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 2 Rounds / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 minute / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Kiss of the Maiden&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Cleric 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Negative&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You invoke the vestige of an ancient and vile curse to corrupt the flesh of your enemy. The target suffers 1d6 negative energy damage per 2 levels (maximum 5d6). Creatures who fail a Fortitude save cannot be healed by cure wounds spells for 1 round per 2 levels. This effect can be prevented by Negative Energy Protection and Arcane Defense (Necromancy), or negated by Remove Curse and Restoration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus (Necromancy)&#039;&#039;&#039; increases damage dealt by 1d6.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus (Necromancy)&#039;&#039;&#039; increases damage dealt by 2d6.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d8 points of water damage per cast level (maximum 20d8), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	5 minutes / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 5 minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of acid damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of acid damage.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=3177</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=3177"/>
		<updated>2024-05-18T22:15:52Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added caveat about alt use spells like cure to foiled future&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 10 minutes / level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying and Teleport cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 rounds (special)&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle have their movement speed reduced. The percentage of the speed reduction is 65 minus twice the creature&#039;s Wisdom. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shell&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1, Astrologian 1, Cleric 1, Bard 1, Paladin 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect/ Target: Single&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 When this spell is cast, the target receives +2 to all saving throws, an additional +6 to saving throws against mind-affecting spells and fear, and immunity to the spell Phantasmal Killer.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Protect&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1, Astrologian 1, Cleric 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect/ Target: Single&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 When this spell is cast, the target receives a +2 bonus to their deflection AC, +1 per 6 caster levels.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Mass Shell&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3, Astrologian 3, Cleric 3, Bard 3, Paladin 2&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Self Only&lt;br /&gt;
 Area of Effect/ Target: Large&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 As Shell, in a large radius around the caster.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Mass Protect&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3, Astrologian 3, Cleric 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Self Only&lt;br /&gt;
 Area of Effect/ Target: Large&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 As Protect, in a large radius around the caster.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Protection from Arrows&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2, Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect/ Target: None&lt;br /&gt;
 Duration: 5 minutes / level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+3 against ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:Balefu&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 5, Druid 5, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
Note, spells which have an alternative use as a hostile effect can instead harm the target if reflected back. For example, while under the effect foiled future, if a character uses a cure spell against an undead creature, the positive damage would hit the affected character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 3 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 minute / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of friends and weakens the resolve of foes. Non-hostile creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at level 20). Hostile creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. &lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / 2 levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You inflict 1d4 points of divine damage per caster level (maximum 10d4). &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 minute / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5,  Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 120 minutes&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 120 minutes&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state deals double the normal damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 1.5 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of Astral damage and 1d6 points of Fire damage for every 2 caster levels for a total of 5d6 astral, 5d6 Fire at level 10.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 2 Rounds / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 minute / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Kiss of the Maiden&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Cleric 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Negative&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You invoke the vestige of an ancient and vile curse to corrupt the flesh of your enemy. The target suffers 1d6 negative energy damage per 2 levels (maximum 5d6). Creatures who fail a Fortitude save cannot be healed by cure wounds spells for 1 round per 2 levels. This effect can be prevented by Negative Energy Protection and Arcane Defense (Necromancy), or negated by Remove Curse and Restoration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus (Necromancy)&#039;&#039;&#039; increases damage dealt by 1d6.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus (Necromancy)&#039;&#039;&#039; increases damage dealt by 2d6.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d8 points of water damage per cast level (maximum 20d8), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	5 minutes / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 5 minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of acid damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of acid damage.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 minute / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Wizard&amp;diff=3120</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Wizard&amp;diff=3120"/>
		<updated>2024-04-18T15:38:30Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added link and remark about selecting focus for specialists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Wizard&lt;br /&gt;
|ClassPic=wizard.jpg&lt;br /&gt;
|ClassName=Wizard&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=4 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Wizard)&lt;br /&gt;
|Skills=4 + INT&lt;br /&gt;
|Saves=Fort Low, Will High, Reflex Low&lt;br /&gt;
|BAB= +1/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=  &lt;br /&gt;
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=   &lt;br /&gt;
We have introduced a number of new spells. [[Custom_Spells|&#039;&#039;&#039;Here&#039;&#039;&#039;]] is an exhaustive list of the custom spells which we have implemented for Wizards and Sorcerers.&lt;br /&gt;
&lt;br /&gt;
=Custom Specialization and Opposed Schools=   &lt;br /&gt;
EFU has implemented changes to the opposed schools for wizards who choose a school of magic specialization at creation. The schools and their opposed pairs as as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specialist School !! Opposed School &lt;br /&gt;
|-&lt;br /&gt;
|	Abjuration	||	Evocation	&lt;br /&gt;
|-&lt;br /&gt;
|	Conjuration     ||	Transmutation&lt;br /&gt;
|-&lt;br /&gt;
|	Divination     ||	Illusion&lt;br /&gt;
|-&lt;br /&gt;
|	Enchantment     ||	Evocation&lt;br /&gt;
|-&lt;br /&gt;
|	Evocation       ||	Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|	Illusion        ||	Divination&lt;br /&gt;
|-&lt;br /&gt;
|	Necromancy      ||	Divination&lt;br /&gt;
|-&lt;br /&gt;
|	Transmutation     ||	Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Otherwise the spell school specialization works as before: wizards gain one additional spell slot per spell level while losing the ability to cast spells from an opposed school. This prohibition extends to spells cast from scrolls, but not to spells cast from other kinds of items. In addition, specialist wizards have a bonus (+2) to identifying spells (through spellcraft) from their area of expertise and a penalty (-5) to identifying spells from the opposing school. &lt;br /&gt;
&lt;br /&gt;
Specialist wizards must also select spell focus in their chosen school prior to selecting focus in other schools. See [[Server_Rules#Wizard_School_Specialization,_Spell_Focus,_and_Greater_Spell_Focus|Guidlines and Rules]].&lt;br /&gt;
&lt;br /&gt;
=Generalists and Impromptu Arcana=&lt;br /&gt;
A generalist wizard (a wizard who selects no spell school specialization) is given the &#039;&#039;&#039;Impromptu Arcana&#039;&#039;&#039; ability at creation. This ability allows the wizard to restore a spent spell slot of any level she can cast once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Wizard Spell List=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Acid Splash	||	[[Custom_Spells#Burning_Bolt|Burning Bolt]]	||	[[Custom_Spells#Alarm|Alarm]]	||	Clairaudience/clairvoyance	||	[[Custom_Spells#Acid_Orb|Acid Orb]]	||	Animate dead	||	Acid fog	&lt;br /&gt;
|-&lt;br /&gt;
|	Disrupt Undead	||	Burning hands	||	[[Custom_Spells#Alter_Self|Alter Self]]	||	Clarity	||	Bestow curse	||	[[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]]	||	[[Custom_Spells#Acid_Storm|Acid Storm]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Electric Jolt	||	Charm person	||	[[Custom_Spells#Augment_Familiar|Augment Familiar]]	||	[[Custom_Spells#Crushing_Despair|Crushing Despair]]	||	[[Custom_Spells#Blast_of_Flame|Blast of Flame]]	||	Ball lightning	||	Bigby&#039;s forceful hand	&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	Color spray	||	Balagarn&#039;s iron horn	||	Dispel magic	||	[[Custom_Spells#Cacophonic_Burst|Cacophonic Burst]]	||	Beltyn&#039;s Burning Blood	||	Chain lightning	&lt;br /&gt;
|-&lt;br /&gt;
|	Flare	||	Endure elements	||	Blindness/deafness	||	Displacement	||	Charm monster	||	Bigby&#039;s interposing hand	||	Circle of death	&lt;br /&gt;
|-&lt;br /&gt;
|	Daze	||	Expeditious retreat	||	[[Custom_Spells#Blood_Transcription|Blood Transcription]]	||	[[Custom_Spells#Dread_Seizure|Dread Seizure]]	||	[[Custom_Spells#Cold_Orb|Cold Orb]]	||	Cloudkill	||	[[Custom_Spells#Disintegrate|Disintegrate]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Ray of Frost	||	Grease	||	-	||	-	||	Confusion	||	Cone of cold	||	[[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Horizikaul&#039;s boom	||	-	||	Find traps	||	Contagion	||	[[Custom_Spells#Devestating_Bodyswap|Devastating Bodyswap]]	||	Ethereal visage	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ice dagger	||	Cloud of bewilderment	||	Fireball	||	[[Custom_Spells#Electric_Orb|Electric Orb]]	||	Dismissal	||	Flesh to stone	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Identify	||	Combust	||	Flame arrow	||	Elemental shield	||	Dominate person	||	Globe of invulnerability	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ironguts	||	Continual flame	||	[[Custom_Spells#Foiled_Future|Foiled Future]]	||	Enervation	||	Energy buffer	||	Greater dispelling	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Jump|Jump]]	||	[[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]]	||	Greater magic weapon	||	Evard&#039;s black tentacles	||	Feeblemind	||	Greater spell breach	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage armor	||	Darkness	||	Gust of wind	||	Fear	||	Firebrand	||	Greater stoneskin	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic missile	||	Death armor	||	Haste	||	[[Custom_Spells#Fire_Orb|Fire Orb]]	||	[[Custom_Spells#Glass_Doppleganger|Glass Doppleganger]]	||	Isaac&#039;s greater missile storm	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	-	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Frost_Blast|Frost Blast]]	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]	||	Legend lore	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Mislead|Mislead]]	||	Enhance Ability ||	[[Custom_Spells#Heroism|Heroism]]	||	Future&#039;s Pain	||	Greater shadow conjuration	||	Mass haste	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Negative energy ray	||	Flame weapon	||	Hold person	||	[[Custom_Spells#Gas_Explosion|Gas Explosion]]	||	[[Custom_Spells#Herald_of_Winter|Herald of Winter]]	||	Planar binding	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Nybor.27s_Gentle_Reminder|Nybor&#039;s Gentle Reminder]]	||	-	||	[[Custom_Spells#Ice_Burst|Ice Burst]]	||	[[Custom_Spells#Horizikaul.27s_Shout|Horizikaul&#039;s Shout]]	||	Hold monster	||	Shades	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Gedlee&#039;s electric loop	||	Invisibility sphere	||	Ice storm	||	[[Custom_Spells#Hypnotic_Pattern|Hypnotic Pattern]]	||	[[Custom_Spells#Shelgarn.27s_Invincible_Blade|Shelgarn&#039;s Invincible Blade]]	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ray of enfeeblement	||	Ghostly visage	||	Keen edge	||	[[Custom_Spells#Ilyykur.27s_Mantle|Illykur&#039;s Mantle]]	||	[[Custom_Spells#Iron_Skin|Iron Skin]]	||	Stone to flesh	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Regroup|Regroup]]	||	Ghoul touch	||	Lightning bolt	||	Improved invisibility	||	Lesser mind blank	||	Summon creature VI	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Rouse|Rouse]]	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Magic circle against alignment	||	[[Custom_Spells#Insight|Insight]]	||	Lesser planar binding	||	Tenser&#039;s transformation	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare	||	Invisibility	||	[[Custom_Spells#Mass_Curse_of_Impending_Blades|Mass Curse of Impending Blades]]	||	Isaac&#039;s lesser missile storm	||	Lesser spell mantle	||	True seeing	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shelgarn&#039;s persistent blade	||	Knock	||	[[Custom_Spells#Mass_Phantasmal_Affliction|Mass Phantasmal Affliction]]	||	Lesser spell breach	||	[[Custom_Spells#Mass_Virulent_Walking Bomb|Mass Virulent Walking Bomb]]	||	Undeath to death	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield	||	Lesser dispel	||	Mestil&#039;s acid breath	||	[[Custom_Spells#Lightning_Avatar|Lightning Avatar]]	||	Mestil&#039;s acid sheath	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sleep	||	[[Custom_Spells#Masochism|Masochism]]	||	Negative energy burst	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	Mind fog	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I	||	Melf&#039;s acid arrow	||	[[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]]	||	[[Custom_Spells#Mass_Foiled_Future|Mass Foiled Future]]	||	Summon creature V	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	True strike	||	[[Custom_Spells#Phantasmal_Affliction|Phantasmal Affliction]]	||	[[Custom_Spells#Prismatic_Sparks|Prismatic_Sparks]]	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	[[Custom_Spells#Teleport|Teleport]]	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#True Dodge|True Dodge]]	||	[[Custom_Spells#Prismatic_Flames|Prismatic_Flames]]	||	Protection from elements	||	Minor globe of invulnerability	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Scintillating sphere	||	Phantasmal killer	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Resist elements	||	[[Custom_Spells#Shelgarn.27s_Mass_Blades|Shelgarn&#039;s Mass Blades]]	||	Polymorph self	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Scorching_Ray|Scorching Ray]]	||	[[Custom_Spells#Shelgarn.27s_Permanent_Blade|Shelgarn&#039;s Permanent Blade]]	||	Remove blindness/deafness	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	See invisibility	||	Slow	||	Remove curse	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	[[Custom_Spells#Slumber|Slumber]]	||	[[Custom_Spells#Scrying|Scrying]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Stinking cloud	||	Shadow conjuration	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Tasha&#039;s hideous laughter	||	Summon creature III	||	[[Custom_Spells#Shelgarn.27s_Superior_Blade|Shelgarn&#039;s Superior Blade]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	[[Custom_Spells#Summon_Swarm|Summon Swarm]]	||	Stoneskin	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Web	||	Vampiric touch	||	[[Custom_Spells#Spiderskin|Spiderskin]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Whispering_Wind|Whispering Wind]]	||	[[Custom_Spells#Virulent_Walking_Bomb|Virulent Walking Bomb]]	||	Summon creature IV	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Energy_Blast|Energy Blast]]	||	-	||	Wall of fire	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	-	||	[[Custom_Spells#Wall_of_Ice|Wall of Ice]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Monkey|Monkey]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=3114</id>
		<title>General Changes &amp; Feat Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=3114"/>
		<updated>2024-04-12T16:08:59Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added table of weapon groups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major EFU Changes = &lt;br /&gt;
&lt;br /&gt;
Many changes have been made to EFU: Sands of Intrigue that have no home elsewhere in the Wiki. This is where you can find information on those topics. &lt;br /&gt;
&lt;br /&gt;
== Mechanical changes == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Bioware Parties ||  Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs.&lt;br /&gt;
|-&lt;br /&gt;
| HP Rolls on Level Up || Characters roll max HP on each level up and it is no longer randomized.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Level || Characters start at level 2 in the OOC starting area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is achievable for almost any player, the difficulty will begin to sharply increase from there. Level 10 is sometimes attained by accomplished long-term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an [[Applications|application]] to be approved prior to leveling up in-game.&lt;br /&gt;
|-&lt;br /&gt;
| Saving throws || Saving throws do not auto-fail on rolling 1&#039;s, but still auto-succeed on 20&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire, or in special &amp;quot;free resting&amp;quot; locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Effects || Various spell visual effects have been removed/shortened.&lt;br /&gt;
|-&lt;br /&gt;
|Ability Bonuses || Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack&lt;br /&gt;
|-&lt;br /&gt;
|Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. &lt;br /&gt;
|-&lt;br /&gt;
| Taunt || Taunt is now instant and no longer consumes an action. It is still on a 6-second cooldown. When used, it broadcasts an Attack of Opportunity.&lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || Caltrops will not stack when dropped on top of each other.&lt;br /&gt;
|-&lt;br /&gt;
| AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors).&lt;br /&gt;
|-&lt;br /&gt;
| Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special &amp;quot;unconscious&amp;quot; area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game&#039;s engine, so be careful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripted Changes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DM XP&#039;&#039;&#039; ||DM XP can be awarded for many feats: Doing interesting &#039;things&#039;, pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a &amp;quot;spiced&amp;quot; quest. Merely being present for an important event may also earn you some XP. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Quests&#039;&#039;&#039;||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration Random Areas&#039;&#039;&#039;||We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They&#039;re fun, but sometimes very deadly. Players often refer to these as &amp;quot;randoms&amp;quot; or simply &amp;quot;explorables&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Ambients&#039;&#039;&#039;||lots of different little small &amp;quot;things&amp;quot; spawn all around the module also. Strange shrines, or deadly plants... etc. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rumors&#039;&#039;&#039;||We have a &amp;quot;rumors&amp;quot; system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we&#039;ll hide lore or plot hints or remarks on player actions in-game. It can be worthwhile to speak with NPCs and read placeables scattered across the module...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rare Spawns&#039;&#039;&#039;||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are &amp;quot;Hero Spawns&amp;quot; (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenging&#039;&#039;&#039;||There are a lot of areas that can be &amp;quot;scavenged,&amp;quot; particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Merchants&#039;&#039;&#039; || Occasionally, special merchants with stores will spawn in-game with discounted or randomly generated wares. They can be found in &amp;quot;explorable&amp;quot; areas that populate across the module. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Interaction NPCs&#039;&#039;&#039;||Some of the random spawn NPCs in settlements can be interacted for the possibility of a reward, such as an arm-wrestling contest wagering gold.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reinforced Gold Chests&#039;&#039;&#039;|| In EFU:Sands of Intrigue, occasionally you will encounter &#039;Reinforced Gold Chests&#039;. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a &#039;Reinforced Gold Chest&#039;, players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gold Piles&#039;&#039;&#039; || In EFU: Sands of Intrigue, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacks of Gold&#039;&#039;&#039; || In EFU: Sands of Intrigue, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Treasure Boxes&#039;&#039;&#039; || In EFU: Sands of Intrigue, special reward placeables can be found in quests that reward every player who opens it. These placeables are usually appear as a pile of boxes. Keep an eye out! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Order NPCS&#039;&#039;&#039; || As an inversion of Delivery Quests, players can pay for the collection of a randomized package of loot. Several NPCs offering their services for a bit of coin exist throughout the Desert&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raise Dead&#039;&#039;&#039;|| Raise Dead has been disabled for Cleric PCs. Respawn deaths should considered as simply having been seriously injured or knocked out.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cleric Spellcasting&#039;&#039;&#039; || [[Cleric|Clerics]] are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graverobbing&#039;&#039;&#039;||Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Falling Damage&#039;&#039;&#039; || Failing climbing checks will generally result in falling damage, which will inflict a significant amount of bludgeoning to your character. This can be lethal if you are reckless enough!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New Shape Change AI&#039;&#039;&#039; || A new shapechanger AI has been added to appropriate NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticky Combat Modes&#039;&#039;&#039; || Sticky Combat Modes have been implemented. You may walk around freely with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and other combat stances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New Feats == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feat !! Prerequisites !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Armor Training || Light Armor Proficiency and ability to cast 1st-level spells || Reduce the arcane spell failure chance due to the armor you are wearing by up to 15%&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Armor Mastery || Medium Armor Proficiency, Arcane Armor Training and ability to cast 1st-level spells|| Reduce the arcane spell failure chance due to the armor you are wearing by up to 30%. This value replaces and does not stack with Arcane Armor Training&lt;br /&gt;
|-&lt;br /&gt;
|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level&lt;br /&gt;
|-&lt;br /&gt;
|Drifter || 5 ranks of Survival || May rest without a campfire&lt;br /&gt;
|-&lt;br /&gt;
|Herald || 5 ranks of Persuade || May make sendings at no cost&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Physician || 5 ranks of Heal || Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill&lt;br /&gt;
|-&lt;br /&gt;
|Torch Fighter || None || You are an intrepid explorer accustomed to delving into dark and forgotten places. You have learned to turn your trusty torch, and source of light, into a deadly weapon. While holding a torch your melee attacks deal 1d6 fire damage. Monks cannot use this ability while fighting unarmed.&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Spellcaster || None || Your caster level increases by 4, but no higher than your total character level.&lt;br /&gt;
|-&lt;br /&gt;
|Fight or Flight || 4 ranks of Athletics || You are light on your feet, able to chase down prey, or turn and run on a moment&#039;s notice. Once per day, gain +50% movement speed for one round per 5 ranks in athletics. At 5th level this improves to Haste.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feat Changes == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039; || Pre-requisite is 14 DEX, instead of 15 DEX.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arcane Defense&#039;&#039;&#039; || &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:400px; overflow:auto; margin-left: 50px;” &amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:&lt;br /&gt;
 Spell Focus is not required to take the feat&lt;br /&gt;
 Must now be able to cast 1st level spells&lt;br /&gt;
 Taking the feat grants a unique 1/day ability&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Grants immunity to Lesser Dispel &amp;amp; Dispel Magic for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Conjuration&lt;br /&gt;
 All summons around the caster in a colossal radius roll a will save against the character&#039;s level + 15 and are destroyed on a failed save.&lt;br /&gt;
&lt;br /&gt;
 Divination&lt;br /&gt;
 Removes all See Invisibility effects and other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal area&lt;br /&gt;
&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Grants immunity to mind spells for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Evocation&lt;br /&gt;
 Grants +10 Reflex for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Illusion&lt;br /&gt;
 Removes all invisibility effects from all creatures in a colossal area and grants See Invisibility for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Grants 50% immunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blooded&#039;&#039;&#039; || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brew Potion&#039;&#039;&#039; || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create multiple potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or a Brewer&#039;s Elixir to check the maximum cost of brewing each potion. To use either, simply cast the spell onto the item. Brewing costs are randomized, but never exceed the Elixir&#039;s maximum, and are reduced by your Appraise. Potion Cauldrons are also affected by your level, determining how many potions you can brew at once. Paladins and Rangers can only brew one potion at a time, even with a potion cauldron. Brewing does not cost XP on EFU.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bullheaded&#039;&#039;&#039; || Additionally grants 1d12 temporary HP on rest&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combat Casting&#039;&#039;&#039; || The base DC for Defensive Casting has been changed to 10+innate spell level.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Courteous Magocracy&#039;&#039;&#039; || Additionally grants +2 Persuade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Craft Wand&#039;&#039;&#039; ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). Crafting does not cost XP on EFU.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disarm &amp;amp; Improved Disarm&#039;&#039;&#039; || No longer provides bonus AB based on the difference between combatants&#039; weapon size categories.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dual-Wield &amp;amp; Two-Weapon Fighting&#039;&#039;&#039; ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Improved Two-weapon Fighting &#039;&#039;&#039; ||  Prequisite is 8 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evasion&#039;&#039;&#039; || Evasion now requires the character to be wearing Light Armor or below. It also requires that you not be under the effect of a disable that stops you from taking move actions (Confusion, Domination, Paralyze, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expertise&#039;&#039;&#039; || +3 bonus to AC, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Expertise&#039;&#039;&#039; || +6 bonus to AC, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; || By choosing GSF: Evocation, the element you have selected to associate with your Flame Weapon element adds a special effect to spells that deal elemental damage of that sort. For example, having cold as your Flame Weapon element will add the below effect to all cold damage spells, such as Ice Storm. You can choose the elemental association of your Flame Weapon by interacting with a placeable in the OOC starter zone. &lt;br /&gt;
     &#039;&#039;&#039;Fire&#039;&#039;&#039; - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.&lt;br /&gt;
     &#039;&#039;&#039;Cold&#039;&#039;&#039; - Damaged targets make a saving throw or suffer Slow for one round.&lt;br /&gt;
     &#039;&#039;&#039;Acid&#039;&#039;&#039; - Damaged targets make a save throw or experience -2 Armor Class for 1d6 rounds.&lt;br /&gt;
     &#039;&#039;&#039;Electrical&#039;&#039;&#039; - Damaged targets spread 1d4 electrical damage to other nearby targets.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Improved Critical&#039;&#039;&#039; ||  Perquisite is 6 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Improved Knock-down &#039;&#039;&#039; ||  Perquisite is 6 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Attack&#039;&#039;&#039; || +3 bonus to attack damage, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Power Attack&#039;&#039;&#039; || +6 bonus to attack damage, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luck of the Heroes&#039;&#039;&#039; || Renamed to Fortunate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you. Scribing does not cost XP on EFU.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Disease&#039;&#039;&#039; || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Energy&#039;&#039;&#039; || Pre-requisite is five fortitude save. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silent Spell&#039;&#039;&#039; || Having the Silent Spell feat passively negates spell failure when underwater.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silver Palm&#039;&#039;&#039; || Automatically pass the hidden Persuade checks to see special items on certain merchants. Each stall you open generates a rumor, alerting potential customers of where you are located.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Focus: Heal&#039;&#039;&#039; || Increases the rate at which herbs heal the target (per instance) from 1 to 2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snake Blood&#039;&#039;&#039; || Additionally grants the &amp;quot;Use Poison&amp;quot; feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Attack&#039;&#039;&#039; || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Still Spell&#039;&#039;&#039; || Having the Still Spell feat passively negates spell failure from limb loss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stealthy&#039;&#039;&#039; || Additionally grants bonus +1 to Hide and Move Silent skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stunning Fist&#039;&#039;&#039; || Duration is, properly, 12 seconds to match the original duration prior to Beamdog&#039;s change&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turn Undead&#039;&#039;&#039; || Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon Focus&#039;&#039;&#039; || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. &lt;br /&gt;
     &#039;&#039;&#039;Axes:&#039;&#039;&#039; Greataxes, Battleaxes, Dwarven Waraxes, Handaxes, Double Axes, Throwing Axes&lt;br /&gt;
     &#039;&#039;&#039;Heavy Blades:&#039;&#039;&#039; Greatswords, Longswords, Bastard Swords, Katanas, Two-Bladed Swords, Falchions&lt;br /&gt;
     &#039;&#039;&#039;Light Blades:&#039;&#039;&#039; Shortswords, Scimitars, Daggers, Rapiers, Sickles, Kamas, Kukris, Darts&lt;br /&gt;
     &#039;&#039;&#039;Close Quarters:&#039;&#039;&#039; Unarmed Strikes, Quarterstaffs, Creature Weapons, Shurikens, Magic Staffs, Whips&lt;br /&gt;
     &#039;&#039;&#039;Maces and Flails:&#039;&#039;&#039; Maces, War Maces, Light Flails, Heavy Flails, Morningstars, Dire Maces&lt;br /&gt;
     &#039;&#039;&#039;Hammers and Clubs:&#039;&#039;&#039; Warhammers, Mauls, Light Hammers, Tools, Clubs&lt;br /&gt;
     &#039;&#039;&#039;Polearms:&#039;&#039;&#039; Halberds, Spears, Short Spears, Tridents, Lances, Scythes&lt;br /&gt;
     &#039;&#039;&#039;Ranged:&#039;&#039;&#039; Heavy Crossbows, Light Crossbows, Shortbows, Longbows, Slings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon Specialization&#039;&#039;&#039; || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Critical&#039;&#039;&#039; || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapon Focus/Weapon Spec/Imp Crit feats are now chosen per weapon group, not individual weapon. The benefits of these feats apply to the group.&lt;br /&gt;
&lt;br /&gt;
== Weapon Groups== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Axes&#039;&#039;&#039; || Ankus, Greataxe, Battleaxe, Dwarven Waraxe, Handaxe, Double Axe, Throwing Axe&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Blades&#039;&#039;&#039; || Greatsword, Longsword, Bastard Sword, Katana, Double Bladed Sword, Falchion&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light Blades&#039;&#039;&#039; || Shortsword, Scimitar, Dagger, Rapier, Sickle, Kama, Kukri, Throwing Knives&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters&#039;&#039;&#039; ||  Bag Nakh, Unarmed, Quarterstaff, Creature Weapons, Shurikens, Magic Staff, Whip, War Fan&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maces and Flails&#039;&#039;&#039; ||  Light Mace, War Mace, Light Flail, Heavy Flail, Morningstar, Dire Mace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammers and Clubs&#039;&#039;&#039; ||  Warhammer, Maul, Light Hammer, Tools, Club&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Polearms&#039;&#039;&#039; ||  Halberd, Spear, Short Spear, Trident, Lance, Scythe&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ranged&#039;&#039;&#039; ||  Heavy Crossbow, Light Crossbow, Short Bow, Long Bow, Sling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Encumbrance Changes == &lt;br /&gt;
&lt;br /&gt;
Encumbrance limits were increased. Weight capacity has been increased by 10 at each point of Strength below 16. At 16 Strength, capacity is only increased by 5. From 17 Strength onward the values remain consistent with vanilla NWN.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strength !! Encumbered !! Heavily Encumbered&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 36 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 43 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 70 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 76 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 83 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 96 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 102 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 110 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 120 || 160&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 126 || 185&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 143 || 210&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 158 || 235&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 173 || 260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=3113</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=3113"/>
		<updated>2024-04-12T15:59:51Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added war fan, ankuus, bag nakh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Padded&#039;&#039;====&lt;br /&gt;
 Reduced weight to 1 lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Leather&#039;&#039;====&lt;br /&gt;
 Reduced weight to 5 lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Studded Leather&#039;&#039;====&lt;br /&gt;
 Increased max Dexterity Bonus to +5 &lt;br /&gt;
 Reduced chance of Arcane Spell Failure to 15%&lt;br /&gt;
 Reduced weight to 10 lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Splint Mail&#039;&#039;====&lt;br /&gt;
 Increased max Dexterity Bonus to +2 &lt;br /&gt;
 Reduced chance of Arcane Spell Failure to 35%&lt;br /&gt;
&lt;br /&gt;
==Default Weapons==&lt;br /&gt;
Spears, Short Spears, and Halberds have been given increased attack range.&lt;br /&gt;
&lt;br /&gt;
Tridents inflict 1d12 damage, and have a x3 critical multiplier.&lt;br /&gt;
&lt;br /&gt;
Heavy Flails inflict 1d12 damage.&lt;br /&gt;
&lt;br /&gt;
Light Flails have a threat range of 19-20.&lt;br /&gt;
&lt;br /&gt;
Maces have a x3 critical multiplier.&lt;br /&gt;
&lt;br /&gt;
Light Hammers inflict 1d6 damage, and have a x3 critical multiplier.&lt;br /&gt;
&lt;br /&gt;
Scimitar and Short Spear are compatible with Weapon Finesse when wielded by Medium creatures.&lt;br /&gt;
&lt;br /&gt;
Darts, Throwing Axes, and Shurikens are now weightless, like other ammunition.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ankus&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x2&lt;br /&gt;
 Base Damage Type: Piercing, Bludgeoning&lt;br /&gt;
 Weapon Size: Small&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 6lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Bag Nakh&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d4&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Tiny&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 1lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Fan&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d2&lt;br /&gt;
 Base Critical Threat: 19-20/x2&lt;br /&gt;
 Base Damage Type: Piercing, Slashing&lt;br /&gt;
 Weapon Size: Small&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 1lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
==Stack Limit==&lt;br /&gt;
&lt;br /&gt;
Arrows, Darts, Throwing Axes, Bolts, and similar ammunition items can now stack up to 10,000, which should effectively be unlimited.&lt;br /&gt;
&lt;br /&gt;
Potions now stack to 200. Grenades stack to 200.&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. Listed here are some of the throwables unique to EFU, and some of the changes made to default throwables.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stancebreach&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Disrupts combat stances such as Expertise and Power Attack and, if a stance is indeed breached, deals 1d4 magic damage to the target. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Sparks of Revelation&#039;&#039;==== &lt;br /&gt;
&lt;br /&gt;
Disrupts stealth and removes invisibility from any characters caught in the targeted location. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Magic Disruptor&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Targets the opponent with Dispel Magic, subject to all of the normal rules of Dispel Magic. Lesser and greater variants have different caster levels.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Alchemist Fire&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon. When thrown, deals 1d10 fire damage to the target, and 1d4 fire damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Acid Flask&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon. When thrown, deals 1d10 acid damage to the Target, and 1d4 acid damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Caltrops&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect, every round, to a maximum of 25 total damage before dissipating.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Laughing Gas&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Creates a cloud effect that knocks prone anyone in it who fails an easy Will save, similar to the spell Tasha&#039;s Hideous Laughter. This effect bypasses magical protections such as Clarity and Protection From Alignment. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Flash Powder&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Inflicts a temporary Blindness effect on anyone in the area who fails an easy Fortitude save. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Bottled Mold/Bag of Snakes/Quivering Fungus&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Summons a hostile monster at the target location. The monster will usually attack whatever is closest.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Oil Bottle Bomb&#039;&#039; ====&lt;br /&gt;
Creates a ground effect similar that slows anyone caught in it, similar to the Grease spell, at the target location.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Worriment Grenade&#039;&#039;====&lt;br /&gt;
Sends a message to all nearby player characters that there is an invisible character casting spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Vanishing Smoke&#039;&#039;====&lt;br /&gt;
Automatically shifts the character into stealth, grants temporary access to &#039;Hide in Plain Sight&#039; for one round,  and temporarily penalizes Hide and Move Silently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ioun Stones==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Purple Ioun Stone&#039;&#039;==== &lt;br /&gt;
Gives the user sixty (60) minutes of +20% movement speed&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;White Ioun Stone&#039;&#039;====&lt;br /&gt;
Gives the user sixty (60) minutes of Freedom of Movement&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Clear Ioun Stone&#039;&#039;==== &lt;br /&gt;
Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Medicinal Herbs&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Herbs will heal 1 hp/round based on the result of a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk &amp;quot;Physician&amp;quot; adds an additional 1hp/round.&lt;br /&gt;
* The total amount healed is the difference between your Heal check and the DC.&lt;br /&gt;
* While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed. &lt;br /&gt;
* While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 16 to determine the amount healed. &lt;br /&gt;
* Higher quality herbs may add bonuses to the check. This will be visible in the log if so. &lt;br /&gt;
* Herbs will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Healer&#039;s Kit&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Medicinal herbs can be added to a Healer&#039;s Kit item. Adding herbs to a kit is an excellent way to manage inventory weight and help keep healing resources organized in one place, but it is important to know that &amp;quot;higher quality herbs&amp;quot; will lose their bonus when added to a kit.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Antitoxin&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.&lt;br /&gt;
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.&lt;br /&gt;
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.&lt;br /&gt;
* In all cases, using Antitoxin will roll vs DC 20 to determine whether Ironguts is cast on the target.&lt;br /&gt;
* In all cases, using Antitoxin will roll vs DC 30 to determine whether Lesser Restoration is cast on the target.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Aspectral Prism&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
This rare consumable can be used on on any item with an Aspect. With a DC 20 check of the greater of your Tailoring or Smithing, you can reroll that item&#039;s Aspect. Even if the check is failed (and no reroll occurs), the Aspectral Prism will be expended.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2945</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2945"/>
		<updated>2024-01-20T20:33:40Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Ironskin down to 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / caster level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 round/10 round Wait, Effect Instant&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle experience the effects of the &amp;quot;Slow&amp;quot; spell. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 3 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 5, Druid 5, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 turn / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5,  Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state applies a random hex to the target on a failed Will save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of astral damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	1 Hour / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 Turn / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Paladin&amp;diff=2944</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Paladin&amp;diff=2944"/>
		<updated>2024-01-20T20:30:15Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Heroism &amp;gt; 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Paladin.jpg&lt;br /&gt;
|ClassName=Paladin&lt;br /&gt;
|align=Lawful Good&lt;br /&gt;
|HP=10 + CON&lt;br /&gt;
|Prof=Armor (Light, Medium, Heavy), Shields, Weapons (Simple, Martial)&lt;br /&gt;
|Skills=2 + INT&lt;br /&gt;
|Saves=Fort High, Will Low, Reflex Low&lt;br /&gt;
|BAB= +1/Level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Paladins in EFU:Sands of Intrigue do not receive their powers from a specific deity as in previous chapters of EFU and in canon Forgotten Realms. Paladins in the character creation area should instead select a Paladin Oath by taking and equipping the corresponding ring to that oath.&lt;br /&gt;
&lt;br /&gt;
When the paladin takes an oath, they receive full Paladin powers as per standard NWN. Failing to maintain the oath, or knowingly maintaining the company of evil companions will result in the Paladin losing their powers. Only in the most extreme of conditions can exceptions occur, but these are truly rare. True Paladins can generally avoid the company of evil companions on adventures by using &amp;quot;/c detect evil&amp;quot;, and may feel free to do so at will. The Paladin should be vigilant as there exist means of concealing alignment. Conversation and discussion with evil characters is allowed, but the paladin must avoid any action which may reward or benefit evil, such as quests or business dealings.&lt;br /&gt;
&lt;br /&gt;
If it is your intention to play a Paladin, you should start playing one at level one and simply seek out an appropriate Order or Code. &lt;br /&gt;
&lt;br /&gt;
Consult with a DM if you have more questions, or for guidance if you are uncertain about a situation being faced. &lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful Good Only&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 10 + CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + INT modifier per level (2+int modifier)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Bluff, Concentration, Craft Trap, Discipline, Heal, Intimidate, Lore, Parry, Persuade, Ride, Taunt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will Low, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +1 per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.&lt;br /&gt;
&lt;br /&gt;
Fallen Paladins, that is those who have not sworn or upheld an oath, are unable to cast spells. &lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Feat Changes || Smite Evil and Lay on Hands usable 3/day.&lt;br /&gt;
|-&lt;br /&gt;
| Oaths || In EFU, a Paladin must take up and hold an oath in order to not be considered a Fallen Paladin. Holding an oath can be easy for some, difficult for others, and an absolute rule for others. How you portray your oath is open to you as a player but that fits the spirit of it&#039;s mandates.&lt;br /&gt;
|-&lt;br /&gt;
| Detect Evil || Paladins can detect evil using the [[Voice_Commands#Detect_Evil|/c detect evil]] [[Voice_Commands|Voice Command]]. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.&lt;br /&gt;
|- &lt;br /&gt;
| Turn Undead || Paladin Turn Undead remains unchanged from base NWN&lt;br /&gt;
|-&lt;br /&gt;
| Summon Mount || Summon Mount has been disabled on EFU&lt;br /&gt;
|-&lt;br /&gt;
| Multiclassing || Before multiclassing as a paladin or into paladin, you must submit an application that, in addition to the standard questions, also includes a detailed level plan.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paladin Spell List==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1st Circle !! 2nd Circle !! 3rd Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Bless	||	Aid	||	Cure moderate wounds&lt;br /&gt;
|-&lt;br /&gt;
|	[[Custom_Spells#Bless_Water|Bless Water]]	||	Aura of glory	||	Dispel magic&lt;br /&gt;
|-&lt;br /&gt;
|	Bless weapon	||	Bull&#039;s strength	||	Greater magic weapon&lt;br /&gt;
|-&lt;br /&gt;
|	Cure light wounds	||	Eagle&#039;s splendor	||	Magic circle against alignment&lt;br /&gt;
|-&lt;br /&gt;
|	Deafening clang	||	Remove paralysis	||	Prayer&lt;br /&gt;
|-&lt;br /&gt;
|	Divine favor	||	Resist elements	||	Remove blindness/deafness&lt;br /&gt;
|-&lt;br /&gt;
|	Endure elements	||	[[Custom_Spells#Heroism|Heroism]] ||	[[Custom_Spells#Shield_Other|Shield Other]]&lt;br /&gt;
|-&lt;br /&gt;
|	Magic weapon	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Protection from alignment	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Virtue	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Oaths==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
| Oath || Tenets&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Knight Fidelitus: || &amp;quot;You have a master. You are loyal to him and only to him. If he fails, you fail. Ensure he does no evil.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Roadwarden: || &amp;quot;Protect those of good heart and standing that travel these paths. Suffer no bandit or criminal.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of Ky&#039;ran: || &amp;quot;Fear not evil. Confront it always and never give up.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Truthbearer: || &amp;quot;Let none destroy knowledge. Punish those who do so.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Vanguard Knight: || &amp;quot;Combat should be the domain of the bold and the righteous. Use not cowards&#039; tools to fight from a distance. Always be at the forefront of the charge.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Lawmaker: || &amp;quot;Root out the corrupt and the tyrant wherever they are found.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Brave: || &amp;quot;Suffer no coward and punish the craven where they are found.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Tyrants: || &amp;quot;Uphold firmly the writ of law, save that it be unjust. Then topple the Tyrant and uplift another.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of Peace: || &amp;quot;Carry no arms, permit no violence by sword nor sorcery.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Healer: || &amp;quot;The sick and the maimed are under your protection. Evil is a sickness that must be cured.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Shepherd: || &amp;quot;The animals of this world are innocent as babes. You shall do them no harm.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Headsman: || &amp;quot;Your blade exists to sever vile head from wicked shoulder.  Once drawn, it shall not be sheathed save a life is taken.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Bookburner: || &amp;quot;Books stain the morality of all those who read them. Burn all texts but for the sacred.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Congenital: || &amp;quot;Seek to rid of the world of things aberrant, displaced, or unworldly.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of the Inveterate: || &amp;quot;Seek to maintain consistency and stagnation. Upend that which would threaten stability.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Oath of Splendor: || &amp;quot;Seek to protect beauty from anything that would putrefy it.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Codes of Conduct==&lt;br /&gt;
&#039;&#039;&#039;Fealty&#039;&#039;&#039;&lt;br /&gt;
 Paladins must uphold the teachings of the Oath from which they draw their powers. This does not mean street preaching, but that they must live their lives and exhibit themselves according to the holy cause they have chosen to represent. They must obey the tenets of their Oath. They must strive to act in a manner that is in the spirit of their Oath.&lt;br /&gt;
 &lt;br /&gt;
 For example, a Paladin of the Roadwardens who rarely travels, and ignores bandits will not be able to remain one for long. A Paladin of the Vanguard Knights who is reluctant to combat evil in melee will also lose their powers. Etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courtesy&#039;&#039;&#039;&lt;br /&gt;
 Paladins must conduct themselves with a modicum of proper behavior. They are expected to be respectful toward others. Paladins who routinely spreads slander and speaks ill of others behind their backs could lose powers. Paladins who engage in street brawls could lose their powers.&lt;br /&gt;
 &lt;br /&gt;
 This does not mean a Paladin has to be nice or friendly to everyone, but that they are expected to behave with a semblance of dignity. They are divine warriors who draw power from their chivalry and are expected to act as such.&lt;br /&gt;
 &lt;br /&gt;
 For example, a Paladin who spreads word around town about how much they hate a local villain, and spreads tales about their ill behavior without proof, could lose their powers.&lt;br /&gt;
 &lt;br /&gt;
 On the other hand, if the same Paladin openly speaks of foul deeds committed by that villain, and urges others to be cautious or take action, that is fine.&lt;br /&gt;
 &lt;br /&gt;
 Basically, confrontation is acceptable, but baseless slander is not.&lt;br /&gt;
 &lt;br /&gt;
 Similarly, the quality of the confrontation is taken into account. Paladins who gets into arguments and fisticuffs with local thugs could lose their powers, but one who engages in honorable duels or fights in defense of innocent life would not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honesty&#039;&#039;&#039;&lt;br /&gt;
 Paladins are expected to be honest in words and deeds. Paladins cannot lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also cannot practice other forms of deceit, such as disguising themselves in order to sow discontent among their rivals is dishonest.&lt;br /&gt;
 &lt;br /&gt;
 Paladins may &#039;disguise&#039; themselves so as not to be seen immediately for who they are, but they may not use this to create an advantage by pretending to be someone else when confronted or by performing actions under a secret identity.&lt;br /&gt;
 &lt;br /&gt;
 For example, a Paladin, if captured, and asked by an enemy where to find the undefended leader of the Paladin&#039;s group, cannot lie, but may refuse to answer.&lt;br /&gt;
 &lt;br /&gt;
 As another example, a Paladin may wear an obscuring cloak to pass through an unfriendly town unmolested, but they may not wear the cloak in order to hand out notices signed by a false name, or to spread word about their rival&#039;s crimes while pretending to be a local thug.&lt;br /&gt;
&#039;&#039;&#039;Valor&#039;&#039;&#039;&lt;br /&gt;
 Paladins are expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if Paladins routinely flee prematurely, or flee in a manner that endangers their companions, they could lose their powers. Likewise, Paladins are expected to be brave when representing their cause, and to stand up against their enemies out of battle as well.&lt;br /&gt;
 &lt;br /&gt;
 For example, Paladins who flees from combat, and thus allows their companions to die in their place, could lose their powers. But as a counterexample, Paladins who find themselves surrounded by overwhelming odds, with no hope for victory, may retreat honorably if they take care to ensure that their retreat does not cause the loss of innocent lives.&lt;br /&gt;
 &lt;br /&gt;
 Paladins who becomes meek and timid when confronted by rivals could lose their powers.&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;&#039;&#039;&lt;br /&gt;
 Honor is everything to Paladins, at times to a fault. They are expected to be respectful to all, even their enemies. No pissing on corpses for the Paladins. They are also expected to be willing to go all the way to see that their honor is maintained. They shall always keep their word once given, or die trying.&lt;br /&gt;
 &lt;br /&gt;
 For example, if an enemy they have defeated behaved courageously in their own way, Paladins might even adhere to a dying wish or see a proper burial performed. Paladins will never desecrate the dead.&lt;br /&gt;
 &lt;br /&gt;
 If Paladins are challenged to a duel by someone of similar ability, they must accept. If, for example, a drunken commoner well beneath them makes a challenges, they may turn away, as this shows greater honor than pulverizing an unworthy opponent.&lt;br /&gt;
 &lt;br /&gt;
Some more specific examples things that Paladins will and will not do...&lt;br /&gt;
&lt;br /&gt;
*Will not work alongside evil people, in any capacity. Paladins may meet with them or converse with them, but nothing that remotely benefits the evil person is allowed. This includes colluding with evil people, questing with evil people, giving them gold, etc.&lt;br /&gt;
*Will not break their word before giving full effort to uphold it.&lt;br /&gt;
*Will not lie or deceive.&lt;br /&gt;
*Will not attack, or harm in any way, an innocent.&lt;br /&gt;
*Will not torture another in any way, for any reason.&lt;br /&gt;
*Will not break the law, unless the law is unjust or in conflict with their Oath. Even then, they will first strive to see it overturned.&lt;br /&gt;
*Will never betray a friend, ever.&lt;br /&gt;
*Will never take dirty money or items, or otherwise enrich themselves off the misdeeds of others.&lt;br /&gt;
*Will not desecrate the dead in any manner.&lt;br /&gt;
*Will not attack an unarmed and/or unaware foe.&lt;br /&gt;
*Will not use poison to defeat an enemy.&lt;br /&gt;
*Will obviously not steal, murder, etc.&lt;br /&gt;
&lt;br /&gt;
{{ClassList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=2943</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=2943"/>
		<updated>2024-01-20T20:27:46Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chat Commands==&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
==Custom Text Macros==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;/m add test1 This is a test.&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot; that will state &amp;quot;This is a test&amp;quot; when used.&lt;br /&gt;
*&#039;&#039;&#039;/m rem test1&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Spells Status==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;/c spells_status&amp;quot;&#039;&#039;&#039; - Use this command to check the current spells on yourself.&lt;br /&gt;
* If the PC is the one who cast the spells, will show the spell name and remaining duration. &lt;br /&gt;
* If not, the PC rolls 2 rolls of spellcraft, one for the spell&#039;s name and if successful, for the spell&#039;s remaining duration as well. &lt;br /&gt;
* This command can be used every 5 minutes&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;&amp;quot;/c aspects&amp;quot;&#039;&#039;&#039; will show you a list of all current aspects affecting you, and their effects.&lt;br /&gt;
&lt;br /&gt;
==Logins/Playtime==&lt;br /&gt;
&lt;br /&gt;
The command &#039;&#039;&#039;&amp;quot;/c logins&amp;quot;&#039;&#039;&#039; will show you how many times you have logged into the current character, and their total time logged in.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Think&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Headache&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sass&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bend&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Commotion==&lt;br /&gt;
&lt;br /&gt;
Checks important or widely-travelled parts of the hub and provides a broad summary of the amount of traffic in those areas. Can only be used within said areas.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c commotion&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Date==&lt;br /&gt;
&lt;br /&gt;
Displays the date (ex: Iyar 13th, IY 7787) as well as the month&#039;s saying and how many days it has been since server start.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c date&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Debug Snare==&lt;br /&gt;
&lt;br /&gt;
Temporarily reduces your dexterity by 1 for a round. This resolves the issue where your AC does not return to normal after the snare effect from Tanglefoot Bags, the spell Web, or web-like effects.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c debug_snare&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Debug Darkness==&lt;br /&gt;
&lt;br /&gt;
Eliminates the persistent blindness sometimes caused when the end of a Darkness effect isn&#039;t corrected detected, typically because of an Ultravision effect or a rare pattern of movement.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c debug_dark&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill-based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
&lt;br /&gt;
Displays the quest journal, showing which quests are active, have been completed, and how much time remains until they can be taken again.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c journal&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfblood&#039;&#039;&#039;&amp;quot; search for Harry Halfblood&#039;s tracks (Harry Halfblood is an example name).&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with the nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on the other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present, you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first, activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
===Feedback Toggle===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter_feedback_toggle&#039;&#039;&#039;&amp;quot; toggles Tell Filtering feedback messages on/off &lt;br /&gt;
* This is in order to hide the message &amp;quot;&#039;&#039;Tell from (character name) blocked.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t one of the following options. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Creating Spell Notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item that is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c spellnotes save &amp;lt;ID&amp;gt;&#039;&#039;&#039;&amp;quot; - Will save your current spellbook loadout under the given identity label.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c spellnotes load &amp;lt;ID&amp;gt;&#039;&#039;&#039;&amp;quot; - Will populate your spellbook with the loadout of the given identity label. Prepared spells are overwritten by this process.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c spellnotes delete &amp;lt;ID&amp;gt;&#039;&#039;&#039;&amp;quot; - Will delete a spellbook loadout of the given identity label.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armor parts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
&lt;br /&gt;
==Wereshift (Lycanthropes Only)==&lt;br /&gt;
&lt;br /&gt;
Shifting between different lycanthropic forms.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Walk==&lt;br /&gt;
&lt;br /&gt;
Use this command to forcefully cause your character to walk. They will not run in any situation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c walk&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Activate Songbook (Bards Only)==&lt;br /&gt;
&lt;br /&gt;
Bards may use this command to rapidly switch between custom songs and/or create hotbar text macros that do so for them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c songbook activate &amp;lt;#&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Character Editing=&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
When you view a character&#039;s description, this can help give subtle information and aid in knowing what features you want to be pronounced. This aids greatly in people helping identify you, talk about your PC in ways other than obvious things like your name, race, or armor.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c desc set&#039;&#039;&#039;&amp;quot; This will reset your description and then add the text following this command.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c desc app&#039;&#039;&#039;&amp;quot; This will add on the following text to your current description.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#NL#&amp;lt;/nowiki&amp;gt; drops the following text to the next line of your description.&lt;br /&gt;
&lt;br /&gt;
A tip to view your own character&#039;s description is to add NWN&#039;s Examine to your toolbar and use it on yourself. This will show your own description that others will be viewing.&lt;br /&gt;
&lt;br /&gt;
You may also set your description in [https://wiki.efupw.com/index.php?title=EFUSL_2_Documentation &#039;&#039;&#039;EFUSL&#039;&#039;&#039;], under the description tab on your PC&#039;s &#039;My Character&#039; page, up to 2048 characters.&lt;br /&gt;
&lt;br /&gt;
===Soundset===&lt;br /&gt;
You are now able to change which soundset your character uses for their voice! Please see the NWN wiki&#039;s [https://nwn.fandom.com/wiki/Soundset.2da_(contents) Soundsets] for a list of those available.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c soundset ID&#039;&#039;&#039;&amp;quot; This will change your character&#039;s soundset to the ID used from those available.&lt;br /&gt;
&lt;br /&gt;
===Portrait===&lt;br /&gt;
To add new portraits for personal use, please see the NWN wiki on [https://nwn.fandom.com/wiki/Portrait Portraits] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c portrait filename&#039;&#039;&#039;&amp;quot; This will change your character&#039;s portrait to the filename used. Note, file extension and size indicators should not be added to the filename. E.g. to use elf01_s.tga as portrait, use command &#039;&#039;&#039;/c portrait elf01_&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Toggle Alarm Sound=&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle_alarm_sound&#039;&#039;&#039;&amp;quot; - toggle on/off if alarm is playing an actual sound to the caster every few rounds&lt;br /&gt;
&lt;br /&gt;
=Unstuck=&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c unstuck&#039;&#039;&#039;&amp;quot; - This command, when repeated, will make your character immobile for ten seconds and then move them to the last way-point / transition. This is to be used to fix problems where characters get stuck in terrain or placeables. Using this command for any other purpose, for example avoiding monsters, is against the rules.&lt;br /&gt;
 &lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=2942</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=2942"/>
		<updated>2024-01-20T20:27:03Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: add unstuck command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chat Commands==&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
==Custom Text Macros==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;/m add test1 This is a test.&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot; that will state &amp;quot;This is a test&amp;quot; when used.&lt;br /&gt;
*&#039;&#039;&#039;/m rem test1&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Spells Status==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;/c spells_status&amp;quot;&#039;&#039;&#039; - Use this command to check the current spells on yourself.&lt;br /&gt;
* If the PC is the one who cast the spells, will show the spell name and remaining duration. &lt;br /&gt;
* If not, the PC rolls 2 rolls of spellcraft, one for the spell&#039;s name and if successful, for the spell&#039;s remaining duration as well. &lt;br /&gt;
* This command can be used every 5 minutes&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;&amp;quot;/c aspects&amp;quot;&#039;&#039;&#039; will show you a list of all current aspects affecting you, and their effects.&lt;br /&gt;
&lt;br /&gt;
==Logins/Playtime==&lt;br /&gt;
&lt;br /&gt;
The command &#039;&#039;&#039;&amp;quot;/c logins&amp;quot;&#039;&#039;&#039; will show you how many times you have logged into the current character, and their total time logged in.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Think&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Headache&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sass&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bend&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Commotion==&lt;br /&gt;
&lt;br /&gt;
Checks important or widely-travelled parts of the hub and provides a broad summary of the amount of traffic in those areas. Can only be used within said areas.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c commotion&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Date==&lt;br /&gt;
&lt;br /&gt;
Displays the date (ex: Iyar 13th, IY 7787) as well as the month&#039;s saying and how many days it has been since server start.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c date&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Debug Snare==&lt;br /&gt;
&lt;br /&gt;
Temporarily reduces your dexterity by 1 for a round. This resolves the issue where your AC does not return to normal after the snare effect from Tanglefoot Bags, the spell Web, or web-like effects.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c debug_snare&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Debug Darkness==&lt;br /&gt;
&lt;br /&gt;
Eliminates the persistent blindness sometimes caused when the end of a Darkness effect isn&#039;t corrected detected, typically because of an Ultravision effect or a rare pattern of movement.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c debug_dark&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill-based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
&lt;br /&gt;
Displays the quest journal, showing which quests are active, have been completed, and how much time remains until they can be taken again.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c journal&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfblood&#039;&#039;&#039;&amp;quot; search for Harry Halfblood&#039;s tracks (Harry Halfblood is an example name).&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with the nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on the other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present, you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first, activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
===Feedback Toggle===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter_feedback_toggle&#039;&#039;&#039;&amp;quot; toggles Tell Filtering feedback messages on/off &lt;br /&gt;
* This is in order to hide the message &amp;quot;&#039;&#039;Tell from (character name) blocked.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t one of the following options. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Creating Spell Notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item that is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c spellnotes save &amp;lt;ID&amp;gt;&#039;&#039;&#039;&amp;quot; - Will save your current spellbook loadout under the given identity label.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c spellnotes load &amp;lt;ID&amp;gt;&#039;&#039;&#039;&amp;quot; - Will populate your spellbook with the loadout of the given identity label. Prepared spells are overwritten by this process.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c spellnotes delete &amp;lt;ID&amp;gt;&#039;&#039;&#039;&amp;quot; - Will delete a spellbook loadout of the given identity label.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armor parts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
&lt;br /&gt;
==Wereshift (Lycanthropes Only)==&lt;br /&gt;
&lt;br /&gt;
Shifting between different lycanthropic forms.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Walk==&lt;br /&gt;
&lt;br /&gt;
Use this command to forcefully cause your character to walk. They will not run in any situation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c walk&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Activate Songbook (Bards Only)==&lt;br /&gt;
&lt;br /&gt;
Bards may use this command to rapidly switch between custom songs and/or create hotbar text macros that do so for them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c songbook activate &amp;lt;#&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Character Editing=&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
When you view a character&#039;s description, this can help give subtle information and aid in knowing what features you want to be pronounced. This aids greatly in people helping identify you, talk about your PC in ways other than obvious things like your name, race, or armor.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c desc set&#039;&#039;&#039;&amp;quot; This will reset your description and then add the text following this command.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c desc app&#039;&#039;&#039;&amp;quot; This will add on the following text to your current description.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#NL#&amp;lt;/nowiki&amp;gt; drops the following text to the next line of your description.&lt;br /&gt;
&lt;br /&gt;
A tip to view your own character&#039;s description is to add NWN&#039;s Examine to your toolbar and use it on yourself. This will show your own description that others will be viewing.&lt;br /&gt;
&lt;br /&gt;
You may also set your description in [https://wiki.efupw.com/index.php?title=EFUSL_2_Documentation &#039;&#039;&#039;EFUSL&#039;&#039;&#039;], under the description tab on your PC&#039;s &#039;My Character&#039; page, up to 2048 characters.&lt;br /&gt;
&lt;br /&gt;
===Soundset===&lt;br /&gt;
You are now able to change which soundset your character uses for their voice! Please see the NWN wiki&#039;s [https://nwn.fandom.com/wiki/Soundset.2da_(contents) Soundsets] for a list of those available.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c soundset ID&#039;&#039;&#039;&amp;quot; This will change your character&#039;s soundset to the ID used from those available.&lt;br /&gt;
&lt;br /&gt;
===Portrait===&lt;br /&gt;
To add new portraits for personal use, please see the NWN wiki on [https://nwn.fandom.com/wiki/Portrait Portraits] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c portrait filename&#039;&#039;&#039;&amp;quot; This will change your character&#039;s portrait to the filename used. Note, file extension and size indicators should not be added to the filename. E.g. to use elf01_s.tga as portrait, use command &#039;&#039;&#039;/c portrait elf01_&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Toggle Alarm Sound==&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle_alarm_sound&#039;&#039;&#039;&amp;quot; - toggle on/off if alarm is playing an actual sound to the caster every few rounds&lt;br /&gt;
&lt;br /&gt;
==Unstuck==&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c unstuck&#039;&#039;&#039;&amp;quot; - This command, when repeated, will make your character immobile for ten seconds and then move them to the last way-point / transition. This is to be used to fix problems where characters get stuck in terrain or placeables. Using this command for any other purpose, for example avoiding monsters, is against the rules.&lt;br /&gt;
 &lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2941</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2941"/>
		<updated>2024-01-20T20:20:04Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Shelgrans invincible blade down to 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / caster level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 round/10 round Wait, Effect Instant&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle experience the effects of the &amp;quot;Slow&amp;quot; spell. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 3 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 5, Druid 5, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 turn / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5,  Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state applies a random hex to the target on a failed Will save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of astral damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	1 Hour / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 Turn / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2940</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2940"/>
		<updated>2024-01-20T20:18:41Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: sand storm now arcane&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / caster level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 round/10 round Wait, Effect Instant&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle experience the effects of the &amp;quot;Slow&amp;quot; spell. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 3 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 5, Druid 5, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 turn / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5,  Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 6&lt;br /&gt;
 Innate Level: 6&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state applies a random hex to the target on a failed Will save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of astral damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	1 Hour / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 Turn / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Domains&amp;diff=2939</id>
		<title>Domains</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Domains&amp;diff=2939"/>
		<updated>2024-01-20T19:49:23Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Charm changes, 12/4/23 change log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Primary Domains=&lt;br /&gt;
&lt;br /&gt;
You may only have a single Primary Domain and it will determine the effects of a cleric&#039;s Turn Undead. The order in which you choose your Primary and Secondary domain will determine which Summoning Theme is utilized.&lt;br /&gt;
&lt;br /&gt;
Note that some bonuses requires you to have at least a minimum number of Cleric levels to receive and that others require you to be a Pure Cleric, with no levels in other classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At this time, there are no deities that support the Dwarf, Gnome, Elf, Ooze, or Sun domains.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Domain &lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 1st Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 2nd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 3rd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 4th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 5th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 6th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 7th Circle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;br/&amp;gt;Air&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Air Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Resist Energy: Electric (Level 5)&lt;br /&gt;
| Jump || - || Gust of Wind  || Electric Orb || - || -  || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;br/&amp;gt;Chaos&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Chaos Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Chaos Shield 1% (Level 5)&lt;br /&gt;
| - &lt;br /&gt;
| -  || Cloud of Bewilderment || Confusion || -  || Horror Mark || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Creation&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Creation Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Trackless Step (Level 5)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Entangle&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spike Growth&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Barkskin&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Animal Friendly (Level 5)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&amp;lt;br/&amp;gt;Death&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Death Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Death Avatar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Death Ward&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Enervation&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Foretell Doom &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Spell Focus: Necromancy (Level 5)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Dwarf&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Dwarf Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Racial Power &lt;br /&gt;
| - || Glyph of Warding || Greater Magic Weapon || -  || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&amp;lt;br/&amp;gt;Earth&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Earth Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;  &lt;br /&gt;
| Toughness (Level 5)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Grease &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Call Boulders  &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Stoneskin&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Stonehold&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Maximized Endurance (Pure)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Elf&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Elf Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power &lt;br /&gt;
| True Strike || Cat&#039;s Grace || - || - || - || - ||  -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Evil&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Evil Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| Negative Energy Ray || - || Negative Energy Burst || - || Lesser Planar Binding || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Fire&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Fire Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Fire (Level 5)&lt;br /&gt;
| Burning Bolt || - || - || Wall of Fire || Firebrand || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Frost&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Frost Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Cold (Level 5)&lt;br /&gt;
| Ice Dagger || - || Wall of Ice || Ice Storm || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Gnome&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Gnome Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power&lt;br /&gt;
| Color Spray || Mislead || Ghostly Visage || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Good&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Good Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| - || -  || - || Chaav&#039;s Laugh || Lesser Planar Binding || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Halfling&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Halfling Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power&lt;br /&gt;
| Camouflage || - || One with the Land || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Law&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Law Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Law Summon Theme (Level 5)&lt;br /&gt;
| - || Clarity || Dismissal || - || Hold Monster || -  || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Magic&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Magic Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| Magic Missile || Melf&#039;s Acid Arrow || Flame Arrow || Isaac&#039;s Lesser Missile Storm ||  Stoneskin || - || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Ooze&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Ooze Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Acid (Level 5)&lt;br /&gt;
| Grease || - || Stinking Cloud || Evard&#039;s Black Tentacles || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Orc&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Orc Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power&lt;br /&gt;
| - || Blood Frenzy || - || - || War Cry || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Stars&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Stars Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Astronomy&lt;br /&gt;
| Project Star Chart || Star Shard || - || Celestial Regeneration || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Storm&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Storm Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Electric (Level 5)&lt;br /&gt;
| - || - || Call Lightning || Lightning Avatar || Chain Lightning|| - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Sun&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Sun Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Fire (Level 5)&lt;br /&gt;
| - || Searing Light || Burst of Radiance || Flame Strike || - || - || Sunbeam&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Water&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Water Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy Cold (Level 5)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mage Armor&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Freedom of Movement&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Extract Water Elemental &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Drown&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Underwater Casting (Level 3)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Secondary Domains=&lt;br /&gt;
&lt;br /&gt;
You may only have a single Secondary Domain. The order in which you choose your Primary and Secondary domain will determine which Summoning Theme is utilized.&lt;br /&gt;
&lt;br /&gt;
Note that some bonuses requires you to have at least a minimum number of Cleric levels to receive and that others require you to be a Pure Cleric, with no levels in other classes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Sub-Domain &lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 1st Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 2nd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 3rd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 4th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 5th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 6th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 7th Circle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Blood&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Blooded &lt;br /&gt;
| - || Heart Clutch || Vampiric Touch || Blood Transcription || Beltyn&#039;s Burning Blood || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&amp;lt;br/&amp;gt;Charm&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;  &lt;br /&gt;
| Skill Focus: Persuade&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Aura of Glory &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Charm Monster &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dominate Person &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Maximized Eagle&#039;s Splendor (Pure)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Darkness&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Darkvision (Racial) &lt;br /&gt;
| Darkness || Blindness/Deafness || - || Fear || Greater Shadow Conjuration || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Decay&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Spell Focus: Necromancy (Level 5)&lt;br /&gt;
| - || Contagion || Infestation of Maggots || - || Enervation || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Destruction&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Skill Focus: Engineering&lt;br /&gt;
| - || - || Gas Explosion || Horizikaul&#039;s Shout || Crumble || Disintegrate || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Fate&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Uncanny Dodge&lt;br /&gt;
| True Strike || Twist Fate || Foiled Future || Future Pain || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Hatred&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| +1 AB and +1 Negative energy damage versus target race for round/level, 1/day&lt;br /&gt;
| - || Bestow Curse || Castigate || - || Harm || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Healing&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Empowered Healing (Level 5)&lt;br /&gt;
| - || Cure Serious Wounds || Restoration || - || Heal || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Illusion&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| - || Phantasmal Affliction || Displacement || Phantasmal Killer || Hypnotic Pattern || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Knowledge&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Skill Focus: Lore&lt;br /&gt;
| Identify || Knock || - || True Seeing || Feeblemind || Legend Lore || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Luck&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Defensive Roll&lt;br /&gt;
| True Strike || - || Heroism || - || - || Protection From Spells || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Metal&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Sonic element Darkfire (Level 5)&lt;br /&gt;
| Deafening Clang || Darkfire || - || Keen Edge|| - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Moon&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Spell Focus: Divination (Level 5)&lt;br /&gt;
| Identify || Invisibility Purge || - || Lunar Bolt || Mind Fog || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Nobility&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Martial Weapon Proficiency (Level 5)&lt;br /&gt;
| Rallying Cry || Charm Person || Heroism || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Planning&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| - || See Invisibility || Clairaudience/&amp;lt;br/&amp;gt;Clairvoyance || Insight || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Poison&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Snake Blood (Level 3)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Poison&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Quillfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mass Phantasmal Affliction&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Use Poison (Level 3)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Protection&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Divine Protection&lt;br /&gt;
| - || Shield Other || - || Minor Globe of Invulnerability || Energy Buffer || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Repose&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Favored Enemy: Undead&lt;br /&gt;
| - || Remove Disease || Death Ward || Bless Weapon || Undeath to Death-- || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Retribution&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Oath of Wrath*&lt;br /&gt;
| Death Armor || - || - || Elemental Shield || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Rune&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Scribe Scroll (Level 5)&lt;br /&gt;
| Identify || Glyph of Warding || -  || Delayed Blast Fireball || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Sand&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| 5% Movement Speed (Level 5)&lt;br /&gt;
| - || Death Armor (Sand) || - || Elemental Shield (Rock) || Stoneskin  || - || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Sea&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Underwater Breathing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Ironguts &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Creeping Cold&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Hypothermia&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Greater Creeping Cold&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Drown &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Skill Focus: Sailing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Spells&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| Lesser Dispel || Shield || Lightning Bolt || Lesser Spell Breach || - || Feeblemind || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Spider&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| Web || - || Poison || Spiderskin || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Strength&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;  &lt;br /&gt;
| Maximized Bull&#039;s Strength (Pure)&lt;br /&gt;
| - || - || Divine Power || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Suffering&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Barbarian 1/- DR (Level 7)&lt;br /&gt;
| Ray of Enfeeblement || Shield Other || - || Enervation || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Time&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| - || Slow || Future Pain || Haste || - || - || Time Stop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Trade&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Appraise &lt;br /&gt;
| Identify || Knock || See Invisibility || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Travel&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Athletics&lt;br /&gt;
| Expeditious Retreat || - || Freedom of Movement || Haste || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Trickery&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Divine Trickery&lt;br /&gt;
| Mislead || Phantasmal Affliction || Phantoms of Deception || Phantasmal Assault || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Tyranny&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Intimidate&lt;br /&gt;
| - || Heart Clutch || Dread Seizure || Virulent Walking Bomb || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Undeath&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Spell Focus: Necromancy (Level 5)&lt;br /&gt;
| Stone Bones || Magic Fang || Negative Energy Burst || Greater Magic Fang || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;War&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Battle Mastery&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Balagarn&#039;s Iron Horn&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Heroism&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Greater Heroism&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Aura of Vitality&lt;br /&gt;
|-&lt;br /&gt;
| Martial Weapon Proficiency (Level 5)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a single asterisk(*) signifies that this bonus requires you to have at least 5 Cleric levels to receive and that a double asterisk(**) requires you to be a Pure Cleric, with no levels in other classes.&lt;br /&gt;
&lt;br /&gt;
==Racial Powers==&lt;br /&gt;
Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race&#039;s associated stat is (Str for orcs, Con for dwarves, Dex for elves and halflings, Int for gnomes), and +2 AB versus that race&#039;s favored enemy (Elves for orcs, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Cleric&amp;diff=2938</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Cleric&amp;diff=2938"/>
		<updated>2024-01-20T19:47:35Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added remark to turn undead about pantheon compatibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Cleric&lt;br /&gt;
|ClassPic=Cleric.jpg&lt;br /&gt;
|ClassName=Cleric&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=8 + CON&lt;br /&gt;
|Prof=Armor (Light, Medium, Heavy), Shields, Weapons (Simple)&lt;br /&gt;
|Skills=4 + INT&lt;br /&gt;
|Saves=Fort High, Will High, Reflex Low&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 8+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light, Medium, Heavy), Shields, Weapon (Simple)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  4 + INT modifier per level, (4+INT)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +3/4 levels &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for &amp;quot;cure&amp;quot; and &amp;quot;inflict&amp;quot; spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells.&lt;br /&gt;
&lt;br /&gt;
===Archetypes===&lt;br /&gt;
Clerics must choose one of the archetypes. This is a feat that is selected on the cleric&#039;s first level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Chaplain:&#039;&#039;&#039; The Chaplain is the traditional cleric. He wears armor, wields shields and wields simple weapons in pursuit of his God&#039;s many enemies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Priest:&#039;&#039;&#039; The Priest is a divine caster who loses all armor, shield, and weapon proficiencies and, uniquely among classes, can never learn to use them. These feats will be stripped on every level up even when multiclassing. He only possesses Wizard weapon proficiency. However, the Priest is a master of divine spellcasting. When he casts a Cure X Wounds spell (if Good/Neutral) or an Inflict X Wounds spell (if Evil), the spell will recharge after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
===Dogmatic Expectations===&lt;br /&gt;
Clerics are expected to represent their deity and/or divine beliefs in ways beyond casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and evangelize a holy (or unholy) message. It is a matter of best judgement, and creative twists on these priestly duties are always welcome. Nonetheless, if a Cleric strays too far from their role, they may receive a spellcasting failure chance (applied by DMs).&lt;br /&gt;
&lt;br /&gt;
===Choosing Domains===&lt;br /&gt;
&lt;br /&gt;
Newly created Clerics must select a single Primary Domain and one Secondary Domain. This is an intrinsic, inalienable part of the mechanics behind the EFU&#039;s custom cleric systems. These domains also serve to determine what kind of relics your Cleric can use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only choose an alignment-based Primary Domain if your Cleric is of that alignment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only choose a race-based Primary Domain if your cleric is of that race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The domains available are listed [[Domains|&#039;&#039;&#039;here&#039;&#039;&#039;]]. Please be careful to remember this while designing your wonderful new character!&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
In order to be able to cast spells, they must then attune (via [[Player Tools#Attune to Relic|Player Tool]]) to an appropriate Relic that matches either of the domains they selected.&lt;br /&gt;
&lt;br /&gt;
Players are advised to select domains according to desired theme and flair, in ways that associate best with your deity.&lt;br /&gt;
&lt;br /&gt;
Utilizing the new Cleric feats in order to create, improve, and expand upon their relic, players will gain access to many mechanical benefits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:620px; overflow:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot; | New Cleric Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Sacrifice&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 3rd level, The cleric gains the ability to sacrifice Divine Relics. When sacrificing relics, the cleric gains sacrificing points, based on the enhancement level of the relic: 1 + relic enhancement level.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully sacrificed by rolling a Consecration skill roll against the relic&#039;s gold value score + (10 * relic enhancement level). For example, if a relic&#039;s gold value score  12, and if it was enhanced twice, the required roll will be 32.&lt;br /&gt;
&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used three times a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Enhance&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 4th level, The cleric gains the ability to enhance the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enhancing relics, their enhancement level increases by 1, and they gain permanent item properties based on their enhancement level:&lt;br /&gt;
level 1: random skill +2.&lt;br /&gt;
level 2: random spell 1 use/day.&lt;br /&gt;
level 3: random save +1.&lt;br /&gt;
&lt;br /&gt;
All the random properties are relevant to the cleric class. The cleric&#039;s domains might give a very slight offset towards a property related to the domain, but this is never guaranteed.&lt;br /&gt;
If the relic can&#039;t be equipped, on all levels it will get a random spell 1 use/day.&lt;br /&gt;
&lt;br /&gt;
The relic can&#039;t be enhanced more than 3 times.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully enhanced by rolling a Consecration skill roll against the relic&#039;s gold value score + (10 * relic enhancement level). For example, if a relic&#039;s gold value score  12, and if it was enhanced twice, the required roll will be 32.&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used once a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Enchant&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 6th level, The cleric gains the ability to enchant the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enchanting relics, the relic gains temporary item properties based on their equippable slot:&lt;br /&gt;
&lt;br /&gt;
Melee  	-    +1 Enchantment&lt;br /&gt;
Ranged  -    +1 Attack&lt;br /&gt;
Armor   -    +1 AC&lt;br /&gt;
Helm    -    +1 AC&lt;br /&gt;
Shield  -    +1 AC&lt;br /&gt;
Cloak   -    Elemental Immunity 10%&lt;br /&gt;
Amulet  -    +1 Empower Class Ability, +1 Extend Class Ability&lt;br /&gt;
Boots   -    +2 Reflex&lt;br /&gt;
Ring    -    +2 Will&lt;br /&gt;
Bracers -    Physical Immunity 5%&lt;br /&gt;
Gloves  -    +2 Fort&lt;br /&gt;
&lt;br /&gt;
The duration of the effect is 1 round for every Consecration rank of the cleric.&lt;br /&gt;
&lt;br /&gt;
All the random properties are relevant to the cleric class. The cleric&#039;s domains might give a very slight offset towards a property related to the domain, but this is never guaranteed.&lt;br /&gt;
If the relic can&#039;t be equipped, it can&#039;t be enchanted.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully enchanted by rolling a Consecration skill roll against the relic&#039;s gold value score. For example, if a relic&#039;s gold value score  12, the required roll will be 12.&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used twice a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Sanctify Item&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 8th level, The cleric gains the ability to sanctify items, making them only usable by members of their faiths, by using 2 of their sacrifice relic points. &lt;br /&gt;
&lt;br /&gt;
The item is successfully sanctified by rolling a Consecration skill roll against the item&#039;s gold value score + (20 if the item is already marked to only be usable by another faith). For example, if a relic&#039;s gold value score 12, the required roll will be 12. If the item has an OUB by a different faith, the roll will be 32.&lt;br /&gt;
&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
On a failed roll, the cleric rolls again for half of the original roll&#039;s score to attempt to sanctify it to the faith group of their deity, when relevant. For example, if the cleric&#039;s deity is &amp;quot;The Wanderer, Warad&amp;quot;, if failing the original roll but succeeding the second roll, the item will be usable by all followers of deities of the Wheel faith. But if the cleric&#039;s deity is Pra&#039;raj, there&#039;s no second roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used twice a day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;THIS ABILITY IS ONLY RELEVANT FOR CLERICS WITH A VALID SETTINGS DEITY.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cleric Spell List==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle || 5th Circle || 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Cure minor wounds	||	Bane	||	Aid	||	Animate dead	||	[[Custom_Spells#Castigate|Castigate]]	||	Battletide	||	Banishment&lt;br /&gt;
|-&lt;br /&gt;
|	Inflict minor wounds	||	Bless	||	Bull&#039;s strength	||	Bestow curse	||	Cure critical wounds	||	[[Custom_Spells#Chaav.27s_Laugh|Chaav&#039;s Laugh]]	||	Blade barrier&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	[[Custom_Spells#Bless_Water|Bless Water]]	||	Cure moderate wounds	||	Blindness/deafness	||	Death ward	||	Circle of doom	||	Control undead&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Cure light wounds	||	Darkness	||	Clarity	||	Dismissal	||	Flame strike	||	Create undead&lt;br /&gt;
|-&lt;br /&gt;
|	Virtue	||	Divine favor	||	Eagle&#039;s splendor	||	Contagion	||	Divine power	||	Healing circle	||	Greater dispelling&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Doom	||	Endurance	||	Continual flame	||	Freedom of movement	||	Monstrous regeneration	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Endure elements	||	Find Traps	||	Cure serious wounds	||	Greater magic weapon	||	Slay living	||	Greater sanctuary&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Entropic shield	||	Fox&#039;s cunning	||	Darkfire	||	Hammer of the gods	||	Spell resistance	||	Harm&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Inflict light wounds	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Dispel magic	||	[[Custom_Spells#Heroism|Heroism]]	||	Summon creature V	||	Heal&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage Armor	||	Hold Person	||	Glyph of warding	||	[[Custom_Spells#Hypothermia|Hypothermia]]	||	True seeing	||	Planar ally&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Inflict moderate wounds	||	[[Custom_Spells#Halt_Undead|Halt Undead]]	||	Inflict critical wounds	||	-	||	[[Custom_Spells#Scrying|Scrying]]&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Lesser dispel	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	-	||	Summon creature VI&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Remove fear ||	Lesser restoration	||	Inflict serious wounds	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	-	||	Undeath to death&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sanctuary	||	Negative energy ray	||	Invisibility purge	||	Neutralize poison	||	-	||	Blood to Water&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare		||	Owl&#039;s wisdom	||	Magic circle against alignment	||	Poison	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield of faith	||	Remove paralysis	||	Magic vestment	||	Restoration	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I ||	Resist elements	||	[[Custom_Spells#Masochism|Masochism]]	||	Summon creature IV	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Silence	||	Negative energy protection	||	[[Custom_Spells#Ward_Area|Ward Area]]	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Sound burst	||	Prayer	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	Protection from elements	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Remove blindness/deafness	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	Remove curse	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Death Knell	||	Remove disease	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Searing light	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	[[Custom_Spells#Shield_Other|Shield Other]]	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Summon creature III	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Living Undeath	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Turn Undead==&lt;br /&gt;
&lt;br /&gt;
EFU has an entirely new [[Turn Undead]] system based on the Cleric&#039;s domains.  When a PC initiates the use of [[Turn Undead]], one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.&lt;br /&gt;
&lt;br /&gt;
The new [[Turn Undead]] effects ignore the regular [[Turn Undead]] effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).&lt;br /&gt;
&lt;br /&gt;
If a multiclassed character, there is a chance to experience failure if the character has more non-&amp;quot;turn undead class&amp;quot; (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. The chance of success is equal to the character&#039;s TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%. &lt;br /&gt;
:Examples of such include:&lt;br /&gt;
:3 Cleric, 4 Fighter = 3/4 = 75%&lt;br /&gt;
:1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%&lt;br /&gt;
:4 Cleric, 4 Wizard = 4/4 = 100%&lt;br /&gt;
:2 Cleric, 1 Fighter = 2/1 = 100%&lt;br /&gt;
:3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%&lt;br /&gt;
:2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%&lt;br /&gt;
&lt;br /&gt;
Additionally, turn-undead bonuses can only be applied to other characters which share the cleric&#039;s pantheon. For example, a character with a Dome of Man deity will not receive any benefit from a cleric&#039;s turn undead from a Wheel diety. &lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Rogue_Perks&amp;diff=2937</id>
		<title>Rogue Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Rogue_Perks&amp;diff=2937"/>
		<updated>2024-01-20T19:44:34Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added forger perk skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Perks= &lt;br /&gt;
Like many classes in EFU Rogues have a large list of perks to choose from.  However unlike most classes they get to choose multiple perks - one at level 4, 6 and 8, with level 8 perks being more powerful.  Also unlike most classes, you will always receive your perk benefits once earned, even if you fall in levels.&lt;br /&gt;
&lt;br /&gt;
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character&#039;s concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.&lt;br /&gt;
&lt;br /&gt;
You may select perks by opening your character&#039;s Crafting Menu. You cannot change your perks once they are chosen.&lt;br /&gt;
&lt;br /&gt;
==Rogue Minor Perks (4 and 6)==&lt;br /&gt;
&lt;br /&gt;
===Ambidextrous=== &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Since childhood you&#039;ve made use of any tools at hand and unlike your more common associates you realize you have two of them. Favoring no hand above the other, you are as trained and adept in the use of the left as much as the right, making you a capable wielder of dual and double weapons.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Ambidexterity feat.&lt;br /&gt;
&lt;br /&gt;
===Bruiser===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Long brawls in the streets and exposure to numbing fists have made you more resilient to heavy-handed blows. As the number of fights increased you learnt to cover your openings and improve your hand-to-hand combat.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Weapon Specialization Unarmed Feat.  5% Immunity Bludgeoning and +3 intimidate.&lt;br /&gt;
&lt;br /&gt;
===Diplomat===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Bluff, Intimidate, Persuade&lt;br /&gt;
&lt;br /&gt;
===Cutpurse===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Growing up as a street urchin you were soon taught the sole means of survival relied on how softly your small hands could get away with the purse of those passing by. Where many others would end up in worse fates, you survived the ordeals of youth with only a slight streak of kleptomania.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Pickpocket. +2d6 more gold stolen by using the Cutpurse player tool.&lt;br /&gt;
&lt;br /&gt;
===Dirty Fighter===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Dirty Fighting feat.&lt;br /&gt;
&lt;br /&gt;
===Educated===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Always studious, you received an extensive and well rounded education.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Lore. Gain XP for translating ancient texts.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Mechanical contraptions and magical devices have always fascinated you. From an early age you have been fiddling with different devices, enough to know a bit more than your peers on how to avoid wrecking such.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +1 Disable Trap, +1 Open Lock, +2 Engineering, +1 Use Magic Device. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; 1 random throwable object each rest.&lt;br /&gt;
&lt;br /&gt;
===Explorer===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Curiosity has always been a driving motivator in your life. From the deepest canyons to the highest peaks, upon vast oceans of sea or sand, deep in rural communities or in the urban labyrinths of major cities; you have either seen the sights or your feet will bring you there someday. With every sight comes the experience of something new, something you may one day bring others to explore in full.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Half of exploration bonus for visiting new areas is converted to permanent XP. Works retroactively. Also gain 50% additional XP from Discoveries.&lt;br /&gt;
&lt;br /&gt;
PLEASE NOTE: Exploration XP is disabled for V6, this perk currently has no functionality.&lt;br /&gt;
&lt;br /&gt;
===Fencing Lessons===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Classical swordsmanship was an aspect of your early training.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Parry, +2 Discipline, +2 Concentration.&lt;br /&gt;
&lt;br /&gt;
===Forger===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;From falsified receipts to false orders a Forger&#039;s work in crime is unprecedentedly useful. A clerk in your youth or simply a dedicated criminal you have found that personal business brings far more wealth than public office.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Smithing, Tailoring, Painting. Gets access to the Forge License Player Tool: First select the license to forge, then select the PC to forge the license with their name. Other PCs can attempt to detect a forgery with the Detect Forgery Player Tool. &lt;br /&gt;
&lt;br /&gt;
===Fortune Teller===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Special tarot card draws and interpretations. Tarot deck given PC.&lt;br /&gt;
&lt;br /&gt;
===Fugitive===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Being on the run has taught you to make do with minimal comforts. While you may be cold sleeping in the dark without a fire, at least you are not dead.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Listen. Can sleep in wilderness without the need of a fire. Still needs a bedroll.&lt;br /&gt;
&lt;br /&gt;
===Investigator===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Your youth exposed you to less-than-moral methods of obtaining what you need. Now reformed, you use your familiarity with under-handed methods to expose and thwart wrongdoers.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Spot, Listen, Search. When using [[Player Tools#Detect Forgery|Detect Forgery Player Tool]] search ranks are added to the roll. &lt;br /&gt;
&lt;br /&gt;
===Ironmind===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Concentration. +1 save vs Mind Affecting.&lt;br /&gt;
&lt;br /&gt;
===Knifemaster===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;From a young age knives always fascinated you. More than just a convenient tool - you have learnt to adapt its uses to your own battle repertoire and you never leave home without a selection of throwing knives and daggers at the ready.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; 5% Immunity Slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Random set of throwing knives each rest.&lt;br /&gt;
&lt;br /&gt;
===Locksmith===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The study of locks - particularly belonging to others - has drawn you to it. You know the trademarks of the best locks in the world and have picked a few yourself.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Open Lock. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 Thieves&#039; Tools each reset.&lt;br /&gt;
&lt;br /&gt;
===Lurker===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;To thrive you must be daring they said. Stand still and be left behind they said. You have seen people come and go over the years from your corner and other hiding places. Like a spider you prefer to remain still until the moment is right, only then making a decisive strike. Fortune favours the bold they said. They don&#039;t say anything anymore.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Hide&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 saving throw vs Fire and Cold&lt;br /&gt;
&lt;br /&gt;
===Packed===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A long life of gathering pointless objects has paid off, as dragging them along has made your muscles strong and back sturdy. You&#039;re able to bring with you even more pointless objects.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only available for medium-sized races with 13 or less strength, or small-sized races with 11 or less strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 Strength.&lt;br /&gt;
&lt;br /&gt;
===Physician===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You grew up learning the basics of healing. You&#039;re proud to say that your abilities as a healer have never relied on the ineffable whims of the gods.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039; +4 Heal, +2 Saves Vs. Disease and Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Healed of disease after rest. The healing rate of Medicinal Herbs is increased by 1.&lt;br /&gt;
&lt;br /&gt;
===Poisoner===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Few things are as deadly or as promising as the poisoner&#039;s arts. Through careful study you have learnt to apply poison and your failures have given you an increased resistance to being poisoned.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 vs Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; 1 random poison each rest, Use Poison Ability, Poison Weapon has double duration.&lt;br /&gt;
&lt;br /&gt;
===Rooftop Runner===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Born in the big cities, you know that often the fastest way to get around isn&#039;t the streets. Leaping from awning to balcony, from flat to shingle, extensive use of the so-called Thieves&#039; Highway has served you well and given you an edge on your peers who have used less uneven methods of travel.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Tumble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +5% movement speed.&lt;br /&gt;
&lt;br /&gt;
===Scavenger===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Broken-nailed, soot-faced and covered in grime. Surrounded by flies more often than not. You are a sore sight that puts you at a disadvantage in social circles, but that is an easy tradeoff for one who has found what you did in places shied by others. Digging through trash piles you sometimes discover treasures left forgotten.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Search, +3 vs Disease.&lt;br /&gt;
&lt;br /&gt;
Digging through trash bins occasionally yield results.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that&#039;ll see you dead.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Pick Pocket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Able to better hide items when being searched.&lt;br /&gt;
&lt;br /&gt;
===Starthrower===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;As an added means to distract your opponent before a well placed hidden attack, you have adopted the way of the throwing star.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Gain a set of special shuriken each rest.&lt;br /&gt;
&lt;br /&gt;
===Street Magician===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +1 Use Magic Device, each reset you get a random arcane scroll based on your wizard/sorcerer levels; requires a minimum of 4 rogue levels&lt;br /&gt;
&lt;br /&gt;
===Survivor===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Like rats, you have an uncanny ability to know when it is time to leave a sinking ship. Years of unfortunate practice has left you with honed instincts, giving you that extra surge of energy to crawl away from certain death.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 saving throw vs Death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +15% higher chance of stabilizing.&lt;br /&gt;
&lt;br /&gt;
===Tail===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Be it for work or idle curiosity, few have you beat at following a mark. Countless attempts of shaking you off have only made you bolder. You know where they live. You are their greatest fan.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Move Silently&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 saving throw vs Traps&lt;br /&gt;
&lt;br /&gt;
===Thief===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Open Lock, +1 Hide and Move Silently&lt;br /&gt;
&lt;br /&gt;
===Trapsmith===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The careful application of a length of wire, the keeping of tension where the thread is cut, the concealed manner of placement - you know a lot about traps and it keeps you alive.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Disable Trap, +2 Set Trap, +2 Search&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; 1 random trap each reset.&lt;br /&gt;
&lt;br /&gt;
===Treasure Hunter===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Some people leave their plates half-full. Some people leave their plates with a tiny bit of leftovers. You dig out every single morsel you can find and then scrutinize for more. A cursory glance has never satisfied you and you spend far too much time to make sure something has been done in full. While usually a waste of time, there are occasions you discover things others pass by.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Search&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Small chance to discover random loot when opening a treasure chest for the first time.&lt;br /&gt;
&lt;br /&gt;
==Rogue Major Perks (8)==&lt;br /&gt;
All these perks require you to remain pure.&lt;br /&gt;
&lt;br /&gt;
===Apothecary===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;For whatever reason, you have taken up an apron and refined yourself into both a formidable alchemist and herbalist - rivaling even mages in these same fields.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +15 Alchemy, +15 Herbalism. Create a set of dissipating potions each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Heal&lt;br /&gt;
&lt;br /&gt;
===Arcane Trickster===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Rogues with an affinity for magic sometimes take the path of the arcane trickster, utilizing his natural intelligence and charisma to play tricks with the weave itself. Nothing is as frustrating to an opponent as someone not only capable of dodging spells - but also stealing his own enchantments.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +1 magical damage, +2 Will, +2 vs Spells, 10% chance to dodge spells targeting you from a hostile creature. Spellthief 3/day item token.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;b&amp;gt;Spellthief&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Steal up to three enchantments from 1-3 enemy targets (Intelligence modifier + Charisma modifier) around you, removing them from the victim and applying the effect to you for a turn. After the theft, you must wait one turn to do it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Use Magic Device&lt;br /&gt;
&lt;br /&gt;
===Archaeologist===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Delving into old ruins, studying lost civilization and uncovering strange artifacts, the life of an archaeologist enticed you from the beginning and over time you have only grown more experienced in studying ancient ruins, searching for the lost.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +2 Disable Trap, +2 Lore, +2 Search, +2 Spot, +5 UMD, +2 Will, +4 Saving Throw vs Traps (All), 25% chance of retaining a scroll or a charge on a wand after use. If not already in possession of it, gain two Magic Disruptor throwables each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Archeology &lt;br /&gt;
&lt;br /&gt;
===Athletic===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Chased throughout childhood and being on the run have given you increased speed as a trait of survival. A standing motto for you have always been to be a bit faster than the slowest of the group.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039; +15% movement speed, +2 Reflex. Climb player tool no longer auto-fails on a roll of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Discipline&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You were born with an influence that touched others, meant to lead in noble campaigns or ruthless slaughter. When the world is in chaos and danger near, you are the one they look to for inspiration.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039;+1% Immunity to everything except magical damage, +5% Movement Speed, +3 Persuade, +2 Will. Command 3/day item token.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;b&amp;gt;Command&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Provide bonuses to companions around you and yourself for a short duration as a result of your leadership.&lt;br /&gt;
::+2 AB, +2 AC, +10% movement speed, +20 temporary hit points, +2 Will, +4 concentration, +4 discipline, 5/+1 Damage Reduction for 20 damage for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Concentration&lt;br /&gt;
&lt;br /&gt;
===Detective===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A rare commodity to law enforcement, a skilled thief that uses her skills to oppose society&#039;s underbelly is a criminal&#039;s worst fear. She can eye a cut-purse or sniff out a lie better than anyone.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +1 AB, +3 Spot, Listen, Search. +2 Wisdom. Use of /c detect act to judge someone&#039;s bluffing ability. If not already in possession of it, gain two Sparks of Revelation throwables each reset. When using [[Player Tools#Detect Forgery|Detect Forgery Player Tool]], Search ranks are added to the roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Search&lt;br /&gt;
&lt;br /&gt;
===Shadow===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Years of elusive play has made you a part of the background, more easily concealed in both day and night.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; 15% Concealment, +3 Hide, +3 Move Silently. If not already in possession of it, gain one Vanishing Smoke throwable each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Hide&lt;br /&gt;
&lt;br /&gt;
===Merchant Lord===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Coin and commerce, both are words that you learnt the meaning of long ago. Now you are an enterprising individual through which the currency flows, a person of repute in circles coveting gold.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk Bonuses:&#039;&#039;&#039; +4 Appraise, wage of 12 dinars per tick, +2 will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Appraise&lt;br /&gt;
&lt;br /&gt;
===Politician===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Your character&#039;s ordeals and trials in the game of politics have paid off, giving you increased presence and lucrative sponsorships.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039; +2 Charisma, +3 Bluff, +3 Persuade, re-roll failed Bluff/Persuade checks, wage of 7 dinars per tick, +2 Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Persuade&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A life in the wilderness has become yours by choice or force. Whether a nomad or a hired scout, you have grown fond of the wilds and your place in it, at the point where animals consider you one of them and leave you alone for the most parts.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +2 Hide, +2 Move Silently, +20% movement speed in the wilds, +2 Fortitude, Animals don&#039;t attack you. Access to tracking. If not already in possession of it, gain four Alarm throwables each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Spot&lt;br /&gt;
&lt;br /&gt;
===Sand Dancer===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A swift cut here, a taunt there and an impossible backflip that leaves you out of harm&#039;s way - the way of the Sand Dancer. You have learnt the art of fighting a style that most consider mere theatrics than actual swordplay. Of course, you know better.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039; +1 AB, +1 AC, +2 Reflex. Sand Dance 3/day item token.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;b&amp;gt;Sand Dance&amp;lt;/b&amp;gt;&lt;br /&gt;
::+1 AB, +2 AC, +10% Movement speed.&lt;br /&gt;
:Random effect either on yourself or your enemies every second round for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Taunt&lt;br /&gt;
&lt;br /&gt;
===Thug===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +1 AB, 2/- Physical Damage Resistance, +3 Taunt, +3 Intimidate, +2 Constitution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Discipline&lt;br /&gt;
&lt;br /&gt;
==Application Only==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of these Rogue perks and kits, they have been made [[Applications|Application Only]] by the DM team of EFU. &lt;br /&gt;
&lt;br /&gt;
===Rogue Kit: Sapper===&lt;br /&gt;
----&lt;br /&gt;
Sappers, or Demolition experts utilise bombs and grenades in their line of work, or a weapon of choice. They arrive from many professions, from simple miners to military men. While they lack skills and abilities in many other fields, they are the best in what they do.&lt;br /&gt;
Players that want to use this kit must play as a pure Rogue unless they’re given explicit permission from a DM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class modifications:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Removed:&#039;&#039;&#039; Sneak Attack&lt;br /&gt;
*&#039;&#039;&#039;Removed:&#039;&#039;&#039; Evasion&lt;br /&gt;
*&#039;&#039;&#039;Disabled:&#039;&#039;&#039; Lvl 8 Rogue Perks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Sappers receive these following items which work as a set:&lt;br /&gt;
**&#039;&#039;&#039;Item:&#039;&#039;&#039; Sapper&#039;s Pickaxe (battleaxe), can be used as a shovel, does not require weapon proficiency.&lt;br /&gt;
**&#039;&#039;&#039;Item:&#039;&#039;&#039; Sapper’s Gloves&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Item:&#039;&#039;&#039; Sapper’s Grenades, can be thrown once a round.&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Sapper’s Grenades Case&lt;br /&gt;
**Sappers may choose what Grenades they get to use in the next cycle. In order to view and unlock different grenades, the Sapper must purchase the appropriate Grenade Schematics from a special store that can be found in game. If the Sappers chose custom grenades to craft in a grenade slot (can be done with the player tool), the previous grenades in that slot are removed on rest and new ones are created. For each grenade group created this way, 200gp will be taken from the Sapper per modified slot. &lt;br /&gt;
**A Sapper can have up to five grenade slots in their case, out of which the first grenade group will always be Alchemical Grenades which can’t be changed. This is the amount of grenade slots a Sapper may have at their disposal as they progress through levels:&lt;br /&gt;
***&#039;&#039;&#039;Level 3:&#039;&#039;&#039; 2 grenades&lt;br /&gt;
***&#039;&#039;&#039;Level 5:&#039;&#039;&#039; 3 grenades&lt;br /&gt;
***&#039;&#039;&#039;Level 8:&#039;&#039;&#039; 4 grenades&lt;br /&gt;
***&#039;&#039;&#039;Level 10:&#039;&#039;&#039; 5 grenades&lt;br /&gt;
&lt;br /&gt;
*Sapper’s Grenades: Alchemical Flames(&#039;&#039;default&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Hit on target damage:&#039;&#039;&#039; on successful touch attack, bludgeoning, 1d6 + (levels / 2)&lt;br /&gt;
**&#039;&#039;&#039;Splash Damage:&#039;&#039;&#039; fire, 1d6 per 2 levels. &lt;br /&gt;
**&#039;&#039;&#039;DC:&#039;&#039;&#039; Reflex save for half or evade damage - 10 + INT modifier + DEX modifier&lt;br /&gt;
**Unlike regular throwables, when the Sapper&#039;s grenades are thrown at a location (not on a target) they land in a small, randomised offset from where they were thrown at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Place Satchel&lt;br /&gt;
**Sapper can place visible satchel charges that deal fire damage in a medium blast radius when they’re detonated by a tossed grenade.&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Remove Satchel&lt;br /&gt;
**The Sapper may remove their own Satchels.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Satchel&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Damage:&#039;&#039;&#039; 2d4 fire damage / lvl&lt;br /&gt;
**&#039;&#039;&#039;DC:&#039;&#039;&#039; Reflex save for half or evade damage - 20 + [Craft Trap + Set Trap]/10 + [Sapper LVL / 3]&lt;br /&gt;
**&#039;&#039;&#039;Cost:&#039;&#039;&#039; When placing a Satchel, the Sapper will spend 50gp.&lt;br /&gt;
**A Sapper can place down a Satchel every 5 minutes. If they were under the effect of stealth/invisibility that effect would break. After placing one, the satchel will take 1 round arming period for it to be able to explode. Satchel charges can&#039;t be stacked in the same explosion radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Detonate Single Satchel&lt;br /&gt;
**Sapper can detonate their Satchel from a distance with this player tool. Player must be in the same area where the Satchels are for this tool to work. This will detonate the currently closest Satchel to the Sapper.&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Detonate Satchel Charges&lt;br /&gt;
**Same as above, but this will detonate all Satchels in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Swashbuckler&amp;diff=2936</id>
		<title>Swashbuckler</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Swashbuckler&amp;diff=2936"/>
		<updated>2024-01-20T19:42:31Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added in evasion for pure swash at level 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Swashbuckler&lt;br /&gt;
|ClassPic=Swashbuckler.jpg&lt;br /&gt;
|ClassName=Swashbuckler&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=10 + CON&lt;br /&gt;
|Prof=Armor (Light), Weapons (Martial, Simple)&lt;br /&gt;
|Skills=5 + INT&lt;br /&gt;
|Saves=Ref High, Fort Low, Will Low&lt;br /&gt;
|BAB= +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 10 + CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light), Weapon (Martial, Simple)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 6 + INT modifier per level, (6+INT)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Concentration, Bluff, Discipline, Heal, Persuade, Intimidate, Lore, Parry, Taunt, and Tumble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Ref High, Fort Low, Will Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +1 per level&lt;br /&gt;
&lt;br /&gt;
===Level Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! BAB !! Fort !! Ref !! Will !! Feats&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || 2 || 0 || Weapon Finesse&lt;br /&gt;
|-     &lt;br /&gt;
| 2 || 2 || 0 || 3 || 0 || &#039;&#039;&#039;&#039;&#039;Grace +1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 3 || 3 || 1 || 3 || 1 || &#039;&#039;&#039;&#039;&#039;Insightful Strike&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 4 || 4 || 1 || 4 || 1 || &lt;br /&gt;
|-      &lt;br /&gt;
| 5 || 5 || 1 || 4 || 1 || Dodge, Uncanny Dodge, Evasion (Pure Swashbuckler Only)&lt;br /&gt;
|-      &lt;br /&gt;
| 6 || 6 || 2 || 5 || 2 || &lt;br /&gt;
|-      &lt;br /&gt;
| 7 || 7 || 2 || 5 || 2 || Mobility&lt;br /&gt;
|-      &lt;br /&gt;
| 8 || 8 || 2 || 6 || 2 || Improved Initiative&lt;br /&gt;
|-      &lt;br /&gt;
| 9 || 9 || 3 || 6 || 3 || &#039;&#039;&#039;&#039;&#039;Feint&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 10 || 10 || 3 || 7 || 3 || Lucky&lt;br /&gt;
|-      &lt;br /&gt;
| 11 || 11 || 3 || 7 || 3 || &#039;&#039;&#039;&#039;&#039;Grace +2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 12 || 12 || 4 || 8 || 4 || &lt;br /&gt;
|-      &lt;br /&gt;
| 13 || 13 || 4 || 8 || 4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:620px; overflow:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot; | Swashbuckler Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Grace&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level. A swashbuckler loses this bonus when wearing medium or heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Insightful Strike&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | A swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus to damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier.&lt;br /&gt;
&lt;br /&gt;
Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike.&lt;br /&gt;
&lt;br /&gt;
A swashbuckler cannot use this ability when wearing medium or heavy armor. The bonus damage from the character&#039;s intelligence modifier is capped by the number of levels of swashbuckler. E.g. a character with three levels of swashbuckler can add at most 3 bonus damage using insightful strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Feint&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | While wielding any light or finessable weapon, a swashbuckler can use feints to deceive their opponents by launching one or more fake attacks, forcing their opponents to strain themselves with unnecessary defensive moves. &lt;br /&gt;
&lt;br /&gt;
Once per round, on a successful hit, a DC is automatically rolled of the Swashbuckler&#039;s intelligence modifier + 1/2 Swashbuckler level + the highest of persaude, bluff, or intimidate / 5 against the opponent’s reflex save (ignores Spellcraft bonus). &lt;br /&gt;
&lt;br /&gt;
A successful feint will force the opponent to fight more defensively, dropping their strength by the Swashbuckler’s base intelligence modifier (unbuffed) for round / level of the Swashbuckler. This ability stacks on repeated failed saves.&lt;br /&gt;
&lt;br /&gt;
A swashbuckler cannot use this ability while wearing medium or heavy armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ClassList}}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Swashbuckler&amp;diff=2935</id>
		<title>Swashbuckler</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Swashbuckler&amp;diff=2935"/>
		<updated>2024-01-20T19:41:20Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: level cap on bonus dmg from insightful 1/20/24 tala changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Swashbuckler&lt;br /&gt;
|ClassPic=Swashbuckler.jpg&lt;br /&gt;
|ClassName=Swashbuckler&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=10 + CON&lt;br /&gt;
|Prof=Armor (Light), Weapons (Martial, Simple)&lt;br /&gt;
|Skills=5 + INT&lt;br /&gt;
|Saves=Ref High, Fort Low, Will Low&lt;br /&gt;
|BAB= +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 10 + CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light), Weapon (Martial, Simple)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 6 + INT modifier per level, (6+INT)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Concentration, Bluff, Discipline, Heal, Persuade, Intimidate, Lore, Parry, Taunt, and Tumble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Ref High, Fort Low, Will Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +1 per level&lt;br /&gt;
&lt;br /&gt;
===Level Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! BAB !! Fort !! Ref !! Will !! Feats&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || 2 || 0 || Weapon Finesse&lt;br /&gt;
|-     &lt;br /&gt;
| 2 || 2 || 0 || 3 || 0 || &#039;&#039;&#039;&#039;&#039;Grace +1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 3 || 3 || 1 || 3 || 1 || &#039;&#039;&#039;&#039;&#039;Insightful Strike&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 4 || 4 || 1 || 4 || 1 || &lt;br /&gt;
|-      &lt;br /&gt;
| 5 || 5 || 1 || 4 || 1 || Dodge, Uncanny Dodge&lt;br /&gt;
|-      &lt;br /&gt;
| 6 || 6 || 2 || 5 || 2 || &lt;br /&gt;
|-      &lt;br /&gt;
| 7 || 7 || 2 || 5 || 2 || Mobility&lt;br /&gt;
|-      &lt;br /&gt;
| 8 || 8 || 2 || 6 || 2 || Improved Initiative&lt;br /&gt;
|-      &lt;br /&gt;
| 9 || 9 || 3 || 6 || 3 || &#039;&#039;&#039;&#039;&#039;Feint&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 10 || 10 || 3 || 7 || 3 || Lucky&lt;br /&gt;
|-      &lt;br /&gt;
| 11 || 11 || 3 || 7 || 3 || &#039;&#039;&#039;&#039;&#039;Grace +2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-      &lt;br /&gt;
| 12 || 12 || 4 || 8 || 4 || &lt;br /&gt;
|-      &lt;br /&gt;
| 13 || 13 || 4 || 8 || 4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:620px; overflow:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot; | Swashbuckler Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Grace&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level. A swashbuckler loses this bonus when wearing medium or heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Insightful Strike&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | A swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus to damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier.&lt;br /&gt;
&lt;br /&gt;
Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike.&lt;br /&gt;
&lt;br /&gt;
A swashbuckler cannot use this ability when wearing medium or heavy armor. The bonus damage from the character&#039;s intelligence modifier is capped by the number of levels of swashbuckler. E.g. a character with three levels of swashbuckler can add at most 3 bonus damage using insightful strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Feint&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | While wielding any light or finessable weapon, a swashbuckler can use feints to deceive their opponents by launching one or more fake attacks, forcing their opponents to strain themselves with unnecessary defensive moves. &lt;br /&gt;
&lt;br /&gt;
Once per round, on a successful hit, a DC is automatically rolled of the Swashbuckler&#039;s intelligence modifier + 1/2 Swashbuckler level + the highest of persaude, bluff, or intimidate / 5 against the opponent’s reflex save (ignores Spellcraft bonus). &lt;br /&gt;
&lt;br /&gt;
A successful feint will force the opponent to fight more defensively, dropping their strength by the Swashbuckler’s base intelligence modifier (unbuffed) for round / level of the Swashbuckler. This ability stacks on repeated failed saves.&lt;br /&gt;
&lt;br /&gt;
A swashbuckler cannot use this ability while wearing medium or heavy armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ClassList}}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Domains&amp;diff=2934</id>
		<title>Domains</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Domains&amp;diff=2934"/>
		<updated>2024-01-20T19:38:35Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Halfling, Air, Storm, Metal, Sand, Magic spell changes from Tala 1/20/24&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Primary Domains=&lt;br /&gt;
&lt;br /&gt;
You may only have a single Primary Domain and it will determine the effects of a cleric&#039;s Turn Undead. The order in which you choose your Primary and Secondary domain will determine which Summoning Theme is utilized.&lt;br /&gt;
&lt;br /&gt;
Note that some bonuses requires you to have at least a minimum number of Cleric levels to receive and that others require you to be a Pure Cleric, with no levels in other classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At this time, there are no deities that support the Dwarf, Gnome, Elf, Ooze, or Sun domains.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Domain &lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 1st Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 2nd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 3rd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 4th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 5th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 6th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 7th Circle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;br/&amp;gt;Air&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Air Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Resist Energy: Electric (Level 5)&lt;br /&gt;
| Jump || - || Gust of Wind  || Electric Orb || - || -  || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;br/&amp;gt;Chaos&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Chaos Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Chaos Shield 1% (Level 5)&lt;br /&gt;
| - &lt;br /&gt;
| -  || Cloud of Bewilderment || Confusion || -  || Horror Mark || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Creation&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Creation Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Trackless Step (Level 5)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Entangle&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spike Growth&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Barkskin&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Animal Friendly (Level 5)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&amp;lt;br/&amp;gt;Death&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Death Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Death Avatar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Death Ward&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Enervation&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Foretell Doom &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Spell Focus: Necromancy (Level 5)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Dwarf&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Dwarf Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Racial Power &lt;br /&gt;
| - || Glyph of Warding || Greater Magic Weapon || -  || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&amp;lt;br/&amp;gt;Earth&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Earth Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;  &lt;br /&gt;
| Toughness (Level 5)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Grease &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Call Boulders  &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Stoneskin&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Stonehold&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Maximized Endurance (Pure)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Elf&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Elf Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power &lt;br /&gt;
| True Strike || Cat&#039;s Grace || - || - || - || - ||  -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Evil&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Evil Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| Negative Energy Ray || - || Negative Energy Burst || - || Lesser Planar Binding || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Fire&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Fire Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Fire (Level 5)&lt;br /&gt;
| Burning Bolt || - || - || Wall of Fire || Firebrand || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Frost&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Frost Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Cold (Level 5)&lt;br /&gt;
| Ice Dagger || - || Wall of Ice || Ice Storm || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Gnome&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Gnome Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power&lt;br /&gt;
| Color Spray || Mislead || Ghostly Visage || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Good&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Good Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| - || -  || - || Chaav&#039;s Laugh || Lesser Planar Binding || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Halfling&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Halfling Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power&lt;br /&gt;
| Camouflage || - || One with the Land || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Law&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Law Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Law Summon Theme (Level 5)&lt;br /&gt;
| - || Clarity || Dismissal || - || Hold Monster || -  || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Magic&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Magic Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| Magic Missile || Melf&#039;s Acid Arrow || Flame Arrow || Isaac&#039;s Lesser Missile Storm ||  Stoneskin || - || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Ooze&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Ooze Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Acid (Level 5)&lt;br /&gt;
| Grease || - || Stinking Cloud || Evard&#039;s Black Tentacles || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Orc&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Orc Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Racial Power&lt;br /&gt;
| - || Blood Frenzy || - || - || War Cry || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Stars&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Stars Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Astronomy&lt;br /&gt;
| Project Star Chart || Star Shard || - || Celestial Regeneration || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Storm&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Storm Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Electric (Level 5)&lt;br /&gt;
| - || - || Call Lightning || Lightning Avatar || Chain Lightning|| - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Sun&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Sun Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy: Fire (Level 5)&lt;br /&gt;
| - || Searing Light || Burst of Radiance || Flame Strike || - || - || Sunbeam&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Water&amp;lt;br/&amp;gt;&amp;lt;sup&amp;gt;[[Turn Undead#Water Domain|Turn Undead]]&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Resist Energy Cold (Level 5)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mage Armor&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Freedom of Movement&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Extract Water Elemental &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Drown&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Underwater Casting (Level 3)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Secondary Domains=&lt;br /&gt;
&lt;br /&gt;
You may only have a single Secondary Domain. The order in which you choose your Primary and Secondary domain will determine which Summoning Theme is utilized.&lt;br /&gt;
&lt;br /&gt;
Note that some bonuses requires you to have at least a minimum number of Cleric levels to receive and that others require you to be a Pure Cleric, with no levels in other classes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Sub-Domain &lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 1st Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 2nd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 3rd Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 4th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 5th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 6th Circle &lt;br /&gt;
! width=&amp;quot;11%&amp;quot; | 7th Circle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Blood&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Blooded &lt;br /&gt;
| - || Heart Clutch || Vampiric Touch || Blood Transcription || Beltyn&#039;s Burning Blood || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&amp;lt;br/&amp;gt;Charm&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;  &lt;br /&gt;
| Skill Focus: Persuade&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Aura of Glory &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Charm Monster &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dominate Person &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Maximized Eagle&#039;s Splendor (Pure)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Darkness&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Darkvision (Racial) &lt;br /&gt;
| Darkness || Blindness/Deafness || - || Fear || Greater Shadow Conjuration || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Decay&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Spell Focus: Necromancy (Level 5)&lt;br /&gt;
| - || Contagion || Infestation of Maggots || - || Enervation || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Destruction&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Skill Focus: Engineering&lt;br /&gt;
| - || - || Gas Explosion || Horizikaul&#039;s Shout || Crumble || Disintegrate || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Fate&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Uncanny Dodge&lt;br /&gt;
| True Strike || Twist Fate || Foiled Future || Future Pain || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Hatred&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| +1 AB and +1 Negative energy damage versus target race for round/level, 1/day&lt;br /&gt;
| - || Bestow Curse || Castigate || - || Harm || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Healing&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Empowered Healing (Level 5)&lt;br /&gt;
| - || Cure Serious Wounds || Restoration || - || Heal || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Illusion&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| - || Phantasmal Affliction || Displacement || Phantasmal Killer || Hypnotic Pattern || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Knowledge&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Skill Focus: Lore&lt;br /&gt;
| Identify || Knock || - || True Seeing || Feeblemind || Legend Lore || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Luck&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Defensive Roll&lt;br /&gt;
| True Strike || - || Heroism || - || - || Protection From Spells || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Metal&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Sonic element Darkfire (Level 5)&lt;br /&gt;
| Deafening Clang || Darkfire || - || Keen Edge|| - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Moon&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Spell Focus: Divination (Level 5)&lt;br /&gt;
| Identify || Invisibility Purge || - || Lunar Bolt || Mind Fog || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Nobility&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Martial Weapon Proficiency (Level 5)&lt;br /&gt;
| Rallying Cry || Charm Person || Heroism || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Planning&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| - || See Invisibility || Clairaudience/&amp;lt;br/&amp;gt;Clairvoyance || Insight || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Poison&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Snake Blood (Level 3)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Poison&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Quillfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mass Phantasmal Affliction&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Use Poison (Level 3)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Protection&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Divine Protection&lt;br /&gt;
| - || Shield Other || - || Minor Globe of Invulnerability || Energy Buffer || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Repose&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Favored Enemy: Undead&lt;br /&gt;
| - || Remove Disease || Death Ward || Bless Weapon || Undeath to Death-- || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Retribution&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Oath of Wrath*&lt;br /&gt;
| Death Armor || - || - || Elemental Shield || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Rune&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Scribe Scroll (Level 5)&lt;br /&gt;
| Identify || Glyph of Warding || -  || Delayed Blast Fireball || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Sand&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| 5% Movement Speed (Level 5)&lt;br /&gt;
| - || Death Armor (Sand) || - || Elemental Shield (Rock) || Stoneskin  || - || - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;Sea&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Underwater Breathing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Ironguts &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Creeping Cold&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Hypothermia&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Greater Creeping Cold&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Drown &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Skill Focus: Sailing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Spells&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| Lesser Dispel || Shield || Lightning Bolt || Lesser Spell Breach || - || Feeblemind || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Spider&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| - &lt;br /&gt;
| Web || - || Poison || Spiderskin || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Strength&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;  &lt;br /&gt;
| Maximized Bull&#039;s Strength (Pure)&lt;br /&gt;
| - || - || Divine Power || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Suffering&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Barbarian 1/- DR (Level 7)&lt;br /&gt;
| Ray of Enfeeblement || Shield Other || - || Enervation || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Time&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| - || Slow || Future Pain || Haste || - || - || Time Stop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Trade&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Appraise &lt;br /&gt;
| Identify || Knock || See Invisibility || - || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Travel&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Athletics&lt;br /&gt;
| Expeditious Retreat || - || Freedom of Movement || Haste || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Trickery&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Divine Trickery&lt;br /&gt;
| Mislead || Phantasmal Affliction || Phantoms of Deception || Phantasmal Assault || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Tyranny&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Skill Focus: Intimidate&lt;br /&gt;
| - || Heart Clutch || Dread Seizure || Virulent Walking Bomb || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;br/&amp;gt;Undeath&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; &lt;br /&gt;
| Spell Focus: Necromancy (Level 5)&lt;br /&gt;
| Stone Bones || Magic Fang || Negative Energy Burst || Greater Magic Fang || - || - || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;br/&amp;gt;War&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
| Battle Mastery&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Balagarn&#039;s Iron Horn&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Heroism&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Greater Heroism&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Aura of Vitality&lt;br /&gt;
|-&lt;br /&gt;
| Martial Weapon Proficiency (Level 5)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a single asterisk(*) signifies that this bonus requires you to have at least 5 Cleric levels to receive and that a double asterisk(**) requires you to be a Pure Cleric, with no levels in other classes.&lt;br /&gt;
&lt;br /&gt;
==Racial Powers==&lt;br /&gt;
Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race&#039;s associated stat is (Str for orcs, Con for dwarves, Dex for elves and halflings, Int for gnomes), and +2 AB versus that race&#039;s favored enemy (Elves for orcs, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Monk&amp;diff=2933</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Monk&amp;diff=2933"/>
		<updated>2024-01-20T19:34:56Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: removed katana as monk weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Monk.jpg&lt;br /&gt;
|ClassName=Monk&lt;br /&gt;
|align=Any Lawful&lt;br /&gt;
|HP=8 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Monk)&lt;br /&gt;
|Skills=6 + INT&lt;br /&gt;
|Saves=Fort High, Will High, Reflex High&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Devoted to a philosophy, set of tenets or religious belief the Monk trains both their mind and body along a path of spiritual enlightenment to become something more than the sum of their parts. The Monk does not wear armor and is capable of supernatural feats of quickness and agility that defies explanation by the mundane. &lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Lawful&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 8 + CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (None), Weapon (Monk)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 6 + INT modifier per level, (6+INT)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Bluff, Concentration, Craft Trap, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silent, Parry, Persuade, Tumble&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will High, Ref High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +3/4 levels&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Monk Weapons || The monk retains his unarmed base attack bonus when fighting with a &#039;&#039;&#039;kama, quarterstaff, and shuriken&#039;&#039;&#039;. These weapons are also permitted when using (the monk-specific feat) flurry of blows. Shuriken do 2d3 piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
| Wholeness of Body || Usable 3/day. The monk can restore hit points equal to (Monk Level x Wisdom Modifier) or (Monk Level x 2), whichever is higher. Wholeness of Body will also restore ability damage as if Lesser Restoration were cast on the monk. &lt;br /&gt;
|-&lt;br /&gt;
| Monk Stances || Monks can learn a number of monk stances which provide some advantages while active. Stances can be learned from scrolls or given by DMs. Each stance will last for 5 minutes when activated and then be unusable for 5 minutes after the duration expires. Type &amp;quot;/c monkstance stancename&amp;quot; to activate a given stance, with the name of the stance in place of stancename and &amp;quot;/c monkstance list&amp;quot; to see a list of the stances you have learned. &lt;br /&gt;
|-&lt;br /&gt;
| Multiclassing || Before multiclassing as a monk or into monk, you must submit an application that, in addition to the standard questions, also includes a detailed level plan. The Monk/Druid multiclass is forbidden.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ClassList}}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2932</id>
		<title>General Changes &amp; Feat Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2932"/>
		<updated>2024-01-20T19:33:26Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major EFU Changes = &lt;br /&gt;
&lt;br /&gt;
Many changes have been made to EFU: Sands of Intrigue that have no home elsewhere in the Wiki. This is where you can find information on those topics. &lt;br /&gt;
&lt;br /&gt;
== Mechanical changes == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Bioware Parties ||  Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs.&lt;br /&gt;
|-&lt;br /&gt;
| HP Rolls on Level Up || Characters roll max HP on each level up and it is no longer randomized.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Level || Characters start at level 2 in the OOC starting area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is achievable for almost any player, the difficulty will begin to sharply increase from there. Level 10 is sometimes attained by accomplished long-term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an [[Applications|application]] to be approved prior to leveling up in-game.&lt;br /&gt;
|-&lt;br /&gt;
| Saving throws || Saving throws do not auto-fail on rolling 1&#039;s, but still auto-succeed on 20&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll, or in special &amp;quot;free resting&amp;quot; locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Effects || Various spell visual effects have been removed/shortened.&lt;br /&gt;
|-&lt;br /&gt;
|Ability Bonuses || Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack&lt;br /&gt;
|-&lt;br /&gt;
|Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. &lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || Caltrops will not stack when dropped on top of each other.&lt;br /&gt;
|-&lt;br /&gt;
| AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors).&lt;br /&gt;
|-&lt;br /&gt;
| Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special &amp;quot;unconscious&amp;quot; area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game&#039;s engine, so be careful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripted Changes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DM XP&#039;&#039;&#039; ||DM XP can be awarded for many feats: Doing interesting &#039;things&#039;, pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a &amp;quot;spiced&amp;quot; quest. Merely being present for an important event may also earn you some XP. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Quests&#039;&#039;&#039;||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration Random Areas&#039;&#039;&#039;||We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They&#039;re fun, but sometimes very deadly. Players often refer to these as &amp;quot;randoms&amp;quot; or simply &amp;quot;explorables&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Ambients&#039;&#039;&#039;||lots of different little small &amp;quot;things&amp;quot; spawn all around the module also. Strange shrines, or deadly plants... etc. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rumors&#039;&#039;&#039;||We have a &amp;quot;rumors&amp;quot; system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we&#039;ll hide lore or plot hints or remarks on player actions in-game. It can be worthwhile to speak with NPCs and read placeables scattered across the module...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rare Spawns&#039;&#039;&#039;||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are &amp;quot;Hero Spawns&amp;quot; (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenging&#039;&#039;&#039;||There are a lot of areas that can be &amp;quot;scavenged,&amp;quot; particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Merchants&#039;&#039;&#039; || Occasionally, special merchants with stores will spawn in-game with discounted or randomly generated wares. They can be found in &amp;quot;explorable&amp;quot; areas that populate across the module. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Interaction NPCs&#039;&#039;&#039;||Some of the random spawn NPCs in settlements can be interacted for the possibility of a reward, such as an arm-wrestling contest wagering gold.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reinforced Gold Chests&#039;&#039;&#039;|| In EFU:Sands of Intrigue, occasionally you will encounter &#039;Reinforced Gold Chests&#039;. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a &#039;Reinforced Gold Chest&#039;, players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gold Piles&#039;&#039;&#039; || In EFU: Sands of Intrigue, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacks of Gold&#039;&#039;&#039; || In EFU: Sands of Intrigue, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Treasure Boxes&#039;&#039;&#039; || In EFU: Sands of Intrigue, special reward placeables can be found in quests that reward every player who opens it. These placeables are usually appear as a pile of boxes. Keep an eye out! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Order NPCS&#039;&#039;&#039; || As an inversion of Delivery Quests, players can pay for the collection of a randomized package of loot. Several NPCs offering their services for a bit of coin exist throughout the Desert&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raise Dead&#039;&#039;&#039;|| Raise Dead has been disabled for Cleric PCs. Respawn deaths should considered as simply having been seriously injured or knocked out.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cleric Spellcasting&#039;&#039;&#039; || [[Cleric|Clerics]] are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graverobbing&#039;&#039;&#039;||Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Falling Damage&#039;&#039;&#039; || Failing climbing checks will generally result in falling damage, which will inflict a significant amount of bludgeoning to your character. This can be lethal if you are reckless enough!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New Shape Change AI&#039;&#039;&#039; || A new shapechanger AI has been added to appropriate NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticky Combat Modes&#039;&#039;&#039; || Sticky Combat Modes have been implemented. You may walk around freely with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and other combat stances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New Feats == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feat !! Prerequisites !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level&lt;br /&gt;
|-&lt;br /&gt;
|Drifter || Survival 5 Ranks || May rest without a campfire or bedroll&lt;br /&gt;
|-&lt;br /&gt;
|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Physician || Heal 5 Ranks || Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feat Changes == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039; || Pre-requisite is 14 DEX, instead of 15 DEX.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arcane Defense&#039;&#039;&#039; || &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:400px; overflow:auto; margin-left: 50px;” &amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:&lt;br /&gt;
 Spell Focus is not required to take the feat&lt;br /&gt;
 Must now be able to cast 1st level spells&lt;br /&gt;
 Taking the feat grants a unique 1/day ability&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Grants immunity to Lesser Dispel &amp;amp; Dispel Magic for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Conjuration&lt;br /&gt;
 All summons around the caster in a colossal radius roll a will save against the character&#039;s level + 15 and are destroyed on a failed save.&lt;br /&gt;
&lt;br /&gt;
 Divination&lt;br /&gt;
 Removes all See Invisibility effects and other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal area&lt;br /&gt;
&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Grants immunity to mind spells for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Evocation&lt;br /&gt;
 Grants +10 Reflex for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Illusion&lt;br /&gt;
 Removes all invisibility effects from all creatures in a colossal area and grants See Invisibility for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Grants 50% immunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blooded&#039;&#039;&#039; || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brew Potion&#039;&#039;&#039; || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create multiple potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or a Brewer&#039;s Elixir to check the maximum cost of brewing each potion. To use either, simply cast the spell onto the item. Brewing costs are randomized, but never exceed the Elixir&#039;s maximum, and are reduced by your Appraise. Potion Cauldrons are also affected by your level, determining how many potions you can brew at once. Paladins and Rangers can only brew one potion at a time, even with a potion cauldron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bullheaded&#039;&#039;&#039; || Additionally grants 1d12 temporary HP on rest&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combat Casting&#039;&#039;&#039; || The base DC for Defensive Casting has been changed to 10+innate spell level.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Courteous Magocracy&#039;&#039;&#039; || Additionally grants +2 Persuade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Craft Wand&#039;&#039;&#039; ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). Crafted wands have a +3 bonus to their DC.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disarm &amp;amp; Improved Disarm&#039;&#039;&#039; || No longer provides bonus AB based on the difference between combatants&#039; weapon size categories.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dual-Wield &amp;amp; Two-Weapon Fighting&#039;&#039;&#039; ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Improved Two-weapon Fighting &#039;&#039;&#039; ||  Perquisite is 8 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expertise&#039;&#039;&#039; || +3 bonus to AC, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Expertise&#039;&#039;&#039; || +6 bonus to AC, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; || By choosing GSF: Evocation, the element you have selected to associate with your Flame Weapon element adds a special effect to spells that deal elemental damage of that sort. For example, having cold as your Flame Weapon element will add the below effect to all cold damage spells, such as Ice Storm. You can choose the elemental association of your Flame Weapon by interacting with a placeable in the OOC starter zone. &lt;br /&gt;
     &#039;&#039;&#039;Fire&#039;&#039;&#039; - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.&lt;br /&gt;
     &#039;&#039;&#039;Cold&#039;&#039;&#039; - Damaged targets make a saving throw or suffer Slow for one round.&lt;br /&gt;
     &#039;&#039;&#039;Acid&#039;&#039;&#039; - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.&lt;br /&gt;
     &#039;&#039;&#039;Electrical&#039;&#039;&#039; - Damaged targets spread 1d4 electrical damage to other nearby targets.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Improved Critical&#039;&#039;&#039; ||  Perquisite is 6 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Improved Knock-down &#039;&#039;&#039; ||  Perquisite is 6 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Attack&#039;&#039;&#039; || +3 bonus to attack damage, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Power Attack&#039;&#039;&#039; || +6 bonus to attack damage, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luck of the Heroes&#039;&#039;&#039; || Renamed to Fortunate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Disease&#039;&#039;&#039; || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Energy&#039;&#039;&#039; || Pre-requisite is five fortitude save. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silent Spell&#039;&#039;&#039; || Having the Silent Spell feat passively negates spell failure when underwater.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silver Palm&#039;&#039;&#039; || Automatically pass the hidden Persuade checks to see special items on certain merchants. Each stall you open generates a rumor, alerting potential customers of where you are located.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Focus: Heal&#039;&#039;&#039; || Increases the rate at which herbs heal the target (per instance) from 1 to 2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snake Blood&#039;&#039;&#039; || Additionally grants the &amp;quot;Use Poison&amp;quot; feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Attack&#039;&#039;&#039; || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Still Spell&#039;&#039;&#039; || Having the Still Spell feat passively negates spell failure from limb loss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stealthy&#039;&#039;&#039; || Additionally grants bonus +1 to Hide and Move Silent skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stunning Fist&#039;&#039;&#039; || Duration is, properly, 12 seconds to match the original duration prior to Beamdog&#039;s change&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turn Undead&#039;&#039;&#039; || Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encumbrance Changes == &lt;br /&gt;
&lt;br /&gt;
Encumbrance limits were increased. Weight capacity has been increased by 10 at each point of Strength below 16. At 16 Strength, capacity is only increased by 5. From 17 Strength onward the values remain consistent with vanilla NWN.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strength !! Encumbered !! Heavily Encumbered&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 36 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 43 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 70 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 76 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 83 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 96 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 102 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 110 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 120 || 160&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 126 || 185&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 143 || 210&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 158 || 235&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 173 || 260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2931</id>
		<title>General Changes &amp; Feat Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2931"/>
		<updated>2024-01-20T19:32:57Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added iwtf, resist energy, imp kd and imp crit pre-req changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major EFU Changes = &lt;br /&gt;
&lt;br /&gt;
Many changes have been made to EFU: Sands of Intrigue that have no home elsewhere in the Wiki. This is where you can find information on those topics. &lt;br /&gt;
&lt;br /&gt;
== Mechanical changes == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Bioware Parties ||  Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs.&lt;br /&gt;
|-&lt;br /&gt;
| HP Rolls on Level Up || Characters roll max HP on each level up and it is no longer randomized.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Level || Characters start at level 2 in the OOC starting area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is achievable for almost any player, the difficulty will begin to sharply increase from there. Level 10 is sometimes attained by accomplished long-term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an [[Applications|application]] to be approved prior to leveling up in-game.&lt;br /&gt;
|-&lt;br /&gt;
| Saving throws || Saving throws do not auto-fail on rolling 1&#039;s, but still auto-succeed on 20&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll, or in special &amp;quot;free resting&amp;quot; locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Effects || Various spell visual effects have been removed/shortened.&lt;br /&gt;
|-&lt;br /&gt;
|Ability Bonuses || Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack&lt;br /&gt;
|-&lt;br /&gt;
|Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. &lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || Caltrops will not stack when dropped on top of each other.&lt;br /&gt;
|-&lt;br /&gt;
| AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors).&lt;br /&gt;
|-&lt;br /&gt;
| Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special &amp;quot;unconscious&amp;quot; area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game&#039;s engine, so be careful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripted Changes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DM XP&#039;&#039;&#039; ||DM XP can be awarded for many feats: Doing interesting &#039;things&#039;, pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a &amp;quot;spiced&amp;quot; quest. Merely being present for an important event may also earn you some XP. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Quests&#039;&#039;&#039;||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration Random Areas&#039;&#039;&#039;||We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They&#039;re fun, but sometimes very deadly. Players often refer to these as &amp;quot;randoms&amp;quot; or simply &amp;quot;explorables&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Ambients&#039;&#039;&#039;||lots of different little small &amp;quot;things&amp;quot; spawn all around the module also. Strange shrines, or deadly plants... etc. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rumors&#039;&#039;&#039;||We have a &amp;quot;rumors&amp;quot; system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we&#039;ll hide lore or plot hints or remarks on player actions in-game. It can be worthwhile to speak with NPCs and read placeables scattered across the module...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rare Spawns&#039;&#039;&#039;||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are &amp;quot;Hero Spawns&amp;quot; (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenging&#039;&#039;&#039;||There are a lot of areas that can be &amp;quot;scavenged,&amp;quot; particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Merchants&#039;&#039;&#039; || Occasionally, special merchants with stores will spawn in-game with discounted or randomly generated wares. They can be found in &amp;quot;explorable&amp;quot; areas that populate across the module. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Interaction NPCs&#039;&#039;&#039;||Some of the random spawn NPCs in settlements can be interacted for the possibility of a reward, such as an arm-wrestling contest wagering gold.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reinforced Gold Chests&#039;&#039;&#039;|| In EFU:Sands of Intrigue, occasionally you will encounter &#039;Reinforced Gold Chests&#039;. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a &#039;Reinforced Gold Chest&#039;, players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gold Piles&#039;&#039;&#039; || In EFU: Sands of Intrigue, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacks of Gold&#039;&#039;&#039; || In EFU: Sands of Intrigue, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Treasure Boxes&#039;&#039;&#039; || In EFU: Sands of Intrigue, special reward placeables can be found in quests that reward every player who opens it. These placeables are usually appear as a pile of boxes. Keep an eye out! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Order NPCS&#039;&#039;&#039; || As an inversion of Delivery Quests, players can pay for the collection of a randomized package of loot. Several NPCs offering their services for a bit of coin exist throughout the Desert&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raise Dead&#039;&#039;&#039;|| Raise Dead has been disabled for Cleric PCs. Respawn deaths should considered as simply having been seriously injured or knocked out.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cleric Spellcasting&#039;&#039;&#039; || [[Cleric|Clerics]] are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graverobbing&#039;&#039;&#039;||Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Falling Damage&#039;&#039;&#039; || Failing climbing checks will generally result in falling damage, which will inflict a significant amount of bludgeoning to your character. This can be lethal if you are reckless enough!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New Shape Change AI&#039;&#039;&#039; || A new shapechanger AI has been added to appropriate NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticky Combat Modes&#039;&#039;&#039; || Sticky Combat Modes have been implemented. You may walk around freely with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and other combat stances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New Feats == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feat !! Prerequisites !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level&lt;br /&gt;
|-&lt;br /&gt;
|Drifter || Survival 5 Ranks || May rest without a campfire or bedroll&lt;br /&gt;
|-&lt;br /&gt;
|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Physician || Heal 5 Ranks || Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feat Changes == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039; || Pre-requisite is 14 DEX, instead of 15 DEX.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arcane Defense&#039;&#039;&#039; || &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:400px; overflow:auto; margin-left: 50px;” &amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:&lt;br /&gt;
 Spell Focus is not required to take the feat&lt;br /&gt;
 Must now be able to cast 1st level spells&lt;br /&gt;
 Taking the feat grants a unique 1/day ability&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Grants immunity to Lesser Dispel &amp;amp; Dispel Magic for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Conjuration&lt;br /&gt;
 All summons around the caster in a colossal radius roll a will save against the character&#039;s level + 15 and are destroyed on a failed save.&lt;br /&gt;
&lt;br /&gt;
 Divination&lt;br /&gt;
 Removes all See Invisibility effects and other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal area&lt;br /&gt;
&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Grants immunity to mind spells for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Evocation&lt;br /&gt;
 Grants +10 Reflex for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Illusion&lt;br /&gt;
 Removes all invisibility effects from all creatures in a colossal area and grants See Invisibility for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Grants 50% immunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blooded&#039;&#039;&#039; || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brew Potion&#039;&#039;&#039; || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create multiple potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or a Brewer&#039;s Elixir to check the maximum cost of brewing each potion. To use either, simply cast the spell onto the item. Brewing costs are randomized, but never exceed the Elixir&#039;s maximum, and are reduced by your Appraise. Potion Cauldrons are also affected by your level, determining how many potions you can brew at once. Paladins and Rangers can only brew one potion at a time, even with a potion cauldron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bullheaded&#039;&#039;&#039; || Additionally grants 1d12 temporary HP on rest&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combat Casting&#039;&#039;&#039; || The base DC for Defensive Casting has been changed to 10+innate spell level.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Courteous Magocracy&#039;&#039;&#039; || Additionally grants +2 Persuade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Craft Wand&#039;&#039;&#039; ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). Crafted wands have a +3 bonus to their DC.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disarm &amp;amp; Improved Disarm&#039;&#039;&#039; || No longer provides bonus AB based on the difference between combatants&#039; weapon size categories.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dual-Wield &amp;amp; Two-Weapon Fighting&#039;&#039;&#039; ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Improved Two-weapon Fighting &#039;&#039;&#039; ||  Perquisite is 8 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expertise&#039;&#039;&#039; || +3 bonus to AC, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Expertise&#039;&#039;&#039; || +6 bonus to AC, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; || By choosing GSF: Evocation, the element you have selected to associate with your Flame Weapon element adds a special effect to spells that deal elemental damage of that sort. For example, having cold as your Flame Weapon element will add the below effect to all cold damage spells, such as Ice Storm. You can choose the elemental association of your Flame Weapon by interacting with a placeable in the OOC starter zone. &lt;br /&gt;
     &#039;&#039;&#039;Fire&#039;&#039;&#039; - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.&lt;br /&gt;
     &#039;&#039;&#039;Cold&#039;&#039;&#039; - Damaged targets make a saving throw or suffer Slow for one round.&lt;br /&gt;
     &#039;&#039;&#039;Acid&#039;&#039;&#039; - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.&lt;br /&gt;
     &#039;&#039;&#039;Electrical&#039;&#039;&#039; - Damaged targets spread 1d4 electrical damage to other nearby targets.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Improved Critical&#039;&#039;&#039; ||  Perquisite is 6 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Improved Knock-down &#039;&#039;&#039; ||  Perquisite is 6 Base Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Attack&#039;&#039;&#039; || +3 bonus to attack damage, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Power Attack&#039;&#039;&#039; || +6 bonus to attack damage, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luck of the Heroes&#039;&#039;&#039; || Renamed to Fortunate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Disease&#039;&#039;&#039; || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Energy&#039;&#039;&#039; || Pre-requisite is five fortitude save. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silent Spell&#039;&#039;&#039; || Having the Silent Spell feat passively negates spell failure when underwater.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silver Palm&#039;&#039;&#039; || Automatically pass the hidden Persuade checks to see special items on certain merchants. Each stall you open generates a rumor, alerting potential customers of where you are located.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Focus: Heal&#039;&#039;&#039; || Increases the rate at which herbs heal the target (per instance) from 1 to 2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snake Blood&#039;&#039;&#039; || Additionally grants the &amp;quot;Use Poison&amp;quot; feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Attack&#039;&#039;&#039; || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Still Spell&#039;&#039;&#039; || Having the Still Spell feat passively negates spell failure from limb loss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stealthy&#039;&#039;&#039; || Additionally grants bonus +1 to Hide and Move Silent skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stunning Fist&#039;&#039;&#039; || Duration is, properly, 12 seconds to match the original duration prior to Beamdog&#039;s change&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turn Undead&#039;&#039;&#039; || Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encumbrance Changes == &lt;br /&gt;
&lt;br /&gt;
Encumbrance limits were increased. Weight capacity has been increased by 10 at each point of Strength below 16. At 16 Strength, capacity is only increased by 5. From 17 Strength onward the values remain consistent with vanilla NWN.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strength !! Encumbered !! Heavily Encumbered&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 36 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 43 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 70 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 76 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 83 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 96 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 102 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 110 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 120 || 160&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 126 || 185&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 143 || 210&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 158 || 235&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 173 || 260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Rogue_Perks&amp;diff=2930</id>
		<title>Rogue Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Rogue_Perks&amp;diff=2930"/>
		<updated>2024-01-20T19:27:04Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added +10 skill bonuses to major perks at level 9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Perks= &lt;br /&gt;
Like many classes in EFU Rogues have a large list of perks to choose from.  However unlike most classes they get to choose multiple perks - one at level 4, 6 and 8, with level 8 perks being more powerful.  Also unlike most classes, you will always receive your perk benefits once earned, even if you fall in levels.&lt;br /&gt;
&lt;br /&gt;
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character&#039;s concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.&lt;br /&gt;
&lt;br /&gt;
You may select perks by opening your character&#039;s Crafting Menu. You cannot change your perks once they are chosen.&lt;br /&gt;
&lt;br /&gt;
==Rogue Minor Perks (4 and 6)==&lt;br /&gt;
&lt;br /&gt;
===Ambidextrous=== &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Since childhood you&#039;ve made use of any tools at hand and unlike your more common associates you realize you have two of them. Favoring no hand above the other, you are as trained and adept in the use of the left as much as the right, making you a capable wielder of dual and double weapons.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Ambidexterity feat.&lt;br /&gt;
&lt;br /&gt;
===Bruiser===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Long brawls in the streets and exposure to numbing fists have made you more resilient to heavy-handed blows. As the number of fights increased you learnt to cover your openings and improve your hand-to-hand combat.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Weapon Specialization Unarmed Feat.  5% Immunity Bludgeoning and +3 intimidate.&lt;br /&gt;
&lt;br /&gt;
===Diplomat===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Bluff, Intimidate, Persuade&lt;br /&gt;
&lt;br /&gt;
===Cutpurse===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Growing up as a street urchin you were soon taught the sole means of survival relied on how softly your small hands could get away with the purse of those passing by. Where many others would end up in worse fates, you survived the ordeals of youth with only a slight streak of kleptomania.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Pickpocket. +2d6 more gold stolen by using the Cutpurse player tool.&lt;br /&gt;
&lt;br /&gt;
===Dirty Fighter===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Dirty Fighting feat.&lt;br /&gt;
&lt;br /&gt;
===Educated===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Always studious, you received an extensive and well rounded education.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Lore. Gain XP for translating ancient texts.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Mechanical contraptions and magical devices have always fascinated you. From an early age you have been fiddling with different devices, enough to know a bit more than your peers on how to avoid wrecking such.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +1 Disable Trap, +1 Open Lock, +2 Engineering, +1 Use Magic Device. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; 1 random throwable object each rest.&lt;br /&gt;
&lt;br /&gt;
===Explorer===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Curiosity has always been a driving motivator in your life. From the deepest canyons to the highest peaks, upon vast oceans of sea or sand, deep in rural communities or in the urban labyrinths of major cities; you have either seen the sights or your feet will bring you there someday. With every sight comes the experience of something new, something you may one day bring others to explore in full.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Half of exploration bonus for visiting new areas is converted to permanent XP. Works retroactively. Also gain 50% additional XP from Discoveries.&lt;br /&gt;
&lt;br /&gt;
PLEASE NOTE: Exploration XP is disabled for V6, this perk currently has no functionality.&lt;br /&gt;
&lt;br /&gt;
===Fencing Lessons===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Classical swordsmanship was an aspect of your early training.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Parry, +2 Discipline, +2 Concentration.&lt;br /&gt;
&lt;br /&gt;
===Forger===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;From falsified receipts to false orders a Forger&#039;s work in crime is unprecedentedly useful. A clerk in your youth or simply a dedicated criminal you have found that personal business brings far more wealth than public office.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Gets access to the Forge License Player Tool: First select the license to forge, then select the PC to forge the license with their name. Other PCs can attempt to detect a forgery with the Detect Forgery Player Tool. &lt;br /&gt;
&lt;br /&gt;
===Fortune Teller===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; Special tarot card draws and interpretations. Tarot deck given PC.&lt;br /&gt;
&lt;br /&gt;
===Fugitive===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Being on the run has taught you to make do with minimal comforts. While you may be cold sleeping in the dark without a fire, at least you are not dead.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Listen. Can sleep in wilderness without the need of a fire. Still needs a bedroll.&lt;br /&gt;
&lt;br /&gt;
===Investigator===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Your youth exposed you to less-than-moral methods of obtaining what you need. Now reformed, you use your familiarity with under-handed methods to expose and thwart wrongdoers.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Spot, Listen, Search. When using [[Player Tools#Detect Forgery|Detect Forgery Player Tool]] search ranks are added to the roll. &lt;br /&gt;
&lt;br /&gt;
===Ironmind===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Concentration. +1 save vs Mind Affecting.&lt;br /&gt;
&lt;br /&gt;
===Knifemaster===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;From a young age knives always fascinated you. More than just a convenient tool - you have learnt to adapt its uses to your own battle repertoire and you never leave home without a selection of throwing knives and daggers at the ready.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; 5% Immunity Slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Random set of throwing knives each rest.&lt;br /&gt;
&lt;br /&gt;
===Locksmith===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The study of locks - particularly belonging to others - has drawn you to it. You know the trademarks of the best locks in the world and have picked a few yourself.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Open Lock. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 Thieves&#039; Tools each reset.&lt;br /&gt;
&lt;br /&gt;
===Lurker===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;To thrive you must be daring they said. Stand still and be left behind they said. You have seen people come and go over the years from your corner and other hiding places. Like a spider you prefer to remain still until the moment is right, only then making a decisive strike. Fortune favours the bold they said. They don&#039;t say anything anymore.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Hide&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 saving throw vs Fire and Cold&lt;br /&gt;
&lt;br /&gt;
===Packed===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A long life of gathering pointless objects has paid off, as dragging them along has made your muscles strong and back sturdy. You&#039;re able to bring with you even more pointless objects.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only available for medium-sized races with 13 or less strength, or small-sized races with 11 or less strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 Strength.&lt;br /&gt;
&lt;br /&gt;
===Physician===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You grew up learning the basics of healing. You&#039;re proud to say that your abilities as a healer have never relied on the ineffable whims of the gods.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039; +4 Heal, +2 Saves Vs. Disease and Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Healed of disease after rest. The healing rate of Medicinal Herbs is increased by 1.&lt;br /&gt;
&lt;br /&gt;
===Poisoner===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Few things are as deadly or as promising as the poisoner&#039;s arts. Through careful study you have learnt to apply poison and your failures have given you an increased resistance to being poisoned.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 vs Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; 1 random poison each rest, Use Poison Ability, Poison Weapon has double duration.&lt;br /&gt;
&lt;br /&gt;
===Rooftop Runner===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Born in the big cities, you know that often the fastest way to get around isn&#039;t the streets. Leaping from awning to balcony, from flat to shingle, extensive use of the so-called Thieves&#039; Highway has served you well and given you an edge on your peers who have used less uneven methods of travel.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Tumble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +5% movement speed.&lt;br /&gt;
&lt;br /&gt;
===Scavenger===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Broken-nailed, soot-faced and covered in grime. Surrounded by flies more often than not. You are a sore sight that puts you at a disadvantage in social circles, but that is an easy tradeoff for one who has found what you did in places shied by others. Digging through trash piles you sometimes discover treasures left forgotten.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Search, +3 vs Disease.&lt;br /&gt;
&lt;br /&gt;
Digging through trash bins occasionally yield results.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that&#039;ll see you dead.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +3 Pick Pocket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Able to better hide items when being searched.&lt;br /&gt;
&lt;br /&gt;
===Starthrower===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;As an added means to distract your opponent before a well placed hidden attack, you have adopted the way of the throwing star.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Gain a set of special shuriken each rest.&lt;br /&gt;
&lt;br /&gt;
===Street Magician===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +1 Use Magic Device, each reset you get a random arcane scroll based on your wizard/sorcerer levels; requires a minimum of 4 rogue levels&lt;br /&gt;
&lt;br /&gt;
===Survivor===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Like rats, you have an uncanny ability to know when it is time to leave a sinking ship. Years of unfortunate practice has left you with honed instincts, giving you that extra surge of energy to crawl away from certain death.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 saving throw vs Death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +15% higher chance of stabilizing.&lt;br /&gt;
&lt;br /&gt;
===Tail===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Be it for work or idle curiosity, few have you beat at following a mark. Countless attempts of shaking you off have only made you bolder. You know where they live. You are their greatest fan.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Move Silently&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; +1 saving throw vs Traps&lt;br /&gt;
&lt;br /&gt;
===Thief===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Open Lock, +1 Hide and Move Silently&lt;br /&gt;
&lt;br /&gt;
===Trapsmith===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The careful application of a length of wire, the keeping of tension where the thread is cut, the concealed manner of placement - you know a lot about traps and it keeps you alive.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Disable Trap, +2 Set Trap, +2 Search&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; 1 random trap each reset.&lt;br /&gt;
&lt;br /&gt;
===Treasure Hunter===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Some people leave their plates half-full. Some people leave their plates with a tiny bit of leftovers. You dig out every single morsel you can find and then scrutinize for more. A cursory glance has never satisfied you and you spend far too much time to make sure something has been done in full. While usually a waste of time, there are occasions you discover things others pass by.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +2 Search&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Bonus:&#039;&#039;&#039; Small chance to discover random loot when opening a treasure chest for the first time.&lt;br /&gt;
&lt;br /&gt;
==Rogue Major Perks (8)==&lt;br /&gt;
All these perks require you to remain pure.&lt;br /&gt;
&lt;br /&gt;
===Apothecary===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;For whatever reason, you have taken up an apron and refined yourself into both a formidable alchemist and herbalist - rivaling even mages in these same fields.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +15 Alchemy, +15 Herbalism. Create a set of dissipating potions each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Heal&lt;br /&gt;
&lt;br /&gt;
===Arcane Trickster===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Rogues with an affinity for magic sometimes take the path of the arcane trickster, utilizing his natural intelligence and charisma to play tricks with the weave itself. Nothing is as frustrating to an opponent as someone not only capable of dodging spells - but also stealing his own enchantments.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +1 magical damage, +2 Will, +2 vs Spells, 10% chance to dodge spells targeting you from a hostile creature. Spellthief 3/day item token.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;b&amp;gt;Spellthief&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Steal up to three enchantments from 1-3 enemy targets (Intelligence modifier + Charisma modifier) around you, removing them from the victim and applying the effect to you for a turn. After the theft, you must wait one turn to do it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Use Magic Device&lt;br /&gt;
&lt;br /&gt;
===Archaeologist===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Delving into old ruins, studying lost civilization and uncovering strange artifacts, the life of an archaeologist enticed you from the beginning and over time you have only grown more experienced in studying ancient ruins, searching for the lost.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +2 Disable Trap, +2 Lore, +2 Search, +2 Spot, +5 UMD, +2 Will, +4 Saving Throw vs Traps (All), 25% chance of retaining a scroll or a charge on a wand after use. If not already in possession of it, gain two Magic Disruptor throwables each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Archeology &lt;br /&gt;
&lt;br /&gt;
===Athletic===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Chased throughout childhood and being on the run have given you increased speed as a trait of survival. A standing motto for you have always been to be a bit faster than the slowest of the group.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039; +15% movement speed, +2 Reflex. Climb player tool no longer auto-fails on a roll of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Discipline&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You were born with an influence that touched others, meant to lead in noble campaigns or ruthless slaughter. When the world is in chaos and danger near, you are the one they look to for inspiration.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039;+1% Immunity to everything except magical damage, +5% Movement Speed, +3 Persuade, +2 Will. Command 3/day item token.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;b&amp;gt;Command&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Provide bonuses to companions around you and yourself for a short duration as a result of your leadership.&lt;br /&gt;
::+2 AB, +2 AC, +10% movement speed, +20 temporary hit points, +2 Will, +4 concentration, +4 discipline, 5/+1 Damage Reduction for 20 damage for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Concentration&lt;br /&gt;
&lt;br /&gt;
===Detective===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A rare commodity to law enforcement, a skilled thief that uses her skills to oppose society&#039;s underbelly is a criminal&#039;s worst fear. She can eye a cut-purse or sniff out a lie better than anyone.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus:&#039;&#039;&#039; +1 AB, +3 Spot, Listen, Search. +2 Wisdom. Use of /c detect act to judge someone&#039;s bluffing ability. If not already in possession of it, gain two Sparks of Revelation throwables each reset. When using [[Player Tools#Detect Forgery|Detect Forgery Player Tool]], Search ranks are added to the roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Search&lt;br /&gt;
&lt;br /&gt;
===Shadow===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Years of elusive play has made you a part of the background, more easily concealed in both day and night.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; 15% Concealment, +3 Hide, +3 Move Silently. If not already in possession of it, gain one Vanishing Smoke throwable each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Hide&lt;br /&gt;
&lt;br /&gt;
===Merchant Lord===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Coin and commerce, both are words that you learnt the meaning of long ago. Now you are an enterprising individual through which the currency flows, a person of repute in circles coveting gold.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk Bonuses:&#039;&#039;&#039; +4 Appraise, wage of 12 dinars per tick, +2 will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Appraise&lt;br /&gt;
&lt;br /&gt;
===Politician===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Your character&#039;s ordeals and trials in the game of politics have paid off, giving you increased presence and lucrative sponsorships.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039; +2 Charisma, +3 Bluff, +3 Persuade, re-roll failed Bluff/Persuade checks, wage of 7 dinars per tick, +2 Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Persuade&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A life in the wilderness has become yours by choice or force. Whether a nomad or a hired scout, you have grown fond of the wilds and your place in it, at the point where animals consider you one of them and leave you alone for the most parts.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +2 Hide, +2 Move Silently, +20% movement speed in the wilds, +2 Fortitude, Animals don&#039;t attack you. Access to tracking. If not already in possession of it, gain four Alarm throwables each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Spot&lt;br /&gt;
&lt;br /&gt;
===Sand Dancer===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;A swift cut here, a taunt there and an impossible backflip that leaves you out of harm&#039;s way - the way of the Sand Dancer. You have learnt the art of fighting a style that most consider mere theatrics than actual swordplay. Of course, you know better.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonus:&#039;&#039;&#039; +1 AB, +1 AC, +2 Reflex. Sand Dance 3/day item token.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;b&amp;gt;Sand Dance&amp;lt;/b&amp;gt;&lt;br /&gt;
::+1 AB, +2 AC, +10% Movement speed.&lt;br /&gt;
:Random effect either on yourself or your enemies every second round for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Taunt&lt;br /&gt;
&lt;br /&gt;
===Thug===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk bonuses:&#039;&#039;&#039; +1 AB, 2/- Physical Damage Resistance, +3 Taunt, +3 Intimidate, +2 Constitution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 skill bonus:&#039;&#039;&#039; +10 Discipline&lt;br /&gt;
&lt;br /&gt;
==Application Only==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of these Rogue perks and kits, they have been made [[Applications|Application Only]] by the DM team of EFU. &lt;br /&gt;
&lt;br /&gt;
===Rogue Kit: Sapper===&lt;br /&gt;
----&lt;br /&gt;
Sappers, or Demolition experts utilise bombs and grenades in their line of work, or a weapon of choice. They arrive from many professions, from simple miners to military men. While they lack skills and abilities in many other fields, they are the best in what they do.&lt;br /&gt;
Players that want to use this kit must play as a pure Rogue unless they’re given explicit permission from a DM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class modifications:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Removed:&#039;&#039;&#039; Sneak Attack&lt;br /&gt;
*&#039;&#039;&#039;Removed:&#039;&#039;&#039; Evasion&lt;br /&gt;
*&#039;&#039;&#039;Disabled:&#039;&#039;&#039; Lvl 8 Rogue Perks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Sappers receive these following items which work as a set:&lt;br /&gt;
**&#039;&#039;&#039;Item:&#039;&#039;&#039; Sapper&#039;s Pickaxe (battleaxe), can be used as a shovel, does not require weapon proficiency.&lt;br /&gt;
**&#039;&#039;&#039;Item:&#039;&#039;&#039; Sapper’s Gloves&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Item:&#039;&#039;&#039; Sapper’s Grenades, can be thrown once a round.&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Sapper’s Grenades Case&lt;br /&gt;
**Sappers may choose what Grenades they get to use in the next cycle. In order to view and unlock different grenades, the Sapper must purchase the appropriate Grenade Schematics from a special store that can be found in game. If the Sappers chose custom grenades to craft in a grenade slot (can be done with the player tool), the previous grenades in that slot are removed on rest and new ones are created. For each grenade group created this way, 200gp will be taken from the Sapper per modified slot. &lt;br /&gt;
**A Sapper can have up to five grenade slots in their case, out of which the first grenade group will always be Alchemical Grenades which can’t be changed. This is the amount of grenade slots a Sapper may have at their disposal as they progress through levels:&lt;br /&gt;
***&#039;&#039;&#039;Level 3:&#039;&#039;&#039; 2 grenades&lt;br /&gt;
***&#039;&#039;&#039;Level 5:&#039;&#039;&#039; 3 grenades&lt;br /&gt;
***&#039;&#039;&#039;Level 8:&#039;&#039;&#039; 4 grenades&lt;br /&gt;
***&#039;&#039;&#039;Level 10:&#039;&#039;&#039; 5 grenades&lt;br /&gt;
&lt;br /&gt;
*Sapper’s Grenades: Alchemical Flames(&#039;&#039;default&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Hit on target damage:&#039;&#039;&#039; on successful touch attack, bludgeoning, 1d6 + (levels / 2)&lt;br /&gt;
**&#039;&#039;&#039;Splash Damage:&#039;&#039;&#039; fire, 1d6 per 2 levels. &lt;br /&gt;
**&#039;&#039;&#039;DC:&#039;&#039;&#039; Reflex save for half or evade damage - 10 + INT modifier + DEX modifier&lt;br /&gt;
**Unlike regular throwables, when the Sapper&#039;s grenades are thrown at a location (not on a target) they land in a small, randomised offset from where they were thrown at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Place Satchel&lt;br /&gt;
**Sapper can place visible satchel charges that deal fire damage in a medium blast radius when they’re detonated by a tossed grenade.&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Remove Satchel&lt;br /&gt;
**The Sapper may remove their own Satchels.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Satchel&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Damage:&#039;&#039;&#039; 2d4 fire damage / lvl&lt;br /&gt;
**&#039;&#039;&#039;DC:&#039;&#039;&#039; Reflex save for half or evade damage - 20 + [Craft Trap + Set Trap]/10 + [Sapper LVL / 3]&lt;br /&gt;
**&#039;&#039;&#039;Cost:&#039;&#039;&#039; When placing a Satchel, the Sapper will spend 50gp.&lt;br /&gt;
**A Sapper can place down a Satchel every 5 minutes. If they were under the effect of stealth/invisibility that effect would break. After placing one, the satchel will take 1 round arming period for it to be able to explode. Satchel charges can&#039;t be stacked in the same explosion radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Detonate Single Satchel&lt;br /&gt;
**Sapper can detonate their Satchel from a distance with this player tool. Player must be in the same area where the Satchels are for this tool to work. This will detonate the currently closest Satchel to the Sapper.&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; Detonate Satchel Charges&lt;br /&gt;
**Same as above, but this will detonate all Satchels in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Rogue&amp;diff=2929</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Rogue&amp;diff=2929"/>
		<updated>2024-01-20T19:23:08Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: add remark about +10 skill bonus on level 9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Rogue.jpg&lt;br /&gt;
|ClassName=Barbarian&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=6 + CON&lt;br /&gt;
|Prof=Armor (Light), Weapons (Rogue)&lt;br /&gt;
|Skills=10 + INT&lt;br /&gt;
|Saves=Fort Low, Will Low, Reflex High&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Evasion=&lt;br /&gt;
&lt;br /&gt;
Evasion is gained at level 3, up from level 2.&lt;br /&gt;
&lt;br /&gt;
=Sneak Attack=&lt;br /&gt;
So long as the Rogue has levels higher than, or equal to, their target they can overcome Uncanny Dodge II and successfully land sneak attacks. Previously a rogue had to have at least four more levels than the target.&lt;br /&gt;
&lt;br /&gt;
=Perks=&lt;br /&gt;
Like many classes in EFU Rogues have a large list of perks to choose from. However unlike most classes they get to choose multiple perks - one at level 4, 6 and 8, with level 8 perks being more powerful. Also unlike most classes, you will always receive your perk benefits once earned, even if you fall in levels.&lt;br /&gt;
&lt;br /&gt;
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character&#039;s concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.&lt;br /&gt;
&lt;br /&gt;
You can find a complete list of Rogue perks [[Rogue_Perks|here]].&lt;br /&gt;
&lt;br /&gt;
===Rogue Minor Perks===&lt;br /&gt;
Rogues may select 1 Minor Perk at Level 4, and 1 Minor Perk at Level 6.&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Perks#Ambidextrous|Ambidextrous]]&lt;br /&gt;
*[[Rogue Perks#Bruiser|Bruiser]]&lt;br /&gt;
*[[Rogue Perks#Diplomat|Diplomat]]&lt;br /&gt;
*[[Rogue Perks#Cutpurse|Cutpurse]]&lt;br /&gt;
*[[Rogue Perks#Dirty Fighter|Dirty Fighter]]&lt;br /&gt;
*[[Rogue Perks#Duck|Duck]]&lt;br /&gt;
*[[Rogue Perks#Educated|Educated]]&lt;br /&gt;
*[[Rogue Perks#Engineer|Engineer]]&lt;br /&gt;
*[[Rogue Perks#Explorer|Explorer]]&lt;br /&gt;
*[[Rogue Perks#Fencing Lessons|Fencing Lessons]]&lt;br /&gt;
*[[Rogue Perks#Forger|Forger]]&lt;br /&gt;
*[[Rogue Perks#Fortune Teller|Fortune Teller]]&lt;br /&gt;
*[[Rogue Perks#Fugitive|Fugitive]]&lt;br /&gt;
*[[Rogue Perks#Investigator|Investigator]]&lt;br /&gt;
*[[Rogue Perks#Ironmind|Ironmind]]&lt;br /&gt;
*[[Rogue Perks#Knifemaster|Knifemaster]]&lt;br /&gt;
*[[Rogue Perks#Locksmith|Locksmith]]&lt;br /&gt;
*[[Rogue Perks#Lurker|Lurker]]&lt;br /&gt;
*[[Rogue Perks#Packed|Packed]]&lt;br /&gt;
*[[Rogue Perks#Physician|Physician]]&lt;br /&gt;
*[[Rogue Perks#Poisoner|Poisoner]]&lt;br /&gt;
*[[Rogue Perks#Rooftop Runner|Rooftop Runner]]&lt;br /&gt;
*[[Rogue Perks#Scavenger|Scavenger]]&lt;br /&gt;
*[[Rogue Perks#Smuggler|Smuggler]]&lt;br /&gt;
*[[Rogue Perks#Starthrower|Starthrower]]&lt;br /&gt;
*[[Rogue Perks#Survivor|Survivor]]&lt;br /&gt;
*[[Rogue Perks#Tail|Tail]]&lt;br /&gt;
*[[Rogue Perks#Thief|Thief]]&lt;br /&gt;
*[[Rogue Perks#Trapsmith|Trapsmith]]&lt;br /&gt;
*[[Rogue Perks#Treasure Hunter|Treasure Hunter]]&lt;br /&gt;
===Rogue Major Perks===&lt;br /&gt;
Pure Rogues may select 1 Major Perk at Level 8. At level 9, a pure rogue receives a skill bonus of +10 to a skill corresponding to their major perk choice.&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Perks#Apothecary|Apothecary]]&lt;br /&gt;
*[[Rogue Perks#Arcane Trickster|Arcane Trickster]]&lt;br /&gt;
*[[Rogue Perks#Archaeologist|Archaeologist]]&lt;br /&gt;
*[[Rogue Perks#Athletic|Athletic]]&lt;br /&gt;
*[[Rogue Perks#Commander|Commander]]&lt;br /&gt;
*[[Rogue Perks#Detective|Detective]]&lt;br /&gt;
*[[Rogue Perks#Shadow|Shadow]]&lt;br /&gt;
*[[Rogue Perks#Merchant Lord|Merchant Lord]]&lt;br /&gt;
*[[Rogue Perks#Politician|Politician]]&lt;br /&gt;
*[[Rogue Perks#Scout|Scout]]&lt;br /&gt;
*[[Rogue Perks#Spymaster|Spymaster]]&lt;br /&gt;
*[[Rogue Perks#Sand Dancer|Sand Dancer]]&lt;br /&gt;
*[[Rogue Perks#Thug|Thug]]&lt;br /&gt;
&lt;br /&gt;
=Cut Purse= &lt;br /&gt;
&lt;br /&gt;
Rogues and Bards receive a Cut Purse player tool accessible through the Crafting Menu which allows you to cut another player&#039;s purse to steal a small amount of gold from them - often without them getting any IC or OOC indication of who did it depending on how you perform the theft, how well your skill checks are and various other factors. Please remember that PVP rules apply to this tool! You should not use Cut Purse in an area populated by blue-named NPCs without a DM supervising.&lt;br /&gt;
&lt;br /&gt;
*There is a 30-minute delay on using Cut Purse on the same target again.&lt;br /&gt;
*Size of the purse matters – for someone with five gold coins, losing even one is a major setback and very easy to discern. Get up in the thousands and you may not notice the few gold coins slipping away.&lt;br /&gt;
*Even if you are successful - the target will (after a certain delay) receive a message saying that their purse is missing.&lt;br /&gt;
*If you fail your PC will be dropped out of stealth and an emote forced on your PC indicating that he attempted so.&lt;br /&gt;
*Pickpocket skill will help ensure the target does not actually see the attempted theft.&lt;br /&gt;
*Bluff skill will allow you to act casually so that they do not know it was you.&lt;br /&gt;
*Stealth and or invisibility will increase your chances of success by making it harder to spot the attempt.&lt;br /&gt;
&lt;br /&gt;
=Examine Mark= &lt;br /&gt;
Rogues receive access to a special player tool that can be used via the player tools menu. When used on a PC, this tool will tell you varying amounts of information about the target based on certain skills and how many Rogue levels you have. &lt;br /&gt;
&lt;br /&gt;
*If the examiner has 4 Rogue levels: they will be told if the target is in Detect Mode and if the target is in Stealth Mode (if you see the target).&lt;br /&gt;
*If the examiner has 5 Rogue levels and at least 7 modified Spot: when used on a target that is already in Stealth Mode they will be given an approximate value of the targets Hide and Move Silently skill levels.&lt;br /&gt;
*If the examiner has 6 Rogue levels with at least 7 modified Spot: they will be given an approximate value of the targets Spot skill level.&lt;br /&gt;
*If the examiner has 6 Rogue levels: they will be given the targets approximate value of gold held. The more pickpocket and wisdom the target has the less likely you will receive this information, or it may be less accurate.&lt;br /&gt;
*If the examiner has 7 Rogue levels with at least 5 modified Spot: they will be given the approximate value of the targets net weight of possessions.&lt;br /&gt;
*If the examiner has 8 Rogue levels with at least 14 modified Spot: they will be given the targets approximate Listen skill level.&lt;br /&gt;
*If the examiner has 8 Rogue levels with at least 11 modified Heal and Spot skill: they will be given the targets exact current and maximum HP values.&lt;br /&gt;
&lt;br /&gt;
=Use Magic Device=&lt;br /&gt;
Use Magic Device is a skill which allows Rogues to use a wide variety of trinkets, wands, rods and equipment not normally usable by Rogues. In the low level setting of EFU this can be quite potent indeed once the Rogue gets their UMD skill to a sufficient level.&lt;br /&gt;
&lt;br /&gt;
===Basic Guidelines===&lt;br /&gt;
&lt;br /&gt;
Some five years ago a DM called Thrawn modified the UMD so that each point of UMD would give a boost to your ability to use magical devices of higher total cost instead of giving a boost on every instance of five points. This means in practice that in EFU, every point into UMD will progressively increase your chance to use items that might otherwise be inaccessible to you.&lt;br /&gt;
&lt;br /&gt;
The highest amount is used if there are two or more restricting factors in the item, for instance an item only usable by Halfling and only usable by Evil will use the Alignment UMD value. Your UMD value will allow you to use items which have total cost below your UMD value and the appropriate restriction table.&lt;br /&gt;
&lt;br /&gt;
===Item Cost===&lt;br /&gt;
&lt;br /&gt;
Total cost refers to the cost that is calculated for the item by the game, depending on the abilities it is capable of doing. For instance, a normal longsword has a total cost of 30 gold coins. Adding +1 cold damage to it will raise its total cost by the NWN standards to a total cost of 580 gold coins. The total cost is not the selling price you receive in shops or even the price you buy them from shops. You cannot determine the true cost of the items you hold in game through any method but you can verify it by creating an exact duplicate of the weapon/item in the toolset and then viewing its total cost.&lt;br /&gt;
&lt;br /&gt;
Note that the additional cost can be set by DM to any for any item they create, thus raising the total cost. That means you cannot know for certain if the items total cost is the same it would be if you created a duplicate of that. The DMs likely only bother to change items cost for exceptional items and for a good reason. If you encounter an item which does not have the normal total cost, it is not allowed to spread the knowledge of its modified total cost or value of UMD needed to use it.&lt;br /&gt;
&lt;br /&gt;
===Restrictions===&lt;br /&gt;
&lt;br /&gt;
In the gameworld, many items are restricted in some ways. You are usually allowed to use any item you find with your UMD skill, however few exceptions exist to that rule. First, if an item has &amp;quot;//OOC: Do not use this item if you are not a Halfling and of Good alignment&amp;quot; then it means you are not allowed to use it under any circumstances when you don&#039;t meet all the requirements. This is of course unless a DM has directly told you that you can use it.&lt;br /&gt;
&lt;br /&gt;
Second, use your common sense. Although most of these items are marked with the earlier //OOC mark in its description, there might exist items like Only usable by halfling -suits, which might not be magical but simply too small for larger type of creatures to use. No magical proficiency will make you able to fit into pants which are five size smaller than your own. If you are not sure whether you can use a certain item with UMD, you should always consult a DM first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Rogue&amp;diff=2928</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Rogue&amp;diff=2928"/>
		<updated>2024-01-20T19:21:47Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Evasion from level 4 down to level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Rogue.jpg&lt;br /&gt;
|ClassName=Barbarian&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=6 + CON&lt;br /&gt;
|Prof=Armor (Light), Weapons (Rogue)&lt;br /&gt;
|Skills=10 + INT&lt;br /&gt;
|Saves=Fort Low, Will Low, Reflex High&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Evasion=&lt;br /&gt;
&lt;br /&gt;
Evasion is gained at level 3, up from level 2.&lt;br /&gt;
&lt;br /&gt;
=Sneak Attack=&lt;br /&gt;
So long as the Rogue has levels higher than, or equal to, their target they can overcome Uncanny Dodge II and successfully land sneak attacks. Previously a rogue had to have at least four more levels than the target.&lt;br /&gt;
&lt;br /&gt;
=Perks=&lt;br /&gt;
Like many classes in EFU Rogues have a large list of perks to choose from. However unlike most classes they get to choose multiple perks - one at level 4, 6 and 8, with level 8 perks being more powerful. Also unlike most classes, you will always receive your perk benefits once earned, even if you fall in levels.&lt;br /&gt;
&lt;br /&gt;
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character&#039;s concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.&lt;br /&gt;
&lt;br /&gt;
You can find a complete list of Rogue perks [[Rogue_Perks|here]].&lt;br /&gt;
&lt;br /&gt;
===Rogue Minor Perks===&lt;br /&gt;
Rogues may select 1 Minor Perk at Level 4, and 1 Minor Perk at Level 6.&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Perks#Ambidextrous|Ambidextrous]]&lt;br /&gt;
*[[Rogue Perks#Bruiser|Bruiser]]&lt;br /&gt;
*[[Rogue Perks#Diplomat|Diplomat]]&lt;br /&gt;
*[[Rogue Perks#Cutpurse|Cutpurse]]&lt;br /&gt;
*[[Rogue Perks#Dirty Fighter|Dirty Fighter]]&lt;br /&gt;
*[[Rogue Perks#Duck|Duck]]&lt;br /&gt;
*[[Rogue Perks#Educated|Educated]]&lt;br /&gt;
*[[Rogue Perks#Engineer|Engineer]]&lt;br /&gt;
*[[Rogue Perks#Explorer|Explorer]]&lt;br /&gt;
*[[Rogue Perks#Fencing Lessons|Fencing Lessons]]&lt;br /&gt;
*[[Rogue Perks#Forger|Forger]]&lt;br /&gt;
*[[Rogue Perks#Fortune Teller|Fortune Teller]]&lt;br /&gt;
*[[Rogue Perks#Fugitive|Fugitive]]&lt;br /&gt;
*[[Rogue Perks#Investigator|Investigator]]&lt;br /&gt;
*[[Rogue Perks#Ironmind|Ironmind]]&lt;br /&gt;
*[[Rogue Perks#Knifemaster|Knifemaster]]&lt;br /&gt;
*[[Rogue Perks#Locksmith|Locksmith]]&lt;br /&gt;
*[[Rogue Perks#Lurker|Lurker]]&lt;br /&gt;
*[[Rogue Perks#Packed|Packed]]&lt;br /&gt;
*[[Rogue Perks#Physician|Physician]]&lt;br /&gt;
*[[Rogue Perks#Poisoner|Poisoner]]&lt;br /&gt;
*[[Rogue Perks#Rooftop Runner|Rooftop Runner]]&lt;br /&gt;
*[[Rogue Perks#Scavenger|Scavenger]]&lt;br /&gt;
*[[Rogue Perks#Smuggler|Smuggler]]&lt;br /&gt;
*[[Rogue Perks#Starthrower|Starthrower]]&lt;br /&gt;
*[[Rogue Perks#Survivor|Survivor]]&lt;br /&gt;
*[[Rogue Perks#Tail|Tail]]&lt;br /&gt;
*[[Rogue Perks#Thief|Thief]]&lt;br /&gt;
*[[Rogue Perks#Trapsmith|Trapsmith]]&lt;br /&gt;
*[[Rogue Perks#Treasure Hunter|Treasure Hunter]]&lt;br /&gt;
===Rogue Major Perks===&lt;br /&gt;
Pure Rogues may select 1 Major Perk at Level 8.&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Perks#Apothecary|Apothecary]]&lt;br /&gt;
*[[Rogue Perks#Arcane Trickster|Arcane Trickster]]&lt;br /&gt;
*[[Rogue Perks#Archaeologist|Archaeologist]]&lt;br /&gt;
*[[Rogue Perks#Athletic|Athletic]]&lt;br /&gt;
*[[Rogue Perks#Commander|Commander]]&lt;br /&gt;
*[[Rogue Perks#Detective|Detective]]&lt;br /&gt;
*[[Rogue Perks#Shadow|Shadow]]&lt;br /&gt;
*[[Rogue Perks#Merchant Lord|Merchant Lord]]&lt;br /&gt;
*[[Rogue Perks#Politician|Politician]]&lt;br /&gt;
*[[Rogue Perks#Scout|Scout]]&lt;br /&gt;
*[[Rogue Perks#Spymaster|Spymaster]]&lt;br /&gt;
*[[Rogue Perks#Sand Dancer|Sand Dancer]]&lt;br /&gt;
*[[Rogue Perks#Thug|Thug]]&lt;br /&gt;
&lt;br /&gt;
=Cut Purse= &lt;br /&gt;
&lt;br /&gt;
Rogues and Bards receive a Cut Purse player tool accessible through the Crafting Menu which allows you to cut another player&#039;s purse to steal a small amount of gold from them - often without them getting any IC or OOC indication of who did it depending on how you perform the theft, how well your skill checks are and various other factors. Please remember that PVP rules apply to this tool! You should not use Cut Purse in an area populated by blue-named NPCs without a DM supervising.&lt;br /&gt;
&lt;br /&gt;
*There is a 30-minute delay on using Cut Purse on the same target again.&lt;br /&gt;
*Size of the purse matters – for someone with five gold coins, losing even one is a major setback and very easy to discern. Get up in the thousands and you may not notice the few gold coins slipping away.&lt;br /&gt;
*Even if you are successful - the target will (after a certain delay) receive a message saying that their purse is missing.&lt;br /&gt;
*If you fail your PC will be dropped out of stealth and an emote forced on your PC indicating that he attempted so.&lt;br /&gt;
*Pickpocket skill will help ensure the target does not actually see the attempted theft.&lt;br /&gt;
*Bluff skill will allow you to act casually so that they do not know it was you.&lt;br /&gt;
*Stealth and or invisibility will increase your chances of success by making it harder to spot the attempt.&lt;br /&gt;
&lt;br /&gt;
=Examine Mark= &lt;br /&gt;
Rogues receive access to a special player tool that can be used via the player tools menu. When used on a PC, this tool will tell you varying amounts of information about the target based on certain skills and how many Rogue levels you have. &lt;br /&gt;
&lt;br /&gt;
*If the examiner has 4 Rogue levels: they will be told if the target is in Detect Mode and if the target is in Stealth Mode (if you see the target).&lt;br /&gt;
*If the examiner has 5 Rogue levels and at least 7 modified Spot: when used on a target that is already in Stealth Mode they will be given an approximate value of the targets Hide and Move Silently skill levels.&lt;br /&gt;
*If the examiner has 6 Rogue levels with at least 7 modified Spot: they will be given an approximate value of the targets Spot skill level.&lt;br /&gt;
*If the examiner has 6 Rogue levels: they will be given the targets approximate value of gold held. The more pickpocket and wisdom the target has the less likely you will receive this information, or it may be less accurate.&lt;br /&gt;
*If the examiner has 7 Rogue levels with at least 5 modified Spot: they will be given the approximate value of the targets net weight of possessions.&lt;br /&gt;
*If the examiner has 8 Rogue levels with at least 14 modified Spot: they will be given the targets approximate Listen skill level.&lt;br /&gt;
*If the examiner has 8 Rogue levels with at least 11 modified Heal and Spot skill: they will be given the targets exact current and maximum HP values.&lt;br /&gt;
&lt;br /&gt;
=Use Magic Device=&lt;br /&gt;
Use Magic Device is a skill which allows Rogues to use a wide variety of trinkets, wands, rods and equipment not normally usable by Rogues. In the low level setting of EFU this can be quite potent indeed once the Rogue gets their UMD skill to a sufficient level.&lt;br /&gt;
&lt;br /&gt;
===Basic Guidelines===&lt;br /&gt;
&lt;br /&gt;
Some five years ago a DM called Thrawn modified the UMD so that each point of UMD would give a boost to your ability to use magical devices of higher total cost instead of giving a boost on every instance of five points. This means in practice that in EFU, every point into UMD will progressively increase your chance to use items that might otherwise be inaccessible to you.&lt;br /&gt;
&lt;br /&gt;
The highest amount is used if there are two or more restricting factors in the item, for instance an item only usable by Halfling and only usable by Evil will use the Alignment UMD value. Your UMD value will allow you to use items which have total cost below your UMD value and the appropriate restriction table.&lt;br /&gt;
&lt;br /&gt;
===Item Cost===&lt;br /&gt;
&lt;br /&gt;
Total cost refers to the cost that is calculated for the item by the game, depending on the abilities it is capable of doing. For instance, a normal longsword has a total cost of 30 gold coins. Adding +1 cold damage to it will raise its total cost by the NWN standards to a total cost of 580 gold coins. The total cost is not the selling price you receive in shops or even the price you buy them from shops. You cannot determine the true cost of the items you hold in game through any method but you can verify it by creating an exact duplicate of the weapon/item in the toolset and then viewing its total cost.&lt;br /&gt;
&lt;br /&gt;
Note that the additional cost can be set by DM to any for any item they create, thus raising the total cost. That means you cannot know for certain if the items total cost is the same it would be if you created a duplicate of that. The DMs likely only bother to change items cost for exceptional items and for a good reason. If you encounter an item which does not have the normal total cost, it is not allowed to spread the knowledge of its modified total cost or value of UMD needed to use it.&lt;br /&gt;
&lt;br /&gt;
===Restrictions===&lt;br /&gt;
&lt;br /&gt;
In the gameworld, many items are restricted in some ways. You are usually allowed to use any item you find with your UMD skill, however few exceptions exist to that rule. First, if an item has &amp;quot;//OOC: Do not use this item if you are not a Halfling and of Good alignment&amp;quot; then it means you are not allowed to use it under any circumstances when you don&#039;t meet all the requirements. This is of course unless a DM has directly told you that you can use it.&lt;br /&gt;
&lt;br /&gt;
Second, use your common sense. Although most of these items are marked with the earlier //OOC mark in its description, there might exist items like Only usable by halfling -suits, which might not be magical but simply too small for larger type of creatures to use. No magical proficiency will make you able to fit into pants which are five size smaller than your own. If you are not sure whether you can use a certain item with UMD, you should always consult a DM first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Sorcerer_Perks&amp;diff=2927</id>
		<title>Sorcerer Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Sorcerer_Perks&amp;diff=2927"/>
		<updated>2024-01-20T19:20:18Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added link to additional known spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Sorcerer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note, each perk has additional known spells on levels 9 and 10, which can be found in [[Sorcerer|Expanded Spells Known by Level]].&lt;br /&gt;
&lt;br /&gt;
==Arcane Leech==&lt;br /&gt;
&lt;br /&gt;
There is nothing more fulfilling than using others&#039; magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Lesser Missile Storm&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Greater Missile Storm:&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
&lt;br /&gt;
When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:&lt;br /&gt;
* The sorcerer&#039;s max spell circle is equal or greater than the spell&#039;s innate level.&lt;br /&gt;
* The spell is not a hostile spell.&lt;br /&gt;
&lt;br /&gt;
When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:&lt;br /&gt;
* 10% when casting from a non-Mage items.&lt;br /&gt;
* 25% when casting from scrolls.&lt;br /&gt;
* 50% when casting from magical wands.&lt;br /&gt;
* 100% when casting from magical staves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* 10 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Saves vs Spells&lt;br /&gt;
* 12 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)&lt;br /&gt;
* 14 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
==Arcane Mimic==&lt;br /&gt;
&lt;br /&gt;
Mimic Spells ability:&lt;br /&gt;
Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:&lt;br /&gt;
* If the target doesn&#039;t have a spellcasting class, this fails.&lt;br /&gt;
* If the distance between the mimic and the target is more than 10 meters, this fails.&lt;br /&gt;
* The mimic only copies from spell circles they can currently cast as a sorcerer.&lt;br /&gt;
* The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.&lt;br /&gt;
* The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint with no work around for now)&lt;br /&gt;
* The target cannot be a blue NPC&lt;br /&gt;
* If there&#039;s still cooldown, or the target is too far, nothing happens&lt;br /&gt;
* If the creature is a subdued PC, this will always work&lt;br /&gt;
* If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL&lt;br /&gt;
* If the creature is a neutral PC, they get a dialog whether to submit or resist to having their spells mimicked&lt;br /&gt;
The cooldown for the ability only triggers if they succeed in mimicking the spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
* Mimic Spells Cooldown: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 5 minutes&lt;br /&gt;
* Mimic Spells also mimics the summon theme and the element of the target (if relevant)&lt;br /&gt;
* Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Eldritch Archer, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 3 minutes&lt;br /&gt;
* Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.&lt;br /&gt;
* Mimic Spells also mimics the spells color theme of the target&lt;br /&gt;
&lt;br /&gt;
==Bone Warden== &lt;br /&gt;
The long vigil is the popular name for the service you&#039;re known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Receive raise-able skeleton bones each rest.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*3/- DR Slashing and Piercing&lt;br /&gt;
*Animated minions receive +3 Natural AC&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Negative Energy Immunity&lt;br /&gt;
*Attendance at the Court of Bones 2/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attendance at the Court Bones&#039;&#039;&#039;&lt;br /&gt;
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
==Bouldermancer==&lt;br /&gt;
Power is not the mage&#039;s magic, nor is it the brute&#039;s strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one&#039;s strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bull&#039;s Strength&#039;&#039;&#039;&lt;br /&gt;
**When cast, always gives a maximized result&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 1/day&lt;br /&gt;
*Automatic success on lifting boulders summoned by the PC&lt;br /&gt;
*Toughness feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 2/day&lt;br /&gt;
*5% Physical Damage Immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 3/day&lt;br /&gt;
*Automatic success on lifting any boulder&lt;br /&gt;
*+2 STR&lt;br /&gt;
&lt;br /&gt;
==Calligrapher==&lt;br /&gt;
There is no higher magic than a brush upon canvas, than bringing imagination into reality. And you have learned to harness that wonderful power. From the tip of your pen spring fantastic wonders that others can only look upon in envy, rewriting this ugly world one line at a time!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summoning theme changed to INK, recolored water elementals that inflict acid damage&lt;br /&gt;
*Summoning INK theme +1&lt;br /&gt;
*Protective Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write protective runes on nearby non-hostile creatures in a medium radius. This ability destroys the elemental, and grants the receiver with (3 + summon circle)/+1 damage reduction, for 2 rounds per 3 Painting ranks the Calligrapher has.&lt;br /&gt;
*+3 Painting&lt;br /&gt;
*Bonus Feat: Scribe Scroll&lt;br /&gt;
*Flame Weapon is set to Acid&lt;br /&gt;
*Spells are recolored to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Rewrite Scroll Player Tool: 3/day the Calligrapher can rewrite a scroll, allowing him to use it, removing all preexisting restrictions and making it OUB: Sorcerer.&lt;br /&gt;
*Disabling Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write disabling runes on the nearby hostile creature. This ability destroys the elemental and inflicts a disabling effect on the receiver for 1 round per 3 painting ranks the Calligrapher has. The effect is determined by the target summons&#039;s circle: 1/2 - Doom effect, 3/4 - Slow effect, 5 and above - Paralyzing effect. The DC is 10 + Calligrapher&#039;s CHA modifier + Summon Circle.&lt;br /&gt;
*Flame Weapon VFX change to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Scrolls used by the calligrapher gain +1 CL.&lt;br /&gt;
*Ink Explosion Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to cause acidic damage all around the summon. This ability destroys the elemental, and causes an explosion, inflicting (summon circle * 2)d6 (max 10d6) Acid damage to all hostile creatures in a huge radius. Creatures in the radius roll a reflex save for half the damage and a fortitude save which if they fail, they&#039;re blinded. The DC for both saves is 10 + Calligrapher&#039;s CHA modifier + summon circle. The blindness duration is 1 round per 3 Painting ranks the Calligrapher has, max 3 rounds. Cooldown: 30 Seconds&lt;br /&gt;
&lt;br /&gt;
==Carrion Feaster== &lt;br /&gt;
Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Standard animate dead creature replaced with a ghoul.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Disease&lt;br /&gt;
*+10% movement speed&lt;br /&gt;
*Consume Corpse player tool 1/day.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Strength&lt;br /&gt;
*On-hit: Ghoul Touch on Gauntlets (for unarmed attacks)&lt;br /&gt;
*+2 vampiric regeneration and +15% movement speed on animated creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consume Corpse&#039;&#039;&#039;&lt;br /&gt;
*Destroy target undead minion and restore your life with 1/4th of the target&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
==Contriver== &lt;br /&gt;
To harness the energies of one&#039;s innate power is no easy task, especially when one&#039;s own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allow them to make use of a multitude of protective equipment that would bog down most mages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*35% Arcane Spell Failure Reduction.&lt;br /&gt;
*Armor Proficiency (Light) feat.&lt;br /&gt;
*Armor Proficiency (Medium) feat.&lt;br /&gt;
*Shield Proficiency feat.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Concentration, +3 Discipline.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Your equipped armor weighs 40% as much.&lt;br /&gt;
&lt;br /&gt;
==Crimson Storm==&lt;br /&gt;
Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Many Lightning spells have vfx changes, including summon creature and flame weapon&lt;br /&gt;
*Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon Theme changes to Air&lt;br /&gt;
*All Lightning and Sonic spells are treated as being cast at +1 Caster Level above character level (including flame weapon)&lt;br /&gt;
*All other elemental spells (cold/acid/fire) get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
*Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 lightning damage to all attacks&lt;br /&gt;
*Sorcerer Token: Call Lightning 3/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*50% lightning immunity&lt;br /&gt;
&lt;br /&gt;
==Cultist== &lt;br /&gt;
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist&#039;s eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship&#039;s ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Summon Creature duration increased by 2 rounds per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+20 Total Maximum Summoning Points&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Magic Fang (5) 3/day&lt;br /&gt;
*+1 Universal Saves&lt;br /&gt;
*+40 Total Maximum Summoning Points (from +20 Total at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Lesser Planar Binding (9) 1/day&lt;br /&gt;
*+60 Total Maximum Summoning Points (from +40 Total at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Death Syphon==&lt;br /&gt;
Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don&#039;t trigger.&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 20% of a 1st circle and 10% of a 2nd circle slot being restored.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.&lt;br /&gt;
*Sorcerer Token: Virulent Walking Bomb 1/day&lt;br /&gt;
&lt;br /&gt;
Syphon Magic explanation and example: &lt;br /&gt;
Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively.&lt;br /&gt;
For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one.&lt;br /&gt;
It won&#039;t try to restore slots beyond the max slots of the PC.&lt;br /&gt;
&lt;br /&gt;
==Dream Eater==&lt;br /&gt;
The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Sleep&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 60 seconds.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sleep spell affects 4 + 1d4 HD&#039;s worth of more creatures.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*20% Concealment. &lt;br /&gt;
*+2 to Sleep spell DC.&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)&lt;br /&gt;
*Regains a level 1 spell slot upon using Nightmare.&lt;br /&gt;
&#039;&#039;&#039;Nightmare&#039;&#039;&#039;&lt;br /&gt;
:Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.&lt;br /&gt;
:Kills a sleeping or slumbering NPC of hit dice 4 or below.&lt;br /&gt;
:Provides a random boon.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Archer==&lt;br /&gt;
Eldritch Arrow:&lt;br /&gt;
The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow&#039;s name changes to &amp;quot;&amp;lt;ARROW_NAME&amp;gt; of &amp;lt;SPELL_NAME&amp;gt;&amp;quot; and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster&#039;s levels.&lt;br /&gt;
* These arrows can&#039;t be traded or dropped, and will disappear on server reset.&lt;br /&gt;
* Only the listed spells will work with this ability, but more will be added in the future&lt;br /&gt;
* Cantrips can be cast on a stack of arrows and will affect them all, and they won&#039;t disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)&lt;br /&gt;
* It&#039;s not possible to stack spells on the same arrow&lt;br /&gt;
* Mirror Images will copy the current quiver of Eldritch Arrows, but the stack count will be reduced to 5 arrows.&lt;br /&gt;
&lt;br /&gt;
Spell changes:&lt;br /&gt;
* Shelgarn Spells - The sorcerer may animate bow weapons as well.&lt;br /&gt;
* Melf&#039;s Acid Arrow - cast as 1 CL above&lt;br /&gt;
* Flame Arrow - cast as 1 CL above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* Elf Weapon Proficiency feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Point Blank Shot feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer&#039;s element: fire/cold/acid/lightning/sonic. Default: fire)&lt;br /&gt;
* Each cast on arrows now creates 2 eldritch arrows instead of 1.&lt;br /&gt;
&lt;br /&gt;
List of Eldritch Arrow spells:&lt;br /&gt;
*Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt&lt;br /&gt;
*Circle 1: Grease, Scare, Sleep, Horizikauls Boom, Ice Dagger, Nybor&#039;s Gentle Reminder&lt;br /&gt;
*Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha&#039;s, Gedlee, Combust, Cloud of Bewilderment, Curse of Impending Blades&lt;br /&gt;
*Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere, Ice Burst, Slumber&lt;br /&gt;
*Circle 4: Bestow Curst, Charm Monster, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard&#039;s, Lower Spell Resistance, Future&#039;s Pain, Acid Orb, Cold Orb, Electric Orb, Fire Orb, Gas Explosion, Frost Blast, Wall of Ice, Cacophonic Burst, Virulent Walking Bomb&lt;br /&gt;
*Circle 5: Cloudkill, Dismissal, Feeblemind, Hold Monster, Mind Fog, Bigby&#039;s Interposing Hand, Beltyn&#039;s Burning Blood, Baleful Polymorph, Devastating Bodyswap&lt;br /&gt;
*Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby&#039;s Forceful Hand, Flesh To Stone, Undeath to Death&lt;br /&gt;
&lt;br /&gt;
Shadow Variants (Shadow Conjuration, Greater Shadow Conjuration, Shades) will create appropriate ammo.&lt;br /&gt;
If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is).&lt;br /&gt;
&lt;br /&gt;
==Hematologist==&lt;br /&gt;
The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer&#039;s own physical form, empowered by what magic courses through their veins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Fortitude Save&lt;br /&gt;
*Drawn blood can produce magical benefits&lt;br /&gt;
*Blood Track 5/day player tool (use on PC blood vials)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+1d6 Sneak Attack feat&lt;br /&gt;
*Spell Penetration feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*10 Spell Resistance&lt;br /&gt;
*10% Physical Damage Reduction&lt;br /&gt;
*Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)&lt;br /&gt;
&lt;br /&gt;
==Hydromancer== &lt;br /&gt;
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers&#039; blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice dagger&#039;&#039;&#039; &lt;br /&gt;
**Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039; &lt;br /&gt;
**Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Flame Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;&lt;br /&gt;
**Hand of Ice, damage changed to cold and freezes target for 2 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039; &lt;br /&gt;
**Damage shield changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand&#039;&#039;&#039; &lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**VFX changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to Cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to cold.&lt;br /&gt;
*Slow regeneration underwater.&lt;br /&gt;
*Drinking potions restores 1 hp.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Cold Damage to attacks&lt;br /&gt;
*Halves spell casting penalty underwater&lt;br /&gt;
*Double water breath duration.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Cold Immunity&lt;br /&gt;
*Negates spellcasting penalty underwater.&lt;br /&gt;
*+10% movement speed underwater.&lt;br /&gt;
&lt;br /&gt;
==Infuser== &lt;br /&gt;
While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight to find these mad sorcerers holding themselves and objects aloft at high places, calling thunder down upon the unworthy earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electric Jolt&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Horizikaul&#039;s boom&#039;&#039;&#039;&lt;br /&gt;
**Also does 1d4 electrical damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice storm&#039;&#039;&#039;&lt;br /&gt;
**Cold damage changed to electrical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to electrical. &lt;br /&gt;
*When hit by Electric Jolt or Gedlee&#039;s Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns. (Does not stack with itself)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Rechargable Infuser Orb with 1/charge Geedle&#039;s Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul&#039;s Boom is cast on the item. Max 9 charges.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Electrical Immunity. &lt;br /&gt;
*Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rechargeable Infuser Orb&#039;&#039;&#039;&lt;br /&gt;
:The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul&#039;s Boom. A rest will fix that.&lt;br /&gt;
&lt;br /&gt;
:However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul&#039;s Boom. At level 5 this method can only be used for the lightning bolt and Gedlee&#039;s Electric Loop spells, as scintillating sphere can only be used once.&lt;br /&gt;
&lt;br /&gt;
==Lifestealer== &lt;br /&gt;
Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell&#039;s duration.&lt;br /&gt;
*The sorcerer&#039;s equipped weapon has +3 vampiric regeneration.&lt;br /&gt;
*Although not specific to this perk, it is noteworthy that the general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster&#039;s strength.&lt;br /&gt;
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer&#039;s attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.&lt;br /&gt;
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.&lt;br /&gt;
&lt;br /&gt;
==Maiden of Woe==&lt;br /&gt;
Your broken lips have long since stopped uttering pleas and prayers, weary of the silence that is returned to you. No longer do you believe. No longer do you wait for providence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking the mercy of your company before they are doomed once more to the empty courts of dead gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Female only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Ray (3) 5/day.&lt;br /&gt;
*Summoning theme changed to Spirits.&lt;br /&gt;
*Spirits are drawn to the sorceress and will periodically appear (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*5/- DR Negative Energy. &lt;br /&gt;
*Absorb necromancy spells of level 2 and below. &lt;br /&gt;
*A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Concealment. &lt;br /&gt;
*A ghostly white aura circle the sorceress. &lt;br /&gt;
*Stronger spirits flock to the sorceress.&lt;br /&gt;
*Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress&#039; charisma modifier or be cursed.&lt;br /&gt;
&lt;br /&gt;
==Mesmerizing==&lt;br /&gt;
From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Bluff&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+5 Appraise&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds&lt;br /&gt;
*Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)&lt;br /&gt;
*Failed bluff/persuade rolls are automatically re-rolled once&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Charisma&lt;br /&gt;
*Sorcerer Token: Mass Charm (15) 1/day&lt;br /&gt;
&lt;br /&gt;
==Ooze Savant==&lt;br /&gt;
The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewer area bonus&#039;&#039;&#039; &lt;br /&gt;
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental&#039;&#039;&#039;&lt;br /&gt;
*Ooze Savant may use the command &amp;quot;/c possess_ooze&amp;quot; to possess their special ooze summon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.&lt;br /&gt;
*Slimes innate summoning theme.&lt;br /&gt;
*Acid Splash does 1d8+1 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to acid. &lt;br /&gt;
*Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Acid Immunity. &lt;br /&gt;
*Crumble 1/day.&lt;br /&gt;
&lt;br /&gt;
==Planar Bound==&lt;br /&gt;
Some sorcerers have ancestry that one way or another is distinctly unholy. These arcanists often find it easy to call upon or command allies associated with the dark patrons that tainted their lineage and slowly develop unearthly characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Summon Creature 1 3/day&lt;br /&gt;
*Summoning theme set depending on the PC&#039;s element to one of the four Djinn themes (acid/cold/electrical/fire). Default is fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 save vs spells cast by Good-aligned creatures. &lt;br /&gt;
*Light emanates from the sorcerer. &lt;br /&gt;
* 10% Damage Immunity to the PC&#039;s element (acid/cold/electrical/fire). Default is fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
* +2 INT&lt;br /&gt;
* Stronger light emanates from the sorcerer.&lt;br /&gt;
&lt;br /&gt;
==Rotbringer==&lt;br /&gt;
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Male only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool &lt;br /&gt;
*Suitable creatures that are slain by the Rotbringer come back as special zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Negative Energy Ray and Negative Energy Burst heal the sorcerer. &lt;br /&gt;
*Flies start to circle the Rotbringer&lt;br /&gt;
*Animating without a corpse creates two zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Burst (5) 2/day&lt;br /&gt;
*Sorcerer Token: Control Undead 1/day&lt;br /&gt;
&lt;br /&gt;
==Sand Mage==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands (Burning Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Death Armor (Sand Armor)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.&lt;br /&gt;
*&#039;&#039;&#039;Stone Bones&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Mestil&#039;s Acid Breath (Acidic Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield (Rock Shield)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin (Black Sand Skin)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
*&#039;&#039;&#039;Enervation&#039;&#039;&#039;&lt;br /&gt;
**For each drained level, the caster gets 5% physical DI for caster level / turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+2 Discipline&lt;br /&gt;
*+2 Concentration&lt;br /&gt;
*Summon Theme changed to Sand&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1 Fort&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+2 CON&lt;br /&gt;
*+5% movement speed&lt;br /&gt;
&lt;br /&gt;
==Scion==&lt;br /&gt;
Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion&#039;s body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion&#039;s destiny holds henceforth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1d4 Slashing Damage to Gloves (for unarmed attacks)&lt;br /&gt;
*+3 Lore&lt;br /&gt;
*+2 Saves VS Traps&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
*+2 Strength&lt;br /&gt;
*2/- physical damage resistance&lt;br /&gt;
*+3 Saves VS Traps (from +2 Saves VS Traps at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Natural AC (from +1 Natural AC at Level 1)&lt;br /&gt;
*+1d6 Slashing Damage to Gloves (for unarmed attacks, from +1d4 at level 1)&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*+4 Saves VS Traps (from +3 Saves VS Traps at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Secret of the Azure Pyre==&lt;br /&gt;
These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* Many fire spells have vfx changes, including Summon Creature and Flame Weapon&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 10% fire vulnerability for 1d4 rounds&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039;&lt;br /&gt;
**Base damage changed to 1d8&lt;br /&gt;
*&#039;&#039;&#039;Blast of Flame&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 25% fire vulnerability for 2d4 rounds&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to fire&lt;br /&gt;
*All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon). All other elemental spells (cold/acid/elec/sonic) they get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 fire damage to all attacks &lt;br /&gt;
*Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*25% fire immunity&lt;br /&gt;
*Sorcerer&#039;s Weapon On Hit: Flare lvl 1&lt;br /&gt;
&lt;br /&gt;
==Snake Charmer==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;: Sassone Leaf Residue&lt;br /&gt;
*&#039;&#039;&#039;Ghoul Touch&#039;&#039;&#039;: Dark Reaver Powder&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;: Deathblade&lt;br /&gt;
*&#039;&#039;&#039;Acid Orb&#039;&#039;&#039;: Giant Wasp Poison&lt;br /&gt;
*&#039;&#039;&#039;Gas Explosion&#039;&#039;&#039;: Large Scorpion Venom&lt;br /&gt;
*&#039;&#039;&#039;Cloudkill&#039;&#039;&#039;: Black Lotus Extract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to Snakes&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+3 Appraise&lt;br /&gt;
*+3 Perform&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*Spawns a random poison each time they rest&lt;br /&gt;
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 turn/level of the Snake Charmer. This ability doesn&#039;t stack and new poisons won&#039;t overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don&#039;t have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don&#039;t trigger this ability, but the Charmer will still be immune to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*5% Piercing Immunity&lt;br /&gt;
*Snake theme +1&lt;br /&gt;
&lt;br /&gt;
==Spellsword==&lt;br /&gt;
*Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Weapon Proficiency (Martial) feat&lt;br /&gt;
*Weapon Proficiency (Exotic) feat&lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Magical Damage on melee &amp;amp; ranged attacks&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
*+2 Attack Bonus (from +1 Attack Bonus at Level 1)&lt;br /&gt;
&lt;br /&gt;
==Stalker==&lt;br /&gt;
Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: Camouflage (5) 1 use/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Darkness (3) 3 use/day&lt;br /&gt;
*-2 WIS, +2 DEX&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect &amp;quot;Invisibility&amp;quot; is applied to them automatically. The PC may not switch this off. &lt;br /&gt;
*Skin irreversibly becomes ashen in tone, even if Level 8 is lost.&lt;br /&gt;
&lt;br /&gt;
==Tribal Shaman==&lt;br /&gt;
Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animals do not attack you&lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: One With the Land (7) 1/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Spot&lt;br /&gt;
*+3 Listen&lt;br /&gt;
*10% Elemental Damage Reduction&lt;br /&gt;
*Tracking player tool&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Wisdom&lt;br /&gt;
*Sorcerer Token: Hold Animal (3) 1/day&lt;br /&gt;
&lt;br /&gt;
==Unpredictable==&lt;br /&gt;
Either born from the chaos of Limbo or one who&#039;s talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*On Hit Chaos Shield Level 3 to the Sorcerer&#039;s Cloth/Armor&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Spell DC fluctuation&lt;br /&gt;
*Random element on each cast of &amp;quot;Flame Weapon&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your &amp;quot;gift&amp;quot; from the table. This can possibly permanently end your character)&lt;br /&gt;
&lt;br /&gt;
==Witchcraft==&lt;br /&gt;
Whether one who finds their home within the bogs or whose hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago&#039;s numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 EFUSS Alchemy&lt;br /&gt;
*+5 EFUSS Herbalism&lt;br /&gt;
*+2 VS Disease&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+5 Spellcraft&lt;br /&gt;
*+2 VS Poison&lt;br /&gt;
*Sorcerer Token: Alter Self 2/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Regeneration +1&lt;br /&gt;
&lt;br /&gt;
==Zealous Faith== &lt;br /&gt;
Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Divine Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Magic Weapon&amp;quot; induces an additional +1 divine damage for neutral &amp;amp; good, +1 negative energy damage for evil.&lt;br /&gt;
*Sorcerer Token: Bless (2) 3/day &lt;br /&gt;
*Detect PFA&lt;br /&gt;
**On the chat command &amp;quot;/c detect pfa&amp;quot; a Zealous Faith sorcerer can detect whether creatures nearby have a protection against their alignment&lt;br /&gt;
**Good/Evil only (Good can detect Protection from Good, Evil cat detect Protection from Evil)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Fear Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Shield&amp;quot; offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral &amp;amp; good, 50% Damage Immunity to divine damage for evil&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Will Save&lt;br /&gt;
*When cast on oneself, the element of &amp;quot;Flame Weapon&amp;quot; is replaced with divine damage and glow for neutral &amp;amp; good, negative energy damage and glow for evil&lt;br /&gt;
**When casting flame weapon on their summoned Shelgarn, the element is replaced with divine/negative&lt;br /&gt;
**When casting flame weapon on a Leysword fighter perk, the element is replaced with divine/negative, provided they share the same Alignment on the Good/Evil axis&lt;br /&gt;
*When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy&lt;br /&gt;
&lt;br /&gt;
=Application Only Perks=&lt;br /&gt;
&lt;br /&gt;
Due to the nature of these Sorcerer perks, they have been made [[Applications|Application Only]] by the DM team of EFU. &lt;br /&gt;
&lt;br /&gt;
==Bloodcrafter (BETA)==&lt;br /&gt;
&lt;br /&gt;
The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.&lt;br /&gt;
&lt;br /&gt;
The DM team would like to see it in play and adjust and fix it before making it available for all.&lt;br /&gt;
&lt;br /&gt;
The mechanics of the perk will be sent to the players after a successful app! &lt;br /&gt;
&lt;br /&gt;
==Positivist==&lt;br /&gt;
Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Application required. Applications for Positivist are unlikely to be approved at this time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell modifications&#039;&#039;&#039;&lt;br /&gt;
*All hostile spells are disabled (unless otherwise modified below)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flare&#039;&#039;&#039; &lt;br /&gt;
**Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039; &lt;br /&gt;
**in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;&lt;br /&gt;
**Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison&lt;br /&gt;
*&#039;&#039;&#039;Combust&#039;&#039;&#039;&lt;br /&gt;
**Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist&#039;s levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; &lt;br /&gt;
**Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.&lt;br /&gt;
*&#039;&#039;&#039;Wall of Fire&#039;&#039;&#039; &lt;br /&gt;
**Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039;&lt;br /&gt;
**Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the *&#039;&#039;&#039;Positive Energy Bath&#039;&#039;&#039;&lt;br /&gt;
**Lesser Restoration + Healing for Positivist&#039;s CHA modifier.&lt;br /&gt;
*&#039;&#039;&#039;Cloudkill&#039;&#039;&#039; &lt;br /&gt;
**Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on entering.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand&#039;&#039;&#039;&lt;br /&gt;
**Rain of Positive Energy - 1d6/lvl Healing for every non-undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon changed to positive energy&lt;br /&gt;
*Summoning theme changed to Celestial&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token in order to brew healing/restorative brews 5/day (Need the Brew Potion feat in order to use)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+1 positive energy to attacks &lt;br /&gt;
*Begins to glow, &lt;br /&gt;
*Regeneration +1&lt;br /&gt;
*Sorcerer Token: Rain of Positive Energy (Firebrand(4) 1/day)&lt;br /&gt;
&lt;br /&gt;
==Ashen Mirage==&lt;br /&gt;
&lt;br /&gt;
The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* +4 rounds duration to Mirror Images related spells&lt;br /&gt;
* Mislead and Phantoms of Deception can be recast without destroying current Mirror Images.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Summon Theme changed to Illusion&lt;br /&gt;
* Arcane Defense: Illusion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +10 Temporary HP to Mirror Images&lt;br /&gt;
* Once per reset, when the PC suffers a lethal blow there&#039;s a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.&lt;br /&gt;
** Greater Sanctuary effect for a single round and an invisibility effect for a single turn.&lt;br /&gt;
** The corpse of the mirror image will disappear after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +20 Temporary HP to Mirror Images (increased from 10)&lt;br /&gt;
* 20% Concealment&lt;br /&gt;
* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX. &lt;br /&gt;
** They get a second tool that just fires the same VFX but doesn&#039;t swap between them. &lt;br /&gt;
** Shared cooldown of 5 turns every usage of either of the tools.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Sorcerer&amp;diff=2926</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Sorcerer&amp;diff=2926"/>
		<updated>2024-01-20T19:18:04Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: ironskin changes to perk bonus 4 and 5 picks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Sorcerer.jpg&lt;br /&gt;
|ClassName=Sorcerer&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=4 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Simple)&lt;br /&gt;
|Skills=3 + INT&lt;br /&gt;
|Saves=Fort Low, Will High, Reflex Low&lt;br /&gt;
|BAB= +1/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=&lt;br /&gt;
&lt;br /&gt;
Sorcerers have access to a number of [[Custom_Spells|Custom Spells]].  You can find a complete list of custom spells [[Custom_Spells|here]].&lt;br /&gt;
&lt;br /&gt;
=Sorcerer Spell List=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Acid Splash	||	[[Custom_Spells#Burning_Bolt|Burning Bolt]]	||	[[Custom_Spells#Alarm|Alarm]]	||	Clairaudience/clairvoyance	||	[[Custom_Spells#Acid_Orb|Acid Orb]]	||	Animate dead	||	Acid fog	&lt;br /&gt;
|-&lt;br /&gt;
|	Disrupt Undead	||	Burning hands	||	[[Custom_Spells#Alter_Self|Alter Self]]	||	Clarity	||	Bestow curse	||	[[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]]	||	[[Custom_Spells#Acid_Storm|Acid Storm]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Electric Jolt	||	Charm person	||	[[Custom_Spells#Augment_Familiar|Augment Familiar]]	||	[[Custom_Spells#Crushing_Despair|Crushing Despair]]	||	[[Custom_Spells#Blast_of_Flame|Blast of Flame]]	||	Ball lightning	||	Bigby&#039;s forceful hand	&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	Color spray	||	Balagarn&#039;s iron horn	||	Dispel magic	||	[[Custom_Spells#Cacophonic_Burst|Cacophonic Burst]]	||	Beltyn&#039;s Burning Blood	||	Chain lightning	&lt;br /&gt;
|-&lt;br /&gt;
|	Flare	||	Endure elements	||	Blindness/deafness	||	Displacement	||	Charm monster	||	Bigby&#039;s interposing hand	||	Circle of death	&lt;br /&gt;
|-&lt;br /&gt;
|	Daze	||	Expeditious retreat	||	[[Custom_Spells#Blood_Transcription|Blood Transcription]]	||	[[Custom_Spells#Dread_Seizure|Dread Seizure]]	||	[[Custom_Spells#Cold_Orb|Cold Orb]]	||	Cloudkill	||	[[Custom_Spells#Disintegrate|Disintegrate]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Ray of Frost	||	Grease	||	Bull&#039;s strength	||	-	||	Confusion	||	Cone of cold	||	[[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Horizikaul&#039;s boom	||	Cat&#039;s grace	||	Find traps	||	Contagion	||	[[Custom_Spells#Devestating_Bodyswap|Devastating Bodyswap]]	||	Ethereal visage	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ice dagger	||	Cloud of bewilderment	||	Fireball	||	[[Custom_Spells#Electric_Orb|Electric Orb]]	||	Dismissal	||	Flesh to stone	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Identify	||	Combust	||	Flame arrow	||	Elemental shield	||	Dominate person	||	Globe of invulnerability	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ironguts	||	Continual flame	||	[[Custom_Spells#Foiled_Future|Foiled Future]]	||	Enervation	||	Energy buffer	||	Greater dispelling	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Jump|Jump]]	||	[[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]]	||	Greater magic weapon	||	Evard&#039;s black tentacles	||	Feeblemind	||	Greater spell breach	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage armor	||	Darkness	||	Gust of wind	||	Fear	||	Firebrand	||	Greater stoneskin	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic missile	||	Death armor	||	Haste	||	[[Custom_Spells#Fire_Orb|Fire Orb]]	||	[[Custom_Spells#Glass_Doppleganger|Glass Doppleganger]]	||	Isaac&#039;s greater missile storm	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Eagle&#039;s splendor	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Frost_Blast|Frost Blast]]	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]	||	Legend lore	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Mislead|Mislead]]	||	Endurance	||	[[Custom_Spells#Heroism|Heroism]]	||	Future&#039;s Pain	||	Greater shadow conjuration	||	Mass haste	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Negative energy ray	||	Flame weapon	||	Hold person	||	[[Custom_Spells#Gas_Explosion|Gas Explosion]]	||	[[Custom_Spells#Herald_of_Winter|Herald of Winter]]	||	Planar binding	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Nybor.27s_Gentle_Reminder|Nybor&#039;s Gentle Reminder]]	||	Fox&#039;s cunning	||	[[Custom_Spells#Ice_Burst|Ice Burst]]	||	[[Custom_Spells#Horizikaul.27s_Shout|Horizikaul&#039;s Shout]]	||	Hold monster	||	Shades	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Gedlee&#039;s electric loop	||	Invisibility sphere	||	Ice storm	||	[[Custom_Spells#Hypnotic_Pattern|Hypnotic Pattern]]	||	[[Custom_Spells#Shelgarn.27s_Invincible_Blade|Shelgarn&#039;s Invincible Blade]]	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ray of enfeeblement	||	Ghostly visage	||	Keen edge	||	[[Custom_Spells#Ilyykur.27s_Mantle|Illykur&#039;s Mantle]]	||	[[Custom_Spells#Iron_Skin|Iron Skin]]	||	Stone to flesh	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Regroup|Regroup]]	||	Ghoul touch	||	Lightning bolt	||	Improved invisibility	||	Lesser mind blank	||	Summon creature VI	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Rouse|Rouse]]	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Magic circle against alignment	||	[[Custom_Spells#Insight|Insight]]	||	Lesser planar binding	||	Tenser&#039;s transformation	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare	||	Invisibility	||	[[Custom_Spells#Mass_Curse_of_Impending_Blades|Mass Curse of Impending Blades]]	||	Isaac&#039;s lesser missile storm	||	Lesser spell mantle	||	True seeing	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shelgarn&#039;s persistent blade	||	Knock	||	[[Custom_Spells#Mass_Phantasmal_Affliction|Mass Phantasmal Affliction]]	||	Lesser spell breach	||	[[Custom_Spells#Mass_Virulent_Walking Bomb|Mass Virulent Walking Bomb]]	||	Undeath to death	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield	||	Lesser dispel	||	Mestil&#039;s acid breath	||	[[Custom_Spells#Lightning_Avatar|Lightning Avatar]]	||	Mestil&#039;s acid sheath	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sleep	||	[[Custom_Spells#Masochism|Masochism]]	||	Negative energy burst	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	Mind fog	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I	||	Melf&#039;s acid arrow	||	[[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]]	||	[[Custom_Spells#Mass_Foiled_Future|Mass Foiled Future]]	||	Summon creature V	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	True strike	||	[[Custom_Spells#Phantasmal_Affliction|Phantasmal Affliction]]	||	[[Custom_Spells#Prismatic_Sparks|Prismatic_Sparks]]	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	[[Custom_Spells#Teleport|Teleport]]	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#True Dodge|True Dodge]]	||	[[Custom_Spells#Prismatic_Flames|Prismatic_Flames]]	||	Protection from elements	||	Minor globe of invulnerability	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Owl&#039;s wisdom	||	Scintillating sphere	||	Phantasmal killer	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Resist elements	||	[[Custom_Spells#Shelgarn.27s_Mass_Blades|Shelgarn&#039;s Mass Blades]]	||	Polymorph self	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Scorching_Ray|Scorching Ray]]	||	[[Custom_Spells#Shelgarn.27s_Permanent_Blade|Shelgarn&#039;s Permanent Blade]]	||	Remove blindness/deafness	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	See invisibility	||	Slow	||	Remove curse	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	[[Custom_Spells#Slumber|Slumber]]	||	[[Custom_Spells#Scrying|Scrying]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Stinking cloud	||	Shadow conjuration	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Tasha&#039;s hideous laughter	||	Summon creature III	||	[[Custom_Spells#Shelgarn.27s_Superior_Blade|Shelgarn&#039;s Superior Blade]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	[[Custom_Spells#Summon_Swarm|Summon Swarm]]	||	Stoneskin	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Web	||	Vampiric touch	||	[[Custom_Spells#Spiderskin|Spiderskin]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Whispering_Wind|Whispering Wind]]	||	[[Custom_Spells#Virulent_Walking_Bomb|Virulent Walking Bomb]]	||	Summon creature IV	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Energy_Blast|Energy Blast]]	||	-	||	Wall of fire	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	-	||	[[Custom_Spells#Wall_of_Ice|Wall of Ice]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Monkey|Monkey]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
&lt;br /&gt;
=Expanded Spells Known by Level=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: 50px;”&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Sorcerer Spells Known by Level &amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 4 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 6 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 6 || 6 || 5 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6 || 6 || 6 || 4 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On levels 9 and 10, sorcerers receive an additional known spell at circles 4 and 5 respectively which must be selected according to perk as listed in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! 4th Circle !! 5th Circle &lt;br /&gt;
|-&lt;br /&gt;
| Arcane Leech|| Isaac’s Lesser Missile Storm||	Lesser Spell Mantle&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Mimic||N/A ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Bone Warden||	 Stoneskin||	 Greater Shadow Conjuration &lt;br /&gt;
|-&lt;br /&gt;
|Bouldermancer||	 Stoneskin||	  Mestil’s Acid Shield&lt;br /&gt;
|-&lt;br /&gt;
|Calligrapher||	 Evard’s Black Tentacles||	 Greater Shadow Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Carrion Feaster||	 Contagion||	 Beltyn&#039;s Burning Blood&lt;br /&gt;
|-&lt;br /&gt;
|Contriver||	 Ironskin||	 Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Crimson Storm||	 Lightning Avatar||	 Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Cultist||	 Summon Monster IV||	 Lesser Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
|Death Syphon||	 Cloudkill||	 Feeblemind&lt;br /&gt;
|-&lt;br /&gt;
|Dream Eater||	 Fear||	Mind Fog&lt;br /&gt;
|-&lt;br /&gt;
|Eldritch Archer||	 Shelgarn’s Superior Blade||	 Bigby&#039;s Interposing Hand&lt;br /&gt;
|-&lt;br /&gt;
|Hematologist||	 Virulent Walking Bomb||	 Devastating Bodyswap&lt;br /&gt;
|-&lt;br /&gt;
|Hydromancer||	 Wall of Ice||	  Herald of Winter&lt;br /&gt;
|-&lt;br /&gt;
|Infuser||	  Chain Lightning||	  Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Lifestealer||	  Enervation||	  Beltyn’s Burning Blood&lt;br /&gt;
|-&lt;br /&gt;
|Maiden of Woe||	 Mass Foiled Future||	  Summon Creature V&lt;br /&gt;
|-&lt;br /&gt;
|Mesmerizer||	  Charm Monster||	  Hypnotic Pattern&lt;br /&gt;
|-&lt;br /&gt;
|Ooze Savant||	 Gas Explosion||	  Summon Monster V&lt;br /&gt;
|-&lt;br /&gt;
|Planar Bound||	 Summon Creature IV||	 Lesser Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
|Rotbringer||	 Fear||	 Mestil’s Acid Shield&lt;br /&gt;
|-&lt;br /&gt;
|Sand Mage||	  Elemental Shield||	  Sand Storm&lt;br /&gt;
|-&lt;br /&gt;
|Scion||	 Horizikaul’s Shout||	 Cacophonic Burst&lt;br /&gt;
|-&lt;br /&gt;
|Secrets of the Azure Pyre||	 Wall of Fire||	  Devastating Bodyswap&lt;br /&gt;
|-&lt;br /&gt;
|Snake Charmer||	 Cloudkill||	  Summon Monster V&lt;br /&gt;
|-&lt;br /&gt;
|Spellsword||	 Ironskin||	 Shelgarns Invincible Blade&lt;br /&gt;
|-&lt;br /&gt;
|Stalker||	 Spider Skin ||	 Teleport&lt;br /&gt;
|-&lt;br /&gt;
|Tribal Shaman||	  Spider Skin ||	  Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Unpredictable||	 Confusion||	  Baleful Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|Witchcraft||	 Polymorph||	 Baleful Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Faith||	  Shelgarn’s Superior Blade||	  Shelgarn’s Invincible Blade&lt;br /&gt;
|}&lt;br /&gt;
=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You can find a complete list of Sorcerer perks &#039;&#039;&#039;[[Sorcerer_Perks|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*[[Sorcerer_Perks#Bone_Warden|Bone Warden (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Bouldermancer|Bouldermancer]]&lt;br /&gt;
*[[Sorcerer_Perks#Carrion_Feaster|Carrion Feaster (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Calligrapher|Calligrapher]]&lt;br /&gt;
*[[Sorcerer_Perks#Contriver|Contriver]]&lt;br /&gt;
*[[Sorcerer_Perks#Cultist|Cultist]]&lt;br /&gt;
*[[Sorcerer_Perks#Dream_Eater|Dream Eater (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Hematologist|Hematologist]]&lt;br /&gt;
*[[Sorcerer_Perks#Hydromancer|Hydromancer]]&lt;br /&gt;
*[[Sorcerer_Perks#Infuser|Infuser]]&lt;br /&gt;
*[[Sorcerer_Perks#Lifestealer|Lifestealer]]&lt;br /&gt;
*[[Sorcerer_Perks#Maiden_of_Woe|Maiden of Woe (female &amp;amp; evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Mesmerizing|Mezmerizing]]&lt;br /&gt;
*[[Sorcerer_Perks#Ooze_Savant|Ooze Savant (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Planar_Bound|Planar Bound (good or evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Rotbringer|Rotbringer (male &amp;amp; evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Sand Mage|Sand Mage]]&lt;br /&gt;
*[[Sorcerer_Perks#Scion|Scion]]&lt;br /&gt;
*[[Sorcerer_Perks#Snake Charmer|Snake Charmer]]&lt;br /&gt;
*[[Sorcerer_Perks#Spellsword|Spellsword]]&lt;br /&gt;
*[[Sorcerer_Perks#Stalker|Stalker]]&lt;br /&gt;
*[[Sorcerer_Perks#Tribal_Shaman|Tribal Shaman]]&lt;br /&gt;
*[[Sorcerer_Perks#Unpredictable|Unpredictable]]&lt;br /&gt;
*[[Sorcerer_Perks#Witchcraft|Witchcraft]]&lt;br /&gt;
*[[Sorcerer_Perks#Zealous_Faith|Zealous Faith]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Application Only Perks=&lt;br /&gt;
&lt;br /&gt;
* [[Sorcerer_Perks#Positivist|Positivist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Sorcerer&amp;diff=2925</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Sorcerer&amp;diff=2925"/>
		<updated>2024-01-20T19:16:55Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: removed application needed for azure and mimic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Sorcerer.jpg&lt;br /&gt;
|ClassName=Sorcerer&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=4 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Simple)&lt;br /&gt;
|Skills=3 + INT&lt;br /&gt;
|Saves=Fort Low, Will High, Reflex Low&lt;br /&gt;
|BAB= +1/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=&lt;br /&gt;
&lt;br /&gt;
Sorcerers have access to a number of [[Custom_Spells|Custom Spells]].  You can find a complete list of custom spells [[Custom_Spells|here]].&lt;br /&gt;
&lt;br /&gt;
=Sorcerer Spell List=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Acid Splash	||	[[Custom_Spells#Burning_Bolt|Burning Bolt]]	||	[[Custom_Spells#Alarm|Alarm]]	||	Clairaudience/clairvoyance	||	[[Custom_Spells#Acid_Orb|Acid Orb]]	||	Animate dead	||	Acid fog	&lt;br /&gt;
|-&lt;br /&gt;
|	Disrupt Undead	||	Burning hands	||	[[Custom_Spells#Alter_Self|Alter Self]]	||	Clarity	||	Bestow curse	||	[[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]]	||	[[Custom_Spells#Acid_Storm|Acid Storm]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Electric Jolt	||	Charm person	||	[[Custom_Spells#Augment_Familiar|Augment Familiar]]	||	[[Custom_Spells#Crushing_Despair|Crushing Despair]]	||	[[Custom_Spells#Blast_of_Flame|Blast of Flame]]	||	Ball lightning	||	Bigby&#039;s forceful hand	&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	Color spray	||	Balagarn&#039;s iron horn	||	Dispel magic	||	[[Custom_Spells#Cacophonic_Burst|Cacophonic Burst]]	||	Beltyn&#039;s Burning Blood	||	Chain lightning	&lt;br /&gt;
|-&lt;br /&gt;
|	Flare	||	Endure elements	||	Blindness/deafness	||	Displacement	||	Charm monster	||	Bigby&#039;s interposing hand	||	Circle of death	&lt;br /&gt;
|-&lt;br /&gt;
|	Daze	||	Expeditious retreat	||	[[Custom_Spells#Blood_Transcription|Blood Transcription]]	||	[[Custom_Spells#Dread_Seizure|Dread Seizure]]	||	[[Custom_Spells#Cold_Orb|Cold Orb]]	||	Cloudkill	||	[[Custom_Spells#Disintegrate|Disintegrate]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Ray of Frost	||	Grease	||	Bull&#039;s strength	||	-	||	Confusion	||	Cone of cold	||	[[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Horizikaul&#039;s boom	||	Cat&#039;s grace	||	Find traps	||	Contagion	||	[[Custom_Spells#Devestating_Bodyswap|Devastating Bodyswap]]	||	Ethereal visage	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ice dagger	||	Cloud of bewilderment	||	Fireball	||	[[Custom_Spells#Electric_Orb|Electric Orb]]	||	Dismissal	||	Flesh to stone	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Identify	||	Combust	||	Flame arrow	||	Elemental shield	||	Dominate person	||	Globe of invulnerability	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ironguts	||	Continual flame	||	[[Custom_Spells#Foiled_Future|Foiled Future]]	||	Enervation	||	Energy buffer	||	Greater dispelling	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Jump|Jump]]	||	[[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]]	||	Greater magic weapon	||	Evard&#039;s black tentacles	||	Feeblemind	||	Greater spell breach	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage armor	||	Darkness	||	Gust of wind	||	Fear	||	Firebrand	||	Greater stoneskin	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic missile	||	Death armor	||	Haste	||	[[Custom_Spells#Fire_Orb|Fire Orb]]	||	[[Custom_Spells#Glass_Doppleganger|Glass Doppleganger]]	||	Isaac&#039;s greater missile storm	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Eagle&#039;s splendor	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Frost_Blast|Frost Blast]]	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]	||	Legend lore	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Mislead|Mislead]]	||	Endurance	||	[[Custom_Spells#Heroism|Heroism]]	||	Future&#039;s Pain	||	Greater shadow conjuration	||	Mass haste	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Negative energy ray	||	Flame weapon	||	Hold person	||	[[Custom_Spells#Gas_Explosion|Gas Explosion]]	||	[[Custom_Spells#Herald_of_Winter|Herald of Winter]]	||	Planar binding	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Nybor.27s_Gentle_Reminder|Nybor&#039;s Gentle Reminder]]	||	Fox&#039;s cunning	||	[[Custom_Spells#Ice_Burst|Ice Burst]]	||	[[Custom_Spells#Horizikaul.27s_Shout|Horizikaul&#039;s Shout]]	||	Hold monster	||	Shades	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Gedlee&#039;s electric loop	||	Invisibility sphere	||	Ice storm	||	[[Custom_Spells#Hypnotic_Pattern|Hypnotic Pattern]]	||	[[Custom_Spells#Shelgarn.27s_Invincible_Blade|Shelgarn&#039;s Invincible Blade]]	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ray of enfeeblement	||	Ghostly visage	||	Keen edge	||	[[Custom_Spells#Ilyykur.27s_Mantle|Illykur&#039;s Mantle]]	||	[[Custom_Spells#Iron_Skin|Iron Skin]]	||	Stone to flesh	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Regroup|Regroup]]	||	Ghoul touch	||	Lightning bolt	||	Improved invisibility	||	Lesser mind blank	||	Summon creature VI	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Rouse|Rouse]]	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Magic circle against alignment	||	[[Custom_Spells#Insight|Insight]]	||	Lesser planar binding	||	Tenser&#039;s transformation	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare	||	Invisibility	||	[[Custom_Spells#Mass_Curse_of_Impending_Blades|Mass Curse of Impending Blades]]	||	Isaac&#039;s lesser missile storm	||	Lesser spell mantle	||	True seeing	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shelgarn&#039;s persistent blade	||	Knock	||	[[Custom_Spells#Mass_Phantasmal_Affliction|Mass Phantasmal Affliction]]	||	Lesser spell breach	||	[[Custom_Spells#Mass_Virulent_Walking Bomb|Mass Virulent Walking Bomb]]	||	Undeath to death	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield	||	Lesser dispel	||	Mestil&#039;s acid breath	||	[[Custom_Spells#Lightning_Avatar|Lightning Avatar]]	||	Mestil&#039;s acid sheath	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sleep	||	[[Custom_Spells#Masochism|Masochism]]	||	Negative energy burst	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	Mind fog	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I	||	Melf&#039;s acid arrow	||	[[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]]	||	[[Custom_Spells#Mass_Foiled_Future|Mass Foiled Future]]	||	Summon creature V	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	True strike	||	[[Custom_Spells#Phantasmal_Affliction|Phantasmal Affliction]]	||	[[Custom_Spells#Prismatic_Sparks|Prismatic_Sparks]]	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	[[Custom_Spells#Teleport|Teleport]]	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#True Dodge|True Dodge]]	||	[[Custom_Spells#Prismatic_Flames|Prismatic_Flames]]	||	Protection from elements	||	Minor globe of invulnerability	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Owl&#039;s wisdom	||	Scintillating sphere	||	Phantasmal killer	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Resist elements	||	[[Custom_Spells#Shelgarn.27s_Mass_Blades|Shelgarn&#039;s Mass Blades]]	||	Polymorph self	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Scorching_Ray|Scorching Ray]]	||	[[Custom_Spells#Shelgarn.27s_Permanent_Blade|Shelgarn&#039;s Permanent Blade]]	||	Remove blindness/deafness	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	See invisibility	||	Slow	||	Remove curse	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	[[Custom_Spells#Slumber|Slumber]]	||	[[Custom_Spells#Scrying|Scrying]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Stinking cloud	||	Shadow conjuration	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Tasha&#039;s hideous laughter	||	Summon creature III	||	[[Custom_Spells#Shelgarn.27s_Superior_Blade|Shelgarn&#039;s Superior Blade]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	[[Custom_Spells#Summon_Swarm|Summon Swarm]]	||	Stoneskin	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Web	||	Vampiric touch	||	[[Custom_Spells#Spiderskin|Spiderskin]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Whispering_Wind|Whispering Wind]]	||	[[Custom_Spells#Virulent_Walking_Bomb|Virulent Walking Bomb]]	||	Summon creature IV	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Energy_Blast|Energy Blast]]	||	-	||	Wall of fire	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	-	||	[[Custom_Spells#Wall_of_Ice|Wall of Ice]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Monkey|Monkey]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
&lt;br /&gt;
=Expanded Spells Known by Level=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: 50px;”&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Sorcerer Spells Known by Level &amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 4 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 6 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 6 || 6 || 5 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6 || 6 || 6 || 4 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On levels 9 and 10, sorcerers receive an additional known spell at circles 4 and 5 respectively which must be selected according to perk as listed in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! 4th Circle !! 5th Circle &lt;br /&gt;
|-&lt;br /&gt;
| Arcane Leech|| Isaac’s Lesser Missile Storm||	Lesser Spell Mantle&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Mimic||N/A ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Bone Warden||	 Stoneskin||	 Greater Shadow Conjuration &lt;br /&gt;
|-&lt;br /&gt;
|Bouldermancer||	 Stoneskin||	  Mestil’s Acid Shield&lt;br /&gt;
|-&lt;br /&gt;
|Calligrapher||	 Evard’s Black Tentacles||	 Greater Shadow Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Carrion Feaster||	 Contagion||	 Beltyn&#039;s Burning Blood&lt;br /&gt;
|-&lt;br /&gt;
|Contriver||	 Stoneskin||	 Ironskin&lt;br /&gt;
|-&lt;br /&gt;
|Crimson Storm||	 Lightning Avatar||	 Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Cultist||	 Summon Monster IV||	 Lesser Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
|Death Syphon||	 Cloudkill||	 Feeblemind&lt;br /&gt;
|-&lt;br /&gt;
|Dream Eater||	 Fear||	Mind Fog&lt;br /&gt;
|-&lt;br /&gt;
|Eldritch Archer||	 Shelgarn’s Superior Blade||	 Bigby&#039;s Interposing Hand&lt;br /&gt;
|-&lt;br /&gt;
|Hematologist||	 Virulent Walking Bomb||	 Devastating Bodyswap&lt;br /&gt;
|-&lt;br /&gt;
|Hydromancer||	 Wall of Ice||	  Herald of Winter&lt;br /&gt;
|-&lt;br /&gt;
|Infuser||	  Chain Lightning||	  Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Lifestealer||	  Enervation||	  Beltyn’s Burning Blood&lt;br /&gt;
|-&lt;br /&gt;
|Maiden of Woe||	 Mass Foiled Future||	  Summon Creature V&lt;br /&gt;
|-&lt;br /&gt;
|Mesmerizer||	  Charm Monster||	  Hypnotic Pattern&lt;br /&gt;
|-&lt;br /&gt;
|Ooze Savant||	 Gas Explosion||	  Summon Monster V&lt;br /&gt;
|-&lt;br /&gt;
|Planar Bound||	 Summon Creature IV||	 Lesser Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
|Rotbringer||	 Fear||	 Mestil’s Acid Shield&lt;br /&gt;
|-&lt;br /&gt;
|Sand Mage||	  Elemental Shield||	  Sand Storm&lt;br /&gt;
|-&lt;br /&gt;
|Scion||	 Horizikaul’s Shout||	 Cacophonic Burst&lt;br /&gt;
|-&lt;br /&gt;
|Secrets of the Azure Pyre||	 Wall of Fire||	  Devastating Bodyswap&lt;br /&gt;
|-&lt;br /&gt;
|Snake Charmer||	 Cloudkill||	  Summon Monster V&lt;br /&gt;
|-&lt;br /&gt;
|Spellsword||	 Shelgarn’s Superior Blade||	 Ironskin&lt;br /&gt;
|-&lt;br /&gt;
|Stalker||	 Spider Skin ||	 Teleport&lt;br /&gt;
|-&lt;br /&gt;
|Tribal Shaman||	  Spider Skin ||	  Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Unpredictable||	 Confusion||	  Baleful Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|Witchcraft||	 Polymorph||	 Baleful Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Faith||	  Shelgarn’s Superior Blade||	  Shelgarn’s Invincible Blade&lt;br /&gt;
|}&lt;br /&gt;
=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You can find a complete list of Sorcerer perks &#039;&#039;&#039;[[Sorcerer_Perks|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*[[Sorcerer_Perks#Bone_Warden|Bone Warden (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Bouldermancer|Bouldermancer]]&lt;br /&gt;
*[[Sorcerer_Perks#Carrion_Feaster|Carrion Feaster (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Calligrapher|Calligrapher]]&lt;br /&gt;
*[[Sorcerer_Perks#Contriver|Contriver]]&lt;br /&gt;
*[[Sorcerer_Perks#Cultist|Cultist]]&lt;br /&gt;
*[[Sorcerer_Perks#Dream_Eater|Dream Eater (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Hematologist|Hematologist]]&lt;br /&gt;
*[[Sorcerer_Perks#Hydromancer|Hydromancer]]&lt;br /&gt;
*[[Sorcerer_Perks#Infuser|Infuser]]&lt;br /&gt;
*[[Sorcerer_Perks#Lifestealer|Lifestealer]]&lt;br /&gt;
*[[Sorcerer_Perks#Maiden_of_Woe|Maiden of Woe (female &amp;amp; evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Mesmerizing|Mezmerizing]]&lt;br /&gt;
*[[Sorcerer_Perks#Ooze_Savant|Ooze Savant (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Planar_Bound|Planar Bound (good or evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Rotbringer|Rotbringer (male &amp;amp; evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Sand Mage|Sand Mage]]&lt;br /&gt;
*[[Sorcerer_Perks#Scion|Scion]]&lt;br /&gt;
*[[Sorcerer_Perks#Snake Charmer|Snake Charmer]]&lt;br /&gt;
*[[Sorcerer_Perks#Spellsword|Spellsword]]&lt;br /&gt;
*[[Sorcerer_Perks#Stalker|Stalker]]&lt;br /&gt;
*[[Sorcerer_Perks#Tribal_Shaman|Tribal Shaman]]&lt;br /&gt;
*[[Sorcerer_Perks#Unpredictable|Unpredictable]]&lt;br /&gt;
*[[Sorcerer_Perks#Witchcraft|Witchcraft]]&lt;br /&gt;
*[[Sorcerer_Perks#Zealous_Faith|Zealous Faith]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Application Only Perks=&lt;br /&gt;
&lt;br /&gt;
* [[Sorcerer_Perks#Positivist|Positivist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Sorcerer&amp;diff=2924</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Sorcerer&amp;diff=2924"/>
		<updated>2024-01-20T19:16:25Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added bonus by perk spell table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Sorcerer.jpg&lt;br /&gt;
|ClassName=Sorcerer&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=4 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Simple)&lt;br /&gt;
|Skills=3 + INT&lt;br /&gt;
|Saves=Fort Low, Will High, Reflex Low&lt;br /&gt;
|BAB= +1/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=&lt;br /&gt;
&lt;br /&gt;
Sorcerers have access to a number of [[Custom_Spells|Custom Spells]].  You can find a complete list of custom spells [[Custom_Spells|here]].&lt;br /&gt;
&lt;br /&gt;
=Sorcerer Spell List=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Acid Splash	||	[[Custom_Spells#Burning_Bolt|Burning Bolt]]	||	[[Custom_Spells#Alarm|Alarm]]	||	Clairaudience/clairvoyance	||	[[Custom_Spells#Acid_Orb|Acid Orb]]	||	Animate dead	||	Acid fog	&lt;br /&gt;
|-&lt;br /&gt;
|	Disrupt Undead	||	Burning hands	||	[[Custom_Spells#Alter_Self|Alter Self]]	||	Clarity	||	Bestow curse	||	[[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]]	||	[[Custom_Spells#Acid_Storm|Acid Storm]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Electric Jolt	||	Charm person	||	[[Custom_Spells#Augment_Familiar|Augment Familiar]]	||	[[Custom_Spells#Crushing_Despair|Crushing Despair]]	||	[[Custom_Spells#Blast_of_Flame|Blast of Flame]]	||	Ball lightning	||	Bigby&#039;s forceful hand	&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	Color spray	||	Balagarn&#039;s iron horn	||	Dispel magic	||	[[Custom_Spells#Cacophonic_Burst|Cacophonic Burst]]	||	Beltyn&#039;s Burning Blood	||	Chain lightning	&lt;br /&gt;
|-&lt;br /&gt;
|	Flare	||	Endure elements	||	Blindness/deafness	||	Displacement	||	Charm monster	||	Bigby&#039;s interposing hand	||	Circle of death	&lt;br /&gt;
|-&lt;br /&gt;
|	Daze	||	Expeditious retreat	||	[[Custom_Spells#Blood_Transcription|Blood Transcription]]	||	[[Custom_Spells#Dread_Seizure|Dread Seizure]]	||	[[Custom_Spells#Cold_Orb|Cold Orb]]	||	Cloudkill	||	[[Custom_Spells#Disintegrate|Disintegrate]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Ray of Frost	||	Grease	||	Bull&#039;s strength	||	-	||	Confusion	||	Cone of cold	||	[[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Horizikaul&#039;s boom	||	Cat&#039;s grace	||	Find traps	||	Contagion	||	[[Custom_Spells#Devestating_Bodyswap|Devastating Bodyswap]]	||	Ethereal visage	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ice dagger	||	Cloud of bewilderment	||	Fireball	||	[[Custom_Spells#Electric_Orb|Electric Orb]]	||	Dismissal	||	Flesh to stone	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Identify	||	Combust	||	Flame arrow	||	Elemental shield	||	Dominate person	||	Globe of invulnerability	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ironguts	||	Continual flame	||	[[Custom_Spells#Foiled_Future|Foiled Future]]	||	Enervation	||	Energy buffer	||	Greater dispelling	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Jump|Jump]]	||	[[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]]	||	Greater magic weapon	||	Evard&#039;s black tentacles	||	Feeblemind	||	Greater spell breach	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage armor	||	Darkness	||	Gust of wind	||	Fear	||	Firebrand	||	Greater stoneskin	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic missile	||	Death armor	||	Haste	||	[[Custom_Spells#Fire_Orb|Fire Orb]]	||	[[Custom_Spells#Glass_Doppleganger|Glass Doppleganger]]	||	Isaac&#039;s greater missile storm	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Eagle&#039;s splendor	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Frost_Blast|Frost Blast]]	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]	||	Legend lore	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Mislead|Mislead]]	||	Endurance	||	[[Custom_Spells#Heroism|Heroism]]	||	Future&#039;s Pain	||	Greater shadow conjuration	||	Mass haste	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Negative energy ray	||	Flame weapon	||	Hold person	||	[[Custom_Spells#Gas_Explosion|Gas Explosion]]	||	[[Custom_Spells#Herald_of_Winter|Herald of Winter]]	||	Planar binding	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Nybor.27s_Gentle_Reminder|Nybor&#039;s Gentle Reminder]]	||	Fox&#039;s cunning	||	[[Custom_Spells#Ice_Burst|Ice Burst]]	||	[[Custom_Spells#Horizikaul.27s_Shout|Horizikaul&#039;s Shout]]	||	Hold monster	||	Shades	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Gedlee&#039;s electric loop	||	Invisibility sphere	||	Ice storm	||	[[Custom_Spells#Hypnotic_Pattern|Hypnotic Pattern]]	||	[[Custom_Spells#Shelgarn.27s_Invincible_Blade|Shelgarn&#039;s Invincible Blade]]	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ray of enfeeblement	||	Ghostly visage	||	Keen edge	||	[[Custom_Spells#Ilyykur.27s_Mantle|Illykur&#039;s Mantle]]	||	[[Custom_Spells#Iron_Skin|Iron Skin]]	||	Stone to flesh	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Regroup|Regroup]]	||	Ghoul touch	||	Lightning bolt	||	Improved invisibility	||	Lesser mind blank	||	Summon creature VI	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Rouse|Rouse]]	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Magic circle against alignment	||	[[Custom_Spells#Insight|Insight]]	||	Lesser planar binding	||	Tenser&#039;s transformation	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare	||	Invisibility	||	[[Custom_Spells#Mass_Curse_of_Impending_Blades|Mass Curse of Impending Blades]]	||	Isaac&#039;s lesser missile storm	||	Lesser spell mantle	||	True seeing	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shelgarn&#039;s persistent blade	||	Knock	||	[[Custom_Spells#Mass_Phantasmal_Affliction|Mass Phantasmal Affliction]]	||	Lesser spell breach	||	[[Custom_Spells#Mass_Virulent_Walking Bomb|Mass Virulent Walking Bomb]]	||	Undeath to death	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield	||	Lesser dispel	||	Mestil&#039;s acid breath	||	[[Custom_Spells#Lightning_Avatar|Lightning Avatar]]	||	Mestil&#039;s acid sheath	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sleep	||	[[Custom_Spells#Masochism|Masochism]]	||	Negative energy burst	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	Mind fog	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I	||	Melf&#039;s acid arrow	||	[[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]]	||	[[Custom_Spells#Mass_Foiled_Future|Mass Foiled Future]]	||	Summon creature V	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	True strike	||	[[Custom_Spells#Phantasmal_Affliction|Phantasmal Affliction]]	||	[[Custom_Spells#Prismatic_Sparks|Prismatic_Sparks]]	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	[[Custom_Spells#Teleport|Teleport]]	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#True Dodge|True Dodge]]	||	[[Custom_Spells#Prismatic_Flames|Prismatic_Flames]]	||	Protection from elements	||	Minor globe of invulnerability	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Owl&#039;s wisdom	||	Scintillating sphere	||	Phantasmal killer	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Resist elements	||	[[Custom_Spells#Shelgarn.27s_Mass_Blades|Shelgarn&#039;s Mass Blades]]	||	Polymorph self	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Scorching_Ray|Scorching Ray]]	||	[[Custom_Spells#Shelgarn.27s_Permanent_Blade|Shelgarn&#039;s Permanent Blade]]	||	Remove blindness/deafness	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	See invisibility	||	Slow	||	Remove curse	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	[[Custom_Spells#Slumber|Slumber]]	||	[[Custom_Spells#Scrying|Scrying]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Stinking cloud	||	Shadow conjuration	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Tasha&#039;s hideous laughter	||	Summon creature III	||	[[Custom_Spells#Shelgarn.27s_Superior_Blade|Shelgarn&#039;s Superior Blade]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	[[Custom_Spells#Summon_Swarm|Summon Swarm]]	||	Stoneskin	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Web	||	Vampiric touch	||	[[Custom_Spells#Spiderskin|Spiderskin]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Whispering_Wind|Whispering Wind]]	||	[[Custom_Spells#Virulent_Walking_Bomb|Virulent Walking Bomb]]	||	Summon creature IV	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Energy_Blast|Energy Blast]]	||	-	||	Wall of fire	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	-	||	[[Custom_Spells#Wall_of_Ice|Wall of Ice]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Monkey|Monkey]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
&lt;br /&gt;
=Expanded Spells Known by Level=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: 50px;”&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Sorcerer Spells Known by Level &amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 4 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 6 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 6 || 6 || 5 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6 || 6 || 6 || 4 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On levels 9 and 10, sorcerers receive an additional known spell at circles 4 and 5 respectively which must be selected according to perk as listed in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! 4th Circle !! 5th Circle &lt;br /&gt;
|-&lt;br /&gt;
| Arcane Leech|| Isaac’s Lesser Missile Storm||	Lesser Spell Mantle&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Mimic||N/A ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Bone Warden||	 Stoneskin||	 Greater Shadow Conjuration &lt;br /&gt;
|-&lt;br /&gt;
|Bouldermancer||	 Stoneskin||	  Mestil’s Acid Shield&lt;br /&gt;
|-&lt;br /&gt;
|Calligrapher||	 Evard’s Black Tentacles||	 Greater Shadow Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Carrion Feaster||	 Contagion||	 Beltyn&#039;s Burning Blood&lt;br /&gt;
|-&lt;br /&gt;
|Contriver||	 Stoneskin||	 Ironskin&lt;br /&gt;
|-&lt;br /&gt;
|Crimson Storm||	 Lightning Avatar||	 Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Cultist||	 Summon Monster IV||	 Lesser Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
|Death Syphon||	 Cloudkill||	 Feeblemind&lt;br /&gt;
|-&lt;br /&gt;
|Dream Eater||	 Fear||	Mind Fog&lt;br /&gt;
|-&lt;br /&gt;
|Eldritch Archer||	 Shelgarn’s Superior Blade||	 Bigby&#039;s Interposing Hand&lt;br /&gt;
|-&lt;br /&gt;
|Hematologist||	 Virulent Walking Bomb||	 Devastating Bodyswap&lt;br /&gt;
|-&lt;br /&gt;
|Hydromancer||	 Wall of Ice||	  Herald of Winter&lt;br /&gt;
|-&lt;br /&gt;
|Infuser||	  Chain Lightning||	  Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Lifestealer||	  Enervation||	  Beltyn’s Burning Blood&lt;br /&gt;
|-&lt;br /&gt;
|Maiden of Woe||	 Mass Foiled Future||	  Summon Creature V&lt;br /&gt;
|-&lt;br /&gt;
|Mesmerizer||	  Charm Monster||	  Hypnotic Pattern&lt;br /&gt;
|-&lt;br /&gt;
|Ooze Savant||	 Gas Explosion||	  Summon Monster V&lt;br /&gt;
|-&lt;br /&gt;
|Planar Bound||	 Summon Creature IV||	 Lesser Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
|Rotbringer||	 Fear||	 Mestil’s Acid Shield&lt;br /&gt;
|-&lt;br /&gt;
|Sand Mage||	  Elemental Shield||	  Sand Storm&lt;br /&gt;
|-&lt;br /&gt;
|Scion||	 Horizikaul’s Shout||	 Cacophonic Burst&lt;br /&gt;
|-&lt;br /&gt;
|Secrets of the Azure Pyre||	 Wall of Fire||	  Devastating Bodyswap&lt;br /&gt;
|-&lt;br /&gt;
|Snake Charmer||	 Cloudkill||	  Summon Monster V&lt;br /&gt;
|-&lt;br /&gt;
|Spellsword||	 Shelgarn’s Superior Blade||	 Ironskin&lt;br /&gt;
|-&lt;br /&gt;
|Stalker||	 Spider Skin ||	 Teleport&lt;br /&gt;
|-&lt;br /&gt;
|Tribal Shaman||	  Spider Skin ||	  Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
|Unpredictable||	 Confusion||	  Baleful Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|Witchcraft||	 Polymorph||	 Baleful Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Faith||	  Shelgarn’s Superior Blade||	  Shelgarn’s Invincible Blade&lt;br /&gt;
|}&lt;br /&gt;
=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You can find a complete list of Sorcerer perks &#039;&#039;&#039;[[Sorcerer_Perks|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*[[Sorcerer_Perks#Bone_Warden|Bone Warden (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Bouldermancer|Bouldermancer]]&lt;br /&gt;
*[[Sorcerer_Perks#Carrion_Feaster|Carrion Feaster (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Calligrapher|Calligrapher]]&lt;br /&gt;
*[[Sorcerer_Perks#Contriver|Contriver]]&lt;br /&gt;
*[[Sorcerer_Perks#Cultist|Cultist]]&lt;br /&gt;
*[[Sorcerer_Perks#Dream_Eater|Dream Eater (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Hematologist|Hematologist]]&lt;br /&gt;
*[[Sorcerer_Perks#Hydromancer|Hydromancer]]&lt;br /&gt;
*[[Sorcerer_Perks#Infuser|Infuser]]&lt;br /&gt;
*[[Sorcerer_Perks#Lifestealer|Lifestealer]]&lt;br /&gt;
*[[Sorcerer_Perks#Maiden_of_Woe|Maiden of Woe (female &amp;amp; evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Mesmerizing|Mezmerizing]]&lt;br /&gt;
*[[Sorcerer_Perks#Ooze_Savant|Ooze Savant (evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Planar_Bound|Planar Bound (good or evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Rotbringer|Rotbringer (male &amp;amp; evil only)]]&lt;br /&gt;
*[[Sorcerer_Perks#Sand Mage|Sand Mage]]&lt;br /&gt;
*[[Sorcerer_Perks#Scion|Scion]]&lt;br /&gt;
*[[Sorcerer_Perks#Snake Charmer|Snake Charmer]]&lt;br /&gt;
*[[Sorcerer_Perks#Spellsword|Spellsword]]&lt;br /&gt;
*[[Sorcerer_Perks#Stalker|Stalker]]&lt;br /&gt;
*[[Sorcerer_Perks#Tribal_Shaman|Tribal Shaman]]&lt;br /&gt;
*[[Sorcerer_Perks#Unpredictable|Unpredictable]]&lt;br /&gt;
*[[Sorcerer_Perks#Witchcraft|Witchcraft]]&lt;br /&gt;
*[[Sorcerer_Perks#Zealous_Faith|Zealous Faith]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Application Only Perks=&lt;br /&gt;
&lt;br /&gt;
* [[Sorcerer_Perks#Positivist|Positivist]]&lt;br /&gt;
* [[Sorcerer_Perks#Arcane_Mimic|Arcane Mimic]]&lt;br /&gt;
* [[Sorcerer_Perks#Secret_of_the_Azure_Pyre|Secret of the Azure Pyre]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2920</id>
		<title>Local Gods and Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2920"/>
		<updated>2023-12-04T17:51:47Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Corrections to Giacomo and Santina domains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Wheel=&lt;br /&gt;
&lt;br /&gt;
In this faraway place and time, only the gods of the Wheel are known to answer prayers. &#039;&#039;&#039;To cast spells, newly created clerics (and other strict adherents) must have the proper name of their patron in their deity entry.&#039;&#039;&#039; As examples, &amp;quot;The Mother, B&#039;aara&amp;quot; or &amp;quot;The Warrior, Agaslakku&amp;quot; will correctly align a cleric. Similarly, your primary and secondary domains must align with those of your patron.&lt;br /&gt;
&lt;br /&gt;
They are said to be woven into the very foundations of the world.&lt;br /&gt;
&lt;br /&gt;
==The Mother, B&#039;aara==&lt;br /&gt;
[[File:Baara.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039;  Water, Creation, Good, Halfling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Protection, Healing, Repose, Suffering, Nobility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans &lt;br /&gt;
&lt;br /&gt;
B&#039;aara, the God of Water, is broadly understood to be the reigning Overgod of the Wheel and is thus symbolic of the pantheon itself. She said to have created the River Edutu so essential to life in the desert, and of all the gods it is her clergy that are most closely associated with the Sultanate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the B&#039;aarat are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect life; its beauty springs life from desolation.&lt;br /&gt;
*Aid the weak; their reborn vigor shall strengthen us all in turn&lt;br /&gt;
*Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.&lt;br /&gt;
*Tend to the dying; once atime they tended to thee. &lt;br /&gt;
*Spread the waters; its channels and tributaries are arteries of the world.&lt;br /&gt;
*Seek purity; to cleanse wickedness invigorates the spirit.&lt;br /&gt;
&lt;br /&gt;
==The Warrior, Agaslakku==&lt;br /&gt;
[[File:Agaslakku.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Chaos, Law, Orc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; War, Planning, Protection, Strength, Metal, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans&lt;br /&gt;
&lt;br /&gt;
Agaslakku, the God of War, is the patron of soldiers. He is viewed as a prodigal brother, as Ashfolk culture strictly rejects violence, but is nonetheless seen as an important protector. His clergy largely consists of Janissaries and outlanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Agasians are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Make war; battle tempers the flesh and strengthens resolve.&lt;br /&gt;
*Reap the spoils; a warrior&#039;s fortunes are made upon the field.&lt;br /&gt;
*Keep the faith; the devout warrior claims victory from defeat.&lt;br /&gt;
*Where an Axe is broken, return it to the earth so that it might join its worthy kin.&lt;br /&gt;
*Die well; in death be revered by your brothers.&lt;br /&gt;
*Record the glorious; their tales may be remembered for eternity.&lt;br /&gt;
&lt;br /&gt;
==The Magi, Izdu==&lt;br /&gt;
[[File:Izdu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Magic, Law, Earth, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Planning, Trade, Knowledge, Fate, Spells, Time, Rune&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists&lt;br /&gt;
&lt;br /&gt;
Izdu, the God of Wisdom, is second only to B’aara herself. He is considered the wellspring of Ashfolk civilization and culture. His clergy are known to populate the great academies of Baz’eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Izdur are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek knowledge; true enlightenment is found through understanding.&lt;br /&gt;
*Tutor the ignorant; spread the light of wisdom to the dark corners of the world. &lt;br /&gt;
*Protect the word; knowledge lost is a grave sin.&lt;br /&gt;
*Record insights; truth is found in the broadest mind.&lt;br /&gt;
*Scribe chronicles; the present contains the lessons of the future.&lt;br /&gt;
*Create wonders; your mark on the world should be felt by all. &lt;br /&gt;
*Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.&lt;br /&gt;
&lt;br /&gt;
==The Wyld, Kula==&lt;br /&gt;
[[File:Kula.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Storm, Earth, Air, Creation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sand, Moon, Blood, Decay, Spider,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Druids, Farmers, the Poor, Radicals, Gardeners, Shepherds, Botanists &lt;br /&gt;
&lt;br /&gt;
Kula, God of Nature and Life, is specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector of all living things. Her clergy are decentralized across a network of gardens, sanctuaries, and radical organizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Kulamet are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Tend growth; things that grow bring life to the world, fed by the Mother’s tears.&lt;br /&gt;
*Feed the earth; the Wyld smiles when the land’s belly is full.&lt;br /&gt;
*Cultivate flocks; animals are beloved of me, and she desires that they multiply.&lt;br /&gt;
*Gift alms to the impoverished; the poor are her children. She is pleased when they are tended to. &lt;br /&gt;
*Oppose elites; potentates and rulers are the cause of the land’s suffering. Their power must be limited.&lt;br /&gt;
*Shelter grove-tenders; the gardeners of the wild are beloved of her, offer them friendship and protection.&lt;br /&gt;
*Maintain Bel-Ishûn; the jungle is her garden, and it is holy. Its sanctity must be maintained.&lt;br /&gt;
&lt;br /&gt;
==The Sabotage, Gellema==&lt;br /&gt;
[[File:Gemella.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Stars, Chaos, Evil, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Luck, Trickery, Illusion, Darkness, Charm, Knowledge, Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, &amp;amp; other Peripherals&lt;br /&gt;
&lt;br /&gt;
Gellema, God of Trickery, Deceit and Hedonism, is respected as a safeguard against ill will. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Gellemedes are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Foster obscurity; the unknown fosters more fear than the known.&lt;br /&gt;
*Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.&lt;br /&gt;
*At dusk aren’t shadows, and the gleaming moon casts no ray.&lt;br /&gt;
*Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.&lt;br /&gt;
*Hoard secrets; knowledge is power and hidden knowledge gives you power over others.&lt;br /&gt;
*Write over graven words. Burn the letter.&lt;br /&gt;
*Convince the certain of uncertainty.&lt;br /&gt;
*Memory is corrupt, history is death, seek continuously the immanent.&lt;br /&gt;
&lt;br /&gt;
==The Wanderer, Warad==&lt;br /&gt;
[[File:Warad.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Earth, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Travel, Trade, Protection, Sand, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Nomads, Travelers, Merchants, Caravaneers, Messengers, Explorers&lt;br /&gt;
&lt;br /&gt;
Warad, God of Travel, is the protector of all who walk the sands. He is said to forever wander the desert, and many sightings are reported each year. His clergy tend to populate taverns and way-stations;  They are not a wealthy faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Waradim are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect the borders; turn back invaders that threaten your people.&lt;br /&gt;
*Carry messages; spread tales and knowledge of the roads and sanctuaries.&lt;br /&gt;
*Aid travelers; defend them on the road, and watch over their passing.&lt;br /&gt;
*Seek new roads; new paths bring prosperity and protection for travelers.&lt;br /&gt;
*Defy thieves and bandits; the borders must be guarded lest danger run rife.&lt;br /&gt;
*Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.&lt;br /&gt;
&lt;br /&gt;
==The Martyrs, Kalim &amp;amp; Gamil==&lt;br /&gt;
[[File:Twins.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Law, Good, Death, Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Trickery, Rune, Suffering, Fate, Repose, Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Mourners, Traditionalists, the Elderly, the Dying, Gravediggers, Tomb Guardians&lt;br /&gt;
&lt;br /&gt;
Kalim &amp;amp; Gamil, the Gods of Death, are the kind-spirited protectors of the dead. The Temples of the Martyrs ring out with dirges and laments, and they tend to all the graveyards. Twins born under their gaze are considered blessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Twindari are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Mourn the dead; their lives should be celebrated and their part in the world remembered.&lt;br /&gt;
*Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.&lt;br /&gt;
*Protect the sacred grounds; to break the sacred grounds is the greatest of sins.&lt;br /&gt;
*Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.&lt;br /&gt;
*Obey your elders; their wisdom is born of ages, and they know what is best.&lt;br /&gt;
*Collect secrets and knowledge of value, and teach them to the worthy.&lt;br /&gt;
&lt;br /&gt;
==The Wroth, Urazzir==&lt;br /&gt;
[[File:Urazzir.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Evil, Death, Frost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Retribution, Undeath, Fate, Time, Hatred, Suffering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive&lt;br /&gt;
&lt;br /&gt;
Urazzir, the God of Vengeance, is the terrible hand of reckoning. His temples are frightful places where the wronged go to invoke vengeance against their enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Uzzarii are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.&lt;br /&gt;
*Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.&lt;br /&gt;
*Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.&lt;br /&gt;
*All you love and abide by can be ruined in a single stroke. Rest with one eye open, and away from the warm comfort of the hearth. Be alert.&lt;br /&gt;
*You are required to root out evil if you foresee it, never assume innocence.&lt;br /&gt;
&lt;br /&gt;
==The Wyrm, Bashmu==&lt;br /&gt;
[[File:Bashmu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Evil, Chaos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Strength, Tyranny, Poison, Decay, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Pariahs, the Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Bashmu-kar are unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...but some whisper a scant few, none certain...&lt;br /&gt;
&lt;br /&gt;
*That the Wyrm empowers the ambitious. &lt;br /&gt;
*That the Wyrm is a patron of monsters, and cannibals.&lt;br /&gt;
*That it is a patron of the defeated, downtrodden, contrarians and the rebellious.&lt;br /&gt;
*That Serpents are sacred, and lizards love the Wyrm&lt;br /&gt;
*That it is a curse to speak or hear the name Bashmu&lt;br /&gt;
&lt;br /&gt;
Details about The Wyrm can be (and are best) discovered in-game.  Characters with this God in their deity field may find they can access unique dialogue options and content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Dome=&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome” is a monotheistic faith with pantheistic elements that is primarily located in the floating city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
It is the second pantheon that is active in EFU: Sands of Intrigue. Clerics of the Dome must choose / worship a particular Patron Sage (listed below). Each Sage has a particular dogma, agenda, and flair that your character&lt;br /&gt;
should engage with. It is assumed that clerics of the Dome exists in a formal Modini hierarchy of the followers of each particular Sage.&lt;br /&gt;
&lt;br /&gt;
The “Dome Faith” lacks local NPC support in the areas surrounding Ephia’s Well. Unlike the Pantheon of the Wheel, it is not a local religion and should be represented by a minority of characters.&lt;br /&gt;
&lt;br /&gt;
These two pantheons, while not strictly at war, exist in a state of confused tension that should be properly portrayed IG through role-play. As one small mechanical encouragement of this, players are warned that Beneficial Spells from a Wheel Cleric will have a substantial chance for spell-failure if cast on a follower of the Dome Faith (and vice versa). A cleric of the Dome may thus find it difficult to even find adventuring companions who will be able to reliably receive their spells.&lt;br /&gt;
&lt;br /&gt;
For a Cleric of any of the Sages to cast spells of Circle 4, it is necessary to conduct a pilgrimage back to Il Modo and purchase / receive a relic from representatives of your Sect. In order to cast spells of Circle 5, it is necessary to have further demonstrated and proved to the Church / your NPC superiors that you are worthy of advancing in the ranks. This can be done through a DM application or through a NPC possession. Level 9 Clerics seeking a relic must have had a substantive impact pushing their Sage’s agenda in order to be entrusted with this advancement. Playing a Priest of the Divine Dome is not intended to be an easy experience.&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome draws from a variety of fictional and non-fictional inspirations and players should be mindful to carefully portray something that is grounded, distinct and unique to EFU. If you wish to incorporate something drawn from an actual faith tradition please check with a DM to ensure that it is done tastefully and non-offensively &lt;br /&gt;
&lt;br /&gt;
The faith of the Dome is rooted in cosmology. According to its tradition, the universe is composed of a single crystalline sphere that surrounds all things and is itself the source of all creation, time, and movement. It is this sphere (or Dome) that gives form, structure, and meaning to the universe.  The world is but a speck (perhaps one of many specks) that floats suspended in the mysterious vapors of the Dome’s interior. The stars above, or Illuminations, are&lt;br /&gt;
those souls that have ascended to the firmament above. &lt;br /&gt;
&lt;br /&gt;
Particularly important Illuminations are believed to be the souls of past Sages who the Modini tend to revere &amp;amp; worship in a polytheistic manner.&lt;br /&gt;
&lt;br /&gt;
Followers of the Dome believe in reincarnation. Souls are fated to be born and die in a constant state of repetition until a life has reached its highest potential for harmonic congruence with the Dome. What this means exactly is subject to considerable interpretation, frequently associated with one or another of the different Sages. When this true death is achieved; the soul ascends to become an Illumination (or Star) that is set into or adjacent the Dome itself. Truly great souls might ascend to become Sages themselves, and thus Illuminations of greater potency and glory. &lt;br /&gt;
&lt;br /&gt;
While the movements and nature of the Dome itself transcends understanding, mortals seek guidance and blessings from the Nine Great Sages, each associated with with a particular Illumination (Star) above. The contemplation of the Dome itself is generally reserved only for philosophers and high-ranking Priests. The majority members of this faith are only dimly aware of the theology related to the Divine Dome, and instead simply pray to a Patron Sage as if it was a god.&lt;br /&gt;
&lt;br /&gt;
It is customary for the people of Il Modo to choose a Patron Sage in their early adolescence. Praying to a Sage is considering the best way to bring success and avert misfortune in one’s current life. Pleasing one’s Patron Sage is also considered to be the best way to ensure that one’s future life is an improvement upon the present one. The Modini are a deeply hierarchical and aristocratic people and it is commonly believed that (for example) the Nobility enjoy their position in part because of pleasing a Sage in their former life. Followers of the Dome are always keen to advance their status both in their current life and (more importantly) in the next one.&lt;br /&gt;
&lt;br /&gt;
It is also common for the followers of the different Sages to be in conflict with each other. Indeed, several Sages are considered to represent forces that are evil and sinister and associated with only a tiny minority of followers. Nevertheless, all Modini recognize that all the Sages are important historic and theological figures that deserve respect. Rituals and the making of offerings to the different Sages (as needed) are a common practice.&lt;br /&gt;
&lt;br /&gt;
While the sects of each Sage are often in conflict, they do have occasional (secretive) conclaves where fundamental matters of the faith are determined. This includes, for example, the potential recognition of a new Great Sage. This is very rare. Cults worshipping or seeking to advance the recognition of a lesser Sage exist.&lt;br /&gt;
&lt;br /&gt;
The central site for religious instruction for the most beloved Sages is the “The Dome of Man,” a large cathedral-dome complex located in Il Modo. It is a site for pilgrimage and contemplation, and is the most important locale of Il Modo.  Those Sages that are more feared than loved are known to have smaller temples and sites of worship hidden throughout the sprawling city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
Astronomy is highly significant to followers of this faith. The approach is, however, thematically very different than the Orthodox Astronomy of Baz’eel or the Arcano-Scientific Astronomy of the followers of Q’tolip. Star-knowledge is heavily rooted on a more mystical / ritualistic approach.&lt;br /&gt;
&lt;br /&gt;
The faith had its beginnings with the first Pilot-Prophet Sage Raffelo. He is believed to have discovered these fundamental cosmological truths and thus founded the Church of the Dome. From his teachings, a caste of Pilot-Priests began who are the core of the faith’s institutional hierarchy. As Il Modo itself is in constant untethered motion, floating here and there across the Sea of Pearls, it can be very difficult to find. The Pilot-Priests of Raffelo are experts in the study of the stars and applying their knowledge through rituals to be able to successfully chart a path through the sea’s treacherous waters.&lt;br /&gt;
&lt;br /&gt;
The Pilot-Priests as a caste attempt to exert a monopoly upon all naval navigation. The riches received from this monopoly has been poured into works of great art and architecture; however it has also frequently led to corruption and decadence.&lt;br /&gt;
&lt;br /&gt;
==Sage Raffelo the Pilot-Prophet==&lt;br /&gt;
[[File:Raffelo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Hierarchical Status / Knowledge / Law / Navigation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Travel, Planning, Nobility, Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Ambitious Pilot-Priests, politicians, wealthy nobles and their loyal servants, members of the Inspecta&lt;br /&gt;
&lt;br /&gt;
The first and most important of the Sages. The Sage of those Pilot-Priests who climb the elaborate hierarchy of the Church. A Sage also for those who seek to play the Game of Knives and climb their way to the top of the Modini institutions. Also associated with the feared Inspecta, that order of inquisitors and investigators who function as Il Modo’s secretive spy service and religious police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039; Pilot Priest, Esteemed Pilot-Priest, Eminent Pilot-Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Raffelo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Command your crew, if you do not have one then form one&lt;br /&gt;
*Obey your superiors and demand obedience from your inferiors&lt;br /&gt;
*Enhance the power and prestige of Il Modo&lt;br /&gt;
&lt;br /&gt;
==Sage Maribela de Fortuna==&lt;br /&gt;
[[File:Maribela.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Luck / Adventure / Fishing / Fate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Chaos, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Creation, Luck, Protection, Trickery, Fate, Moon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; NG, CG, TN, CN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Eel fishers &amp;amp; hunters, sailors, laborers, adventurers, gamblers&lt;br /&gt;
&lt;br /&gt;
 A popular and beloved Sage associated with the luck of eel fishers just as she is with adventurers. Also generally frequently associated with the unpredictability of the sea. Maribela is the subject of many tavern tales and legends, always fishing for eels and going on wild adventures in order to feed her family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal.&#039;&#039; Luckfisher, Fisher-Priest, Pilot-Priest, Cap’n, etc….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Maribela are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek bold adventure, trust in your luck&lt;br /&gt;
*Stories of your deeds should be remembered by your friends&lt;br /&gt;
*Help others find their way through this life&lt;br /&gt;
&lt;br /&gt;
==Sage Markolo the Navigator==&lt;br /&gt;
[[File:Markolo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Trade / Exploration / Skill / Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trade, Rune, Travel, Spells, Charm, Knowledge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE, TN, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Merchants, Explorers, the rare Modini wizard, also popular among less ambitious Pilot-Priests, Scholars….&lt;br /&gt;
&lt;br /&gt;
 Sage Markolo was a great trader and navigator who was instrumental in turning Il Modo into the naval trading power it later became. His merchant fleets brought great wealth and knowledge from distant places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Pilot-Priest, Merchant-Priest, Scholar-Priest….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Markolo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Accumulate wealth and show it off&lt;br /&gt;
*Explore distant locales and enhance your knowledge of the world and its splendors&lt;br /&gt;
*Develop connections with other lands and peoples&lt;br /&gt;
&lt;br /&gt;
==Sage Vittoria the Admiral==&lt;br /&gt;
[[File:Vittoria.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; War / Strength / Strategy / Honor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, War, Strength, Protection, Planning, Metal, Fate, Retribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, LN, LE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Soldiers, tacticians, sailors, warriors&lt;br /&gt;
&lt;br /&gt;
Vittoria was a legendary Admiral who oversaw the conversion of the old Modini fishing and eeling fleets into a significant naval power. She was undefeated in battle and led Il Modo to become (for a time) the preeminent naval power of the sea. A statue of proud Sage Vittoria atop a column stands overlooking the plaza of the Dome to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Captain-Priest, Admiral-Priest...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Vittoria are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Victory through strength and strategy&lt;br /&gt;
*Enhance the military power of Il Modo&lt;br /&gt;
*Achieve the limits of your own personal might&lt;br /&gt;
&lt;br /&gt;
==Sage Giacomo the Artificer==&lt;br /&gt;
[[File:Giacomo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Craft / Art / Creation / Madness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Metal, Rune, Planning, Destruction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CG, NG, CN, TN, CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Inventors (non-Mechanists), Artists, Builders, Manufacturers, Lunatics&lt;br /&gt;
&lt;br /&gt;
Giacomo the Artificer was a genius without parallel. His contributions to art, music, architecture, and simple craftsmanship seemed divinely blessed. How else to explain such genius? Yet he was also mad, and tended to burn much of what he produced, constantly dissatisfied. In addition to an enormous output of works of art, he designed the enormous ballast tank systems that keep Il Modo afloat. He also oversaw the construction of the Grand Duke’s Palace, the Dome of Man, and as a final project built ‘The Lamp of Learning,’ a towering university-lighthouse filled with bizarre traps and hidden secrets. He further developed advanced designs for arbalests, new naval vessels, cannons /&lt;br /&gt;
bombards, and established the tradition of Workshops. Scraps of his notebook are eagerly sought after, and those paintings of his that remain are valued more than the palaces they are found in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Artificer-Priest, Artist-Priest, Builder…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Giacomo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Create, build, and learn.&lt;br /&gt;
*Victory and success through your own understanding&lt;br /&gt;
*Trust not the mechanistic works of Qa&#039;im, and the Dunes of Pra&#039;raj, for those works pass beyond your understanding and are not the product of man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sage Santina the Compassionate==&lt;br /&gt;
[[File:Santini.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Charity / Healing / Compassion / Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Healing, Sea, Repose, Protection, Suffering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, CG, LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Healers, the ill, the poor, the desperate, the compassionate, missionaries, ‘Lezrous’ paladins and knights&lt;br /&gt;
&lt;br /&gt;
Plague and disease has long been one of the great banes of Il Modo. During the first great bout of the ‘Crimson Death’, Sage Santina and her followers were instrumental in tending to its victims. Adherents of Saga Santina also are the most enthusiastically evangelical about the faith of the Dome. They strongly believe that, for the sake of the harmony of the Dome as well as the fate of every soul, it is absolutely necessary to convert as many people as possible. &lt;br /&gt;
&lt;br /&gt;
The sect of Sage Santina maintains an additional Knightly Order made up mostly of those who have suffered and survived the Crimson Death. “Lezrous” is an EFU-term (inspired by ‘Leprous’) to describe those who have suffered the ravages of the Crimson Death Plague. The “Order of the Lezrous Brethren” (or Lezerotti) are the defenders of the sect and those who are willing to go among the poor and diseased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Sister-Priest, Brother-Priest, Healer-Priest…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Santina are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Serve others, and put aside pride and ostentation&lt;br /&gt;
*Attend to the afflicted and needy&lt;br /&gt;
*Encourage others to join the faith&lt;br /&gt;
&lt;br /&gt;
==Sage Orlando of the Death Masque (Feared Sage)==&lt;br /&gt;
[[File:Orlando.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Disease / Death / Intrigue / Art (acting, opera)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Evil, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trickery, Illusion, Retribution, Suffering, Charm, Hatred, Blood, Decay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CN, LE, NE, CE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Courtiers, Assassins, the Depraved, Actors, those seeking vengeance&lt;br /&gt;
&lt;br /&gt;
 The Sage Orlando was a great performer, traveler, and courtier with a genius for intrigue and a taste for the grotesque. He toured the western Sea in a flotilla of courtiers and masked revelers, only to return and bring with them the plague of the Crimson Death, a flux that has never been truly stamped out from Il Modo. To follow Orlando is to be associated with many of the darkest characteristics of the Modini character: a dreadful fear of disease, adoration of beauty, a thirst for vengeance, and skill in intrigue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Shadow-Priest, Grotesque-Brother/Sister, etc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Orlando are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Embrace the beauty and horror of life&lt;br /&gt;
*Spin webs of intrigue and master them&lt;br /&gt;
*Avenge yourself against those who slight you&lt;br /&gt;
&lt;br /&gt;
==Sage Barbarina of the Lost Armada (Feared Sage)==&lt;br /&gt;
[[File:Barbarina.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Storms / Necromancy / Underworld / Pirates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Evil, Death, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Darkness, Undeath, Hatred, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  Doomseekers, Pirates, Necromancers, Drowned Skeletons, Cave Dwellers, and those seeking protection from them&lt;br /&gt;
&lt;br /&gt;
According to legend, Barbarina was a charismatic young noble who was betrayed by her family’s enemies. She organized a flotilla of oppressed eel fishers and mutinous naval vessels and was for a time a menacing Pirate Queen that threatened to conquer Il Modo itself. Ultimately, she decided to lead her armada on a mad expedition into the Maelstrom - there are various tales and legends as to why. At any rate, the Armada was sucked into the darkness below. It is said that Barbarina and her Armada now inhabit the undersea and have even traveled to the Other Side, there to behold the horrors of the Underdome.&lt;br /&gt;
&lt;br /&gt;
To follow the Sage Barbarina is considered too dangerous by the authorities and Inspecta of the Dome of Man (Church). It is therefore a forbidden cult, although she is nonetheless offered fearful prayer by many and adopted as a Patron by some. The people of Il Modo have a particular terror of underwater, underground places, the undead, and absolute darkness in part because of frightening tales told about Saga Barbarina and her Lost Armada.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Pirate-Priest, Dread-Captain, etc…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Barbarina are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Form your crew from the living and unliving alike&lt;br /&gt;
*Claim the dark and dank places of the world for Barbarina, and drive out those other horrors that exist&lt;br /&gt;
*Bring passionate terror and fear to all, its good for them&lt;br /&gt;
*Revel and enjoy the evil path you have chosen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Unknown Sage==&lt;br /&gt;
[[File:UnknownSage.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Mystery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  ?&lt;br /&gt;
&lt;br /&gt;
The identity of the Ninth and Unknown Sage is a secret that is maintained by the highest ranking members of each sect of the Way of the Dome. There are many speculations as to who it might be, but it is not known who or why all the Priests are so universally aligned with declining to identify the identity of this Greater Sage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players may not play cleric followers of the Unknown Sage at this time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Unknown Sage:&#039;&#039;&#039;&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2919</id>
		<title>Local Gods and Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2919"/>
		<updated>2023-12-04T17:51:09Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Santina&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Wheel=&lt;br /&gt;
&lt;br /&gt;
In this faraway place and time, only the gods of the Wheel are known to answer prayers. &#039;&#039;&#039;To cast spells, newly created clerics (and other strict adherents) must have the proper name of their patron in their deity entry.&#039;&#039;&#039; As examples, &amp;quot;The Mother, B&#039;aara&amp;quot; or &amp;quot;The Warrior, Agaslakku&amp;quot; will correctly align a cleric. Similarly, your primary and secondary domains must align with those of your patron.&lt;br /&gt;
&lt;br /&gt;
They are said to be woven into the very foundations of the world.&lt;br /&gt;
&lt;br /&gt;
==The Mother, B&#039;aara==&lt;br /&gt;
[[File:Baara.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039;  Water, Creation, Good, Halfling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Protection, Healing, Repose, Suffering, Nobility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans &lt;br /&gt;
&lt;br /&gt;
B&#039;aara, the God of Water, is broadly understood to be the reigning Overgod of the Wheel and is thus symbolic of the pantheon itself. She said to have created the River Edutu so essential to life in the desert, and of all the gods it is her clergy that are most closely associated with the Sultanate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the B&#039;aarat are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect life; its beauty springs life from desolation.&lt;br /&gt;
*Aid the weak; their reborn vigor shall strengthen us all in turn&lt;br /&gt;
*Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.&lt;br /&gt;
*Tend to the dying; once atime they tended to thee. &lt;br /&gt;
*Spread the waters; its channels and tributaries are arteries of the world.&lt;br /&gt;
*Seek purity; to cleanse wickedness invigorates the spirit.&lt;br /&gt;
&lt;br /&gt;
==The Warrior, Agaslakku==&lt;br /&gt;
[[File:Agaslakku.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Chaos, Law, Orc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; War, Planning, Protection, Strength, Metal, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans&lt;br /&gt;
&lt;br /&gt;
Agaslakku, the God of War, is the patron of soldiers. He is viewed as a prodigal brother, as Ashfolk culture strictly rejects violence, but is nonetheless seen as an important protector. His clergy largely consists of Janissaries and outlanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Agasians are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Make war; battle tempers the flesh and strengthens resolve.&lt;br /&gt;
*Reap the spoils; a warrior&#039;s fortunes are made upon the field.&lt;br /&gt;
*Keep the faith; the devout warrior claims victory from defeat.&lt;br /&gt;
*Where an Axe is broken, return it to the earth so that it might join its worthy kin.&lt;br /&gt;
*Die well; in death be revered by your brothers.&lt;br /&gt;
*Record the glorious; their tales may be remembered for eternity.&lt;br /&gt;
&lt;br /&gt;
==The Magi, Izdu==&lt;br /&gt;
[[File:Izdu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Magic, Law, Earth, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Planning, Trade, Knowledge, Fate, Spells, Time, Rune&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists&lt;br /&gt;
&lt;br /&gt;
Izdu, the God of Wisdom, is second only to B’aara herself. He is considered the wellspring of Ashfolk civilization and culture. His clergy are known to populate the great academies of Baz’eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Izdur are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek knowledge; true enlightenment is found through understanding.&lt;br /&gt;
*Tutor the ignorant; spread the light of wisdom to the dark corners of the world. &lt;br /&gt;
*Protect the word; knowledge lost is a grave sin.&lt;br /&gt;
*Record insights; truth is found in the broadest mind.&lt;br /&gt;
*Scribe chronicles; the present contains the lessons of the future.&lt;br /&gt;
*Create wonders; your mark on the world should be felt by all. &lt;br /&gt;
*Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.&lt;br /&gt;
&lt;br /&gt;
==The Wyld, Kula==&lt;br /&gt;
[[File:Kula.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Storm, Earth, Air, Creation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sand, Moon, Blood, Decay, Spider,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Druids, Farmers, the Poor, Radicals, Gardeners, Shepherds, Botanists &lt;br /&gt;
&lt;br /&gt;
Kula, God of Nature and Life, is specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector of all living things. Her clergy are decentralized across a network of gardens, sanctuaries, and radical organizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Kulamet are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Tend growth; things that grow bring life to the world, fed by the Mother’s tears.&lt;br /&gt;
*Feed the earth; the Wyld smiles when the land’s belly is full.&lt;br /&gt;
*Cultivate flocks; animals are beloved of me, and she desires that they multiply.&lt;br /&gt;
*Gift alms to the impoverished; the poor are her children. She is pleased when they are tended to. &lt;br /&gt;
*Oppose elites; potentates and rulers are the cause of the land’s suffering. Their power must be limited.&lt;br /&gt;
*Shelter grove-tenders; the gardeners of the wild are beloved of her, offer them friendship and protection.&lt;br /&gt;
*Maintain Bel-Ishûn; the jungle is her garden, and it is holy. Its sanctity must be maintained.&lt;br /&gt;
&lt;br /&gt;
==The Sabotage, Gellema==&lt;br /&gt;
[[File:Gemella.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Stars, Chaos, Evil, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Luck, Trickery, Illusion, Darkness, Charm, Knowledge, Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, &amp;amp; other Peripherals&lt;br /&gt;
&lt;br /&gt;
Gellema, God of Trickery, Deceit and Hedonism, is respected as a safeguard against ill will. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Gellemedes are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Foster obscurity; the unknown fosters more fear than the known.&lt;br /&gt;
*Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.&lt;br /&gt;
*At dusk aren’t shadows, and the gleaming moon casts no ray.&lt;br /&gt;
*Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.&lt;br /&gt;
*Hoard secrets; knowledge is power and hidden knowledge gives you power over others.&lt;br /&gt;
*Write over graven words. Burn the letter.&lt;br /&gt;
*Convince the certain of uncertainty.&lt;br /&gt;
*Memory is corrupt, history is death, seek continuously the immanent.&lt;br /&gt;
&lt;br /&gt;
==The Wanderer, Warad==&lt;br /&gt;
[[File:Warad.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Earth, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Travel, Trade, Protection, Sand, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Nomads, Travelers, Merchants, Caravaneers, Messengers, Explorers&lt;br /&gt;
&lt;br /&gt;
Warad, God of Travel, is the protector of all who walk the sands. He is said to forever wander the desert, and many sightings are reported each year. His clergy tend to populate taverns and way-stations;  They are not a wealthy faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Waradim are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect the borders; turn back invaders that threaten your people.&lt;br /&gt;
*Carry messages; spread tales and knowledge of the roads and sanctuaries.&lt;br /&gt;
*Aid travelers; defend them on the road, and watch over their passing.&lt;br /&gt;
*Seek new roads; new paths bring prosperity and protection for travelers.&lt;br /&gt;
*Defy thieves and bandits; the borders must be guarded lest danger run rife.&lt;br /&gt;
*Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.&lt;br /&gt;
&lt;br /&gt;
==The Martyrs, Kalim &amp;amp; Gamil==&lt;br /&gt;
[[File:Twins.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Law, Good, Death, Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Trickery, Rune, Suffering, Fate, Repose, Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Mourners, Traditionalists, the Elderly, the Dying, Gravediggers, Tomb Guardians&lt;br /&gt;
&lt;br /&gt;
Kalim &amp;amp; Gamil, the Gods of Death, are the kind-spirited protectors of the dead. The Temples of the Martyrs ring out with dirges and laments, and they tend to all the graveyards. Twins born under their gaze are considered blessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Twindari are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Mourn the dead; their lives should be celebrated and their part in the world remembered.&lt;br /&gt;
*Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.&lt;br /&gt;
*Protect the sacred grounds; to break the sacred grounds is the greatest of sins.&lt;br /&gt;
*Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.&lt;br /&gt;
*Obey your elders; their wisdom is born of ages, and they know what is best.&lt;br /&gt;
*Collect secrets and knowledge of value, and teach them to the worthy.&lt;br /&gt;
&lt;br /&gt;
==The Wroth, Urazzir==&lt;br /&gt;
[[File:Urazzir.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Evil, Death, Frost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Retribution, Undeath, Fate, Time, Hatred, Suffering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive&lt;br /&gt;
&lt;br /&gt;
Urazzir, the God of Vengeance, is the terrible hand of reckoning. His temples are frightful places where the wronged go to invoke vengeance against their enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Uzzarii are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.&lt;br /&gt;
*Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.&lt;br /&gt;
*Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.&lt;br /&gt;
*All you love and abide by can be ruined in a single stroke. Rest with one eye open, and away from the warm comfort of the hearth. Be alert.&lt;br /&gt;
*You are required to root out evil if you foresee it, never assume innocence.&lt;br /&gt;
&lt;br /&gt;
==The Wyrm, Bashmu==&lt;br /&gt;
[[File:Bashmu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Evil, Chaos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Strength, Tyranny, Poison, Decay, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Pariahs, the Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Bashmu-kar are unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...but some whisper a scant few, none certain...&lt;br /&gt;
&lt;br /&gt;
*That the Wyrm empowers the ambitious. &lt;br /&gt;
*That the Wyrm is a patron of monsters, and cannibals.&lt;br /&gt;
*That it is a patron of the defeated, downtrodden, contrarians and the rebellious.&lt;br /&gt;
*That Serpents are sacred, and lizards love the Wyrm&lt;br /&gt;
*That it is a curse to speak or hear the name Bashmu&lt;br /&gt;
&lt;br /&gt;
Details about The Wyrm can be (and are best) discovered in-game.  Characters with this God in their deity field may find they can access unique dialogue options and content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Dome=&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome” is a monotheistic faith with pantheistic elements that is primarily located in the floating city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
It is the second pantheon that is active in EFU: Sands of Intrigue. Clerics of the Dome must choose / worship a particular Patron Sage (listed below). Each Sage has a particular dogma, agenda, and flair that your character&lt;br /&gt;
should engage with. It is assumed that clerics of the Dome exists in a formal Modini hierarchy of the followers of each particular Sage.&lt;br /&gt;
&lt;br /&gt;
The “Dome Faith” lacks local NPC support in the areas surrounding Ephia’s Well. Unlike the Pantheon of the Wheel, it is not a local religion and should be represented by a minority of characters.&lt;br /&gt;
&lt;br /&gt;
These two pantheons, while not strictly at war, exist in a state of confused tension that should be properly portrayed IG through role-play. As one small mechanical encouragement of this, players are warned that Beneficial Spells from a Wheel Cleric will have a substantial chance for spell-failure if cast on a follower of the Dome Faith (and vice versa). A cleric of the Dome may thus find it difficult to even find adventuring companions who will be able to reliably receive their spells.&lt;br /&gt;
&lt;br /&gt;
For a Cleric of any of the Sages to cast spells of Circle 4, it is necessary to conduct a pilgrimage back to Il Modo and purchase / receive a relic from representatives of your Sect. In order to cast spells of Circle 5, it is necessary to have further demonstrated and proved to the Church / your NPC superiors that you are worthy of advancing in the ranks. This can be done through a DM application or through a NPC possession. Level 9 Clerics seeking a relic must have had a substantive impact pushing their Sage’s agenda in order to be entrusted with this advancement. Playing a Priest of the Divine Dome is not intended to be an easy experience.&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome draws from a variety of fictional and non-fictional inspirations and players should be mindful to carefully portray something that is grounded, distinct and unique to EFU. If you wish to incorporate something drawn from an actual faith tradition please check with a DM to ensure that it is done tastefully and non-offensively &lt;br /&gt;
&lt;br /&gt;
The faith of the Dome is rooted in cosmology. According to its tradition, the universe is composed of a single crystalline sphere that surrounds all things and is itself the source of all creation, time, and movement. It is this sphere (or Dome) that gives form, structure, and meaning to the universe.  The world is but a speck (perhaps one of many specks) that floats suspended in the mysterious vapors of the Dome’s interior. The stars above, or Illuminations, are&lt;br /&gt;
those souls that have ascended to the firmament above. &lt;br /&gt;
&lt;br /&gt;
Particularly important Illuminations are believed to be the souls of past Sages who the Modini tend to revere &amp;amp; worship in a polytheistic manner.&lt;br /&gt;
&lt;br /&gt;
Followers of the Dome believe in reincarnation. Souls are fated to be born and die in a constant state of repetition until a life has reached its highest potential for harmonic congruence with the Dome. What this means exactly is subject to considerable interpretation, frequently associated with one or another of the different Sages. When this true death is achieved; the soul ascends to become an Illumination (or Star) that is set into or adjacent the Dome itself. Truly great souls might ascend to become Sages themselves, and thus Illuminations of greater potency and glory. &lt;br /&gt;
&lt;br /&gt;
While the movements and nature of the Dome itself transcends understanding, mortals seek guidance and blessings from the Nine Great Sages, each associated with with a particular Illumination (Star) above. The contemplation of the Dome itself is generally reserved only for philosophers and high-ranking Priests. The majority members of this faith are only dimly aware of the theology related to the Divine Dome, and instead simply pray to a Patron Sage as if it was a god.&lt;br /&gt;
&lt;br /&gt;
It is customary for the people of Il Modo to choose a Patron Sage in their early adolescence. Praying to a Sage is considering the best way to bring success and avert misfortune in one’s current life. Pleasing one’s Patron Sage is also considered to be the best way to ensure that one’s future life is an improvement upon the present one. The Modini are a deeply hierarchical and aristocratic people and it is commonly believed that (for example) the Nobility enjoy their position in part because of pleasing a Sage in their former life. Followers of the Dome are always keen to advance their status both in their current life and (more importantly) in the next one.&lt;br /&gt;
&lt;br /&gt;
It is also common for the followers of the different Sages to be in conflict with each other. Indeed, several Sages are considered to represent forces that are evil and sinister and associated with only a tiny minority of followers. Nevertheless, all Modini recognize that all the Sages are important historic and theological figures that deserve respect. Rituals and the making of offerings to the different Sages (as needed) are a common practice.&lt;br /&gt;
&lt;br /&gt;
While the sects of each Sage are often in conflict, they do have occasional (secretive) conclaves where fundamental matters of the faith are determined. This includes, for example, the potential recognition of a new Great Sage. This is very rare. Cults worshipping or seeking to advance the recognition of a lesser Sage exist.&lt;br /&gt;
&lt;br /&gt;
The central site for religious instruction for the most beloved Sages is the “The Dome of Man,” a large cathedral-dome complex located in Il Modo. It is a site for pilgrimage and contemplation, and is the most important locale of Il Modo.  Those Sages that are more feared than loved are known to have smaller temples and sites of worship hidden throughout the sprawling city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
Astronomy is highly significant to followers of this faith. The approach is, however, thematically very different than the Orthodox Astronomy of Baz’eel or the Arcano-Scientific Astronomy of the followers of Q’tolip. Star-knowledge is heavily rooted on a more mystical / ritualistic approach.&lt;br /&gt;
&lt;br /&gt;
The faith had its beginnings with the first Pilot-Prophet Sage Raffelo. He is believed to have discovered these fundamental cosmological truths and thus founded the Church of the Dome. From his teachings, a caste of Pilot-Priests began who are the core of the faith’s institutional hierarchy. As Il Modo itself is in constant untethered motion, floating here and there across the Sea of Pearls, it can be very difficult to find. The Pilot-Priests of Raffelo are experts in the study of the stars and applying their knowledge through rituals to be able to successfully chart a path through the sea’s treacherous waters.&lt;br /&gt;
&lt;br /&gt;
The Pilot-Priests as a caste attempt to exert a monopoly upon all naval navigation. The riches received from this monopoly has been poured into works of great art and architecture; however it has also frequently led to corruption and decadence.&lt;br /&gt;
&lt;br /&gt;
==Sage Raffelo the Pilot-Prophet==&lt;br /&gt;
[[File:Raffelo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Hierarchical Status / Knowledge / Law / Navigation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Travel, Planning, Nobility, Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Ambitious Pilot-Priests, politicians, wealthy nobles and their loyal servants, members of the Inspecta&lt;br /&gt;
&lt;br /&gt;
The first and most important of the Sages. The Sage of those Pilot-Priests who climb the elaborate hierarchy of the Church. A Sage also for those who seek to play the Game of Knives and climb their way to the top of the Modini institutions. Also associated with the feared Inspecta, that order of inquisitors and investigators who function as Il Modo’s secretive spy service and religious police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039; Pilot Priest, Esteemed Pilot-Priest, Eminent Pilot-Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Raffelo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Command your crew, if you do not have one then form one&lt;br /&gt;
*Obey your superiors and demand obedience from your inferiors&lt;br /&gt;
*Enhance the power and prestige of Il Modo&lt;br /&gt;
&lt;br /&gt;
==Sage Maribela de Fortuna==&lt;br /&gt;
[[File:Maribela.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Luck / Adventure / Fishing / Fate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Chaos, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Creation, Luck, Protection, Trickery, Fate, Moon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; NG, CG, TN, CN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Eel fishers &amp;amp; hunters, sailors, laborers, adventurers, gamblers&lt;br /&gt;
&lt;br /&gt;
 A popular and beloved Sage associated with the luck of eel fishers just as she is with adventurers. Also generally frequently associated with the unpredictability of the sea. Maribela is the subject of many tavern tales and legends, always fishing for eels and going on wild adventures in order to feed her family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal.&#039;&#039; Luckfisher, Fisher-Priest, Pilot-Priest, Cap’n, etc….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Maribela are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek bold adventure, trust in your luck&lt;br /&gt;
*Stories of your deeds should be remembered by your friends&lt;br /&gt;
*Help others find their way through this life&lt;br /&gt;
&lt;br /&gt;
==Sage Markolo the Navigator==&lt;br /&gt;
[[File:Markolo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Trade / Exploration / Skill / Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trade, Rune, Travel, Spells, Charm, Knowledge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE, TN, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Merchants, Explorers, the rare Modini wizard, also popular among less ambitious Pilot-Priests, Scholars….&lt;br /&gt;
&lt;br /&gt;
 Sage Markolo was a great trader and navigator who was instrumental in turning Il Modo into the naval trading power it later became. His merchant fleets brought great wealth and knowledge from distant places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Pilot-Priest, Merchant-Priest, Scholar-Priest….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Markolo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Accumulate wealth and show it off&lt;br /&gt;
*Explore distant locales and enhance your knowledge of the world and its splendors&lt;br /&gt;
*Develop connections with other lands and peoples&lt;br /&gt;
&lt;br /&gt;
==Sage Vittoria the Admiral==&lt;br /&gt;
[[File:Vittoria.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; War / Strength / Strategy / Honor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, War, Strength, Protection, Planning, Metal, Fate, Retribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, LN, LE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Soldiers, tacticians, sailors, warriors&lt;br /&gt;
&lt;br /&gt;
Vittoria was a legendary Admiral who oversaw the conversion of the old Modini fishing and eeling fleets into a significant naval power. She was undefeated in battle and led Il Modo to become (for a time) the preeminent naval power of the sea. A statue of proud Sage Vittoria atop a column stands overlooking the plaza of the Dome to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Captain-Priest, Admiral-Priest...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Vittoria are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Victory through strength and strategy&lt;br /&gt;
*Enhance the military power of Il Modo&lt;br /&gt;
*Achieve the limits of your own personal might&lt;br /&gt;
&lt;br /&gt;
==Sage Giacomo the Artificer==&lt;br /&gt;
[[File:Giacomo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Craft / Art / Creation / Madness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Metal, Rune, Planning, Destruction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CG, NG, CN, TN, CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Inventors (non-Mechanists), Artists, Builders, Manufacturers, Lunatics&lt;br /&gt;
&lt;br /&gt;
Giacomo the Artificer was a genius without parallel. His contributions to art, music, architecture, and simple craftsmanship seemed divinely blessed. How else to explain such genius? Yet he was also mad, and tended to burn much of what he produced, constantly dissatisfied. In addition to an enormous output of works of art, he designed the enormous ballast tank systems that keep Il Modo afloat. He also oversaw the construction of the Grand Duke’s Palace, the Dome of Man, and as a final project built ‘The Lamp of Learning,’ a towering university-lighthouse filled with bizarre traps and hidden secrets. He further developed advanced designs for arbalests, new naval vessels, cannons /&lt;br /&gt;
bombards, and established the tradition of Workshops. Scraps of his notebook are eagerly sought after, and those paintings of his that remain are valued more than the palaces they are found in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Artificer-Priest, Artist-Priest, Builder…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Giacomo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Create, build, and learn.&lt;br /&gt;
*Victory and success through your own understanding&lt;br /&gt;
*Trust not the mechanistic works of Qa&#039;im, and the Dunes of Pra&#039;raj, for those works pass beyond your understanding and are not the product of man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sage Santina the Compassionate==&lt;br /&gt;
[[File:Santini.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Charity / Healing / Compassion / Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Healing, Sea Caves, Renewal, Repose, Protection, Sufering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, CG, LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Healers, the ill, the poor, the desperate, the compassionate, missionaries, ‘Lezrous’ paladins and knights&lt;br /&gt;
&lt;br /&gt;
Plague and disease has long been one of the great banes of Il Modo. During the first great bout of the ‘Crimson Death’, Sage Santina and her followers were instrumental in tending to its victims. Adherents of Saga Santina also are the most enthusiastically evangelical about the faith of the Dome. They strongly believe that, for the sake of the harmony of the Dome as well as the fate of every soul, it is absolutely necessary to convert as many people as possible. &lt;br /&gt;
&lt;br /&gt;
The sect of Sage Santina maintains an additional Knightly Order made up mostly of those who have suffered and survived the Crimson Death. “Lezrous” is an EFU-term (inspired by ‘Leprous’) to describe those who have suffered the ravages of the Crimson Death Plague. The “Order of the Lezrous Brethren” (or Lezerotti) are the defenders of the sect and those who are willing to go among the poor and diseased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Sister-Priest, Brother-Priest, Healer-Priest…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Santina are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Serve others, and put aside pride and ostentation&lt;br /&gt;
*Attend to the afflicted and needy&lt;br /&gt;
*Encourage others to join the faith&lt;br /&gt;
&lt;br /&gt;
==Sage Orlando of the Death Masque (Feared Sage)==&lt;br /&gt;
[[File:Orlando.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Disease / Death / Intrigue / Art (acting, opera)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Evil, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trickery, Illusion, Retribution, Suffering, Charm, Hatred, Blood, Decay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CN, LE, NE, CE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Courtiers, Assassins, the Depraved, Actors, those seeking vengeance&lt;br /&gt;
&lt;br /&gt;
 The Sage Orlando was a great performer, traveler, and courtier with a genius for intrigue and a taste for the grotesque. He toured the western Sea in a flotilla of courtiers and masked revelers, only to return and bring with them the plague of the Crimson Death, a flux that has never been truly stamped out from Il Modo. To follow Orlando is to be associated with many of the darkest characteristics of the Modini character: a dreadful fear of disease, adoration of beauty, a thirst for vengeance, and skill in intrigue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Shadow-Priest, Grotesque-Brother/Sister, etc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Orlando are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Embrace the beauty and horror of life&lt;br /&gt;
*Spin webs of intrigue and master them&lt;br /&gt;
*Avenge yourself against those who slight you&lt;br /&gt;
&lt;br /&gt;
==Sage Barbarina of the Lost Armada (Feared Sage)==&lt;br /&gt;
[[File:Barbarina.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Storms / Necromancy / Underworld / Pirates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Evil, Death, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Darkness, Undeath, Hatred, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  Doomseekers, Pirates, Necromancers, Drowned Skeletons, Cave Dwellers, and those seeking protection from them&lt;br /&gt;
&lt;br /&gt;
According to legend, Barbarina was a charismatic young noble who was betrayed by her family’s enemies. She organized a flotilla of oppressed eel fishers and mutinous naval vessels and was for a time a menacing Pirate Queen that threatened to conquer Il Modo itself. Ultimately, she decided to lead her armada on a mad expedition into the Maelstrom - there are various tales and legends as to why. At any rate, the Armada was sucked into the darkness below. It is said that Barbarina and her Armada now inhabit the undersea and have even traveled to the Other Side, there to behold the horrors of the Underdome.&lt;br /&gt;
&lt;br /&gt;
To follow the Sage Barbarina is considered too dangerous by the authorities and Inspecta of the Dome of Man (Church). It is therefore a forbidden cult, although she is nonetheless offered fearful prayer by many and adopted as a Patron by some. The people of Il Modo have a particular terror of underwater, underground places, the undead, and absolute darkness in part because of frightening tales told about Saga Barbarina and her Lost Armada.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Pirate-Priest, Dread-Captain, etc…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Barbarina are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Form your crew from the living and unliving alike&lt;br /&gt;
*Claim the dark and dank places of the world for Barbarina, and drive out those other horrors that exist&lt;br /&gt;
*Bring passionate terror and fear to all, its good for them&lt;br /&gt;
*Revel and enjoy the evil path you have chosen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Unknown Sage==&lt;br /&gt;
[[File:UnknownSage.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Mystery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  ?&lt;br /&gt;
&lt;br /&gt;
The identity of the Ninth and Unknown Sage is a secret that is maintained by the highest ranking members of each sect of the Way of the Dome. There are many speculations as to who it might be, but it is not known who or why all the Priests are so universally aligned with declining to identify the identity of this Greater Sage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players may not play cleric followers of the Unknown Sage at this time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Unknown Sage:&#039;&#039;&#039;&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2918</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2918"/>
		<updated>2023-11-29T21:29:48Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: scrying changed from level 6 to level 5 for druids and clerics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / caster level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 round/10 round Wait, Effect Instant&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle experience the effects of the &amp;quot;Slow&amp;quot; spell. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 3 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 5, Druid 5, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 turn / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 6&lt;br /&gt;
 Innate Level: 6&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state applies a random hex to the target on a failed Will save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of astral damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	1 Hour / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 Turn / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2917</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2917"/>
		<updated>2023-11-29T21:27:11Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Herald of winter, 11/29/23 Tala change log 1 turn &amp;gt; 2 turn per level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 sc&lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / caster level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 round/10 round Wait, Effect Instant&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle experience the effects of the &amp;quot;Slow&amp;quot; spell. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 3 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 6, Druid 6, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 2 turn / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 6&lt;br /&gt;
 Innate Level: 6&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state applies a random hex to the target on a failed Will save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of astral damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	1 Hour / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 Turn / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2916</id>
		<title>General Changes &amp; Feat Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2916"/>
		<updated>2023-11-29T21:21:51Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: format change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major EFU Changes = &lt;br /&gt;
&lt;br /&gt;
Many changes have been made to EFU: Sands of Intrigue that have no home elsewhere in the Wiki. This is where you can find information on those topics. &lt;br /&gt;
&lt;br /&gt;
== Mechanical changes == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Bioware Parties ||  Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs.&lt;br /&gt;
|-&lt;br /&gt;
| HP Rolls on Level Up || Characters roll max HP on each level up and it is no longer randomized.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Level || Characters start at level 2 in the OOC starting area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is achievable for almost any player, the difficulty will begin to sharply increase from there. Level 10 is sometimes attained by accomplished long-term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an [[Applications|application]] to be approved prior to leveling up in-game.&lt;br /&gt;
|-&lt;br /&gt;
| Saving throws || Saving throws do not auto-fail on rolling 1&#039;s, but still auto-succeed on 20&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll, or in special &amp;quot;free resting&amp;quot; locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Effects || Various spell visual effects have been removed/shortened.&lt;br /&gt;
|-&lt;br /&gt;
|Ability Bonuses || Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack&lt;br /&gt;
|-&lt;br /&gt;
|Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. &lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || Caltrops will not stack when dropped on top of each other.&lt;br /&gt;
|-&lt;br /&gt;
| AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors).&lt;br /&gt;
|-&lt;br /&gt;
| Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special &amp;quot;unconscious&amp;quot; area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game&#039;s engine, so be careful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripted Changes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DM XP&#039;&#039;&#039; ||DM XP can be awarded for many feats: Doing interesting &#039;things&#039;, pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a &amp;quot;spiced&amp;quot; quest. Merely being present for an important event may also earn you some XP. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Quests&#039;&#039;&#039;||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration Random Areas&#039;&#039;&#039;||We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They&#039;re fun, but sometimes very deadly. Players often refer to these as &amp;quot;randoms&amp;quot; or simply &amp;quot;explorables&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Ambients&#039;&#039;&#039;||lots of different little small &amp;quot;things&amp;quot; spawn all around the module also. Strange shrines, or deadly plants... etc. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rumors&#039;&#039;&#039;||We have a &amp;quot;rumors&amp;quot; system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we&#039;ll hide lore or plot hints or remarks on player actions in-game. It can be worthwhile to speak with NPCs and read placeables scattered across the module...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rare Spawns&#039;&#039;&#039;||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are &amp;quot;Hero Spawns&amp;quot; (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenging&#039;&#039;&#039;||There are a lot of areas that can be &amp;quot;scavenged,&amp;quot; particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Merchants&#039;&#039;&#039; || Occasionally, special merchants with stores will spawn in-game with discounted or randomly generated wares. They can be found in &amp;quot;explorable&amp;quot; areas that populate across the module. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Interaction NPCs&#039;&#039;&#039;||Some of the random spawn NPCs in settlements can be interacted for the possibility of a reward, such as an arm-wrestling contest wagering gold.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reinforced Gold Chests&#039;&#039;&#039;|| In EFU:Sands of Intrigue, occasionally you will encounter &#039;Reinforced Gold Chests&#039;. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a &#039;Reinforced Gold Chest&#039;, players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gold Piles&#039;&#039;&#039; || In EFU: Sands of Intrigue, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacks of Gold&#039;&#039;&#039; || In EFU: Sands of Intrigue, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Treasure Boxes&#039;&#039;&#039; || In EFU: Sands of Intrigue, special reward placeables can be found in quests that reward every player who opens it. These placeables are usually appear as a pile of boxes. Keep an eye out! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Order NPCS&#039;&#039;&#039; || As an inversion of Delivery Quests, players can pay for the collection of a randomized package of loot. Several NPCs offering their services for a bit of coin exist throughout the Desert&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raise Dead&#039;&#039;&#039;|| Raise Dead has been disabled for Cleric PCs. Respawn deaths should considered as simply having been seriously injured or knocked out.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cleric Spellcasting&#039;&#039;&#039; || [[Cleric|Clerics]] are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graverobbing&#039;&#039;&#039;||Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Falling Damage&#039;&#039;&#039; || Failing climbing checks will generally result in falling damage, which will inflict a significant amount of bludgeoning to your character. This can be lethal if you are reckless enough!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New Shape Change AI&#039;&#039;&#039; || A new shapechanger AI has been added to appropriate NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticky Combat Modes&#039;&#039;&#039; || Sticky Combat Modes have been implemented. You may walk around freely with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and other combat stances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New Feats == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feat !! Prerequisites !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level&lt;br /&gt;
|-&lt;br /&gt;
|Drifter || Survival 5 Ranks || May rest without a campfire or bedroll&lt;br /&gt;
|-&lt;br /&gt;
|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Physician || Heal 5 Ranks || Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feat Changes == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039; || Pre-requisite is 14 DEX, instead of 15 DEX.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arcane Defense&#039;&#039;&#039; || &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:400px; overflow:auto; margin-left: 50px;” &amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:&lt;br /&gt;
 Spell Focus is not required to take the feat&lt;br /&gt;
 Must now be able to cast 1st level spells&lt;br /&gt;
 Taking the feat grants a unique 1/day ability&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Grants immunity to Lesser Dispel &amp;amp; Dispel Magic for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Conjuration&lt;br /&gt;
 All summons around the caster in a colossal radius roll a will save against the character&#039;s level + 15 and are destroyed on a failed save.&lt;br /&gt;
&lt;br /&gt;
 Divination&lt;br /&gt;
 Removes all See Invisibility effects and other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal area&lt;br /&gt;
&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Grants immunity to mind spells for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Evocation&lt;br /&gt;
 Grants +10 Reflex for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Illusion&lt;br /&gt;
 Removes all invisibility effects from all creatures in a colossal area and grants See Invisibility for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Grants 50% immunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blooded&#039;&#039;&#039; || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brew Potion&#039;&#039;&#039; || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create multiple potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or a Brewer&#039;s Elixir to check the maximum cost of brewing each potion. To use either, simply cast the spell onto the item. Brewing costs are randomized, but never exceed the Elixir&#039;s maximum, and are reduced by your Appraise. Potion Cauldrons are also affected by your level, determining how many potions you can brew at once. Paladins and Rangers can only brew one potion at a time, even with a potion cauldron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bullheaded&#039;&#039;&#039; || Additionally grants 1d12 temporary HP on rest&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combat Casting&#039;&#039;&#039; || The base DC for Defensive Casting has been changed to 10+innate spell level.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Courteous Magocracy&#039;&#039;&#039; || Additionally grants +2 Persuade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Craft Wand&#039;&#039;&#039; ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). Crafted wands have a +3 bonus to their DC.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disarm &amp;amp; Improved Disarm&#039;&#039;&#039; || No longer provides bonus AB based on the difference between combatants&#039; weapon size categories.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dual-Wield &amp;amp; Two-Weapon Fighting&#039;&#039;&#039; ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expertise&#039;&#039;&#039; || +3 bonus to AC, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Expertise&#039;&#039;&#039; || +6 bonus to AC, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; || By choosing GSF: Evocation, the element you have selected to associate with your Flame Weapon element adds a special effect to spells that deal elemental damage of that sort. For example, having cold as your Flame Weapon element will add the below effect to all cold damage spells, such as Ice Storm. You can choose the elemental association of your Flame Weapon by interacting with a placeable in the OOC starter zone. &lt;br /&gt;
     &#039;&#039;&#039;Fire&#039;&#039;&#039; - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.&lt;br /&gt;
     &#039;&#039;&#039;Cold&#039;&#039;&#039; - Damaged targets make a saving throw or suffer Slow for one round.&lt;br /&gt;
     &#039;&#039;&#039;Acid&#039;&#039;&#039; - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.&lt;br /&gt;
     &#039;&#039;&#039;Electrical&#039;&#039;&#039; - Damaged targets spread 1d4 electrical damage to other nearby targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Attack&#039;&#039;&#039; || +3 bonus to attack damage, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Power Attack&#039;&#039;&#039; || +6 bonus to attack damage, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luck of the Heroes&#039;&#039;&#039; || Renamed to Fortunate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Disease&#039;&#039;&#039; || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silent Spell&#039;&#039;&#039; || Having the Silent Spell feat passively negates spell failure when underwater.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silver Palm&#039;&#039;&#039; || Automatically pass the hidden Persuade checks to see special items on certain merchants. Each stall you open generates a rumor, alerting potential customers of where you are located.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Focus: Heal&#039;&#039;&#039; || Increases the rate at which herbs heal the target (per instance) from 1 to 2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snake Blood&#039;&#039;&#039; || Additionally grants the &amp;quot;Use Poison&amp;quot; feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Attack&#039;&#039;&#039; || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Still Spell&#039;&#039;&#039; || Having the Still Spell feat passively negates spell failure from limb loss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stealthy&#039;&#039;&#039; || Additionally grants bonus +1 to Hide and Move Silent skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stunning Fist&#039;&#039;&#039; || Duration is, properly, 12 seconds to match the original duration prior to Beamdog&#039;s change&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turn Undead&#039;&#039;&#039; || Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encumbrance Changes == &lt;br /&gt;
&lt;br /&gt;
Encumbrance limits were increased. Weight capacity has been increased by 10 at each point of Strength below 16. At 16 Strength, capacity is only increased by 5. From 17 Strength onward the values remain consistent with vanilla NWN.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strength !! Encumbered !! Heavily Encumbered&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 36 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 43 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 70 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 76 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 83 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 96 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 102 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 110 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 120 || 160&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 126 || 185&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 143 || 210&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 158 || 235&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 173 || 260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2915</id>
		<title>General Changes &amp; Feat Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=2915"/>
		<updated>2023-11-29T21:21:05Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Silken mail one per day &amp;gt; two per day&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major EFU Changes = &lt;br /&gt;
&lt;br /&gt;
Many changes have been made to EFU: Sands of Intrigue that have no home elsewhere in the Wiki. This is where you can find information on those topics. &lt;br /&gt;
&lt;br /&gt;
== Mechanical changes == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Bioware Parties ||  Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs.&lt;br /&gt;
|-&lt;br /&gt;
| HP Rolls on Level Up || Characters roll max HP on each level up and it is no longer randomized.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Level || Characters start at level 2 in the OOC starting area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is achievable for almost any player, the difficulty will begin to sharply increase from there. Level 10 is sometimes attained by accomplished long-term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an [[Applications|application]] to be approved prior to leveling up in-game.&lt;br /&gt;
|-&lt;br /&gt;
| Saving throws || Saving throws do not auto-fail on rolling 1&#039;s, but still auto-succeed on 20&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll, or in special &amp;quot;free resting&amp;quot; locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Effects || Various spell visual effects have been removed/shortened.&lt;br /&gt;
|-&lt;br /&gt;
|Ability Bonuses || Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack&lt;br /&gt;
|-&lt;br /&gt;
|Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. &lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || Caltrops will not stack when dropped on top of each other.&lt;br /&gt;
|-&lt;br /&gt;
| AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors).&lt;br /&gt;
|-&lt;br /&gt;
| Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special &amp;quot;unconscious&amp;quot; area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game&#039;s engine, so be careful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripted Changes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DM XP&#039;&#039;&#039; ||DM XP can be awarded for many feats: Doing interesting &#039;things&#039;, pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a &amp;quot;spiced&amp;quot; quest. Merely being present for an important event may also earn you some XP. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Quests&#039;&#039;&#039;||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration Random Areas&#039;&#039;&#039;||We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They&#039;re fun, but sometimes very deadly. Players often refer to these as &amp;quot;randoms&amp;quot; or simply &amp;quot;explorables&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random Ambients&#039;&#039;&#039;||lots of different little small &amp;quot;things&amp;quot; spawn all around the module also. Strange shrines, or deadly plants... etc. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rumors&#039;&#039;&#039;||We have a &amp;quot;rumors&amp;quot; system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we&#039;ll hide lore or plot hints or remarks on player actions in-game. It can be worthwhile to speak with NPCs and read placeables scattered across the module...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rare Spawns&#039;&#039;&#039;||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are &amp;quot;Hero Spawns&amp;quot; (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenging&#039;&#039;&#039;||There are a lot of areas that can be &amp;quot;scavenged,&amp;quot; particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Merchants&#039;&#039;&#039; || Occasionally, special merchants with stores will spawn in-game with discounted or randomly generated wares. They can be found in &amp;quot;explorable&amp;quot; areas that populate across the module. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Interaction NPCs&#039;&#039;&#039;||Some of the random spawn NPCs in settlements can be interacted for the possibility of a reward, such as an arm-wrestling contest wagering gold.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reinforced Gold Chests&#039;&#039;&#039;|| In EFU:Sands of Intrigue, occasionally you will encounter &#039;Reinforced Gold Chests&#039;. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a &#039;Reinforced Gold Chest&#039;, players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gold Piles&#039;&#039;&#039; || In EFU: Sands of Intrigue, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sacks of Gold&#039;&#039;&#039; || In EFU: Sands of Intrigue, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Treasure Boxes&#039;&#039;&#039; || In EFU: Sands of Intrigue, special reward placeables can be found in quests that reward every player who opens it. These placeables are usually appear as a pile of boxes. Keep an eye out! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Delivery Order NPCS&#039;&#039;&#039; || As an inversion of Delivery Quests, players can pay for the collection of a randomized package of loot. Several NPCs offering their services for a bit of coin exist throughout the Desert&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raise Dead&#039;&#039;&#039;|| Raise Dead has been disabled for Cleric PCs. Respawn deaths should considered as simply having been seriously injured or knocked out.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cleric Spellcasting&#039;&#039;&#039; || [[Cleric|Clerics]] are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graverobbing&#039;&#039;&#039;||Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Falling Damage&#039;&#039;&#039; || Failing climbing checks will generally result in falling damage, which will inflict a significant amount of bludgeoning to your character. This can be lethal if you are reckless enough!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New Shape Change AI&#039;&#039;&#039; || A new shapechanger AI has been added to appropriate NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticky Combat Modes&#039;&#039;&#039; || Sticky Combat Modes have been implemented. You may walk around freely with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and other combat stances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New Feats == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feat !! Prerequisites !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level&lt;br /&gt;
|-&lt;br /&gt;
|Drifter || Survival 5 Ranks || May rest without a campfire or bedroll&lt;br /&gt;
|-&lt;br /&gt;
|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Physician || Heal 5 Ranks || Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feat Changes == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039; || Pre-requisite is 14 DEX, instead of 15 DEX.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arcane Defense&#039;&#039;&#039; || &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:400px; overflow:auto; margin-left: 50px;” &amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:&lt;br /&gt;
 Spell Focus is not required to take the feat&lt;br /&gt;
 Must now be able to cast 1st level spells&lt;br /&gt;
 Taking the feat grants a unique 1/day ability&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Grants immunity to Lesser Dispel &amp;amp; Dispel Magic for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Conjuration&lt;br /&gt;
 All summons around the caster in a colossal radius roll a will save against the character&#039;s level + 15 and are destroyed on a failed save.&lt;br /&gt;
&lt;br /&gt;
 Divination&lt;br /&gt;
 Removes all See Invisibility effects and other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal area&lt;br /&gt;
&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Grants immunity to mind spells for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Evocation&lt;br /&gt;
 Grants +10 Reflex for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Illusion&lt;br /&gt;
 Removes all invisibility effects from all creatures in a colossal area and grants See Invisibility for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Grants 50% immunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blooded&#039;&#039;&#039; || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brew Potion&#039;&#039;&#039; || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create multiple potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or a Brewer&#039;s Elixir to check the maximum cost of brewing each potion. To use either, simply cast the spell onto the item. Brewing costs are randomized, but never exceed the Elixir&#039;s maximum, and are reduced by your Appraise. Potion Cauldrons are also affected by your level, determining how many potions you can brew at once. Paladins and Rangers can only brew one potion at a time, even with a potion cauldron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bullheaded&#039;&#039;&#039; || Additionally grants 1d12 temporary HP on rest&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combat Casting&#039;&#039;&#039; || The base DC for Defensive Casting has been changed to 10+innate spell level.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Courteous Magocracy&#039;&#039;&#039; || Additionally grants +2 Persuade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Craft Wand&#039;&#039;&#039; ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). Crafted wands have a +3 bonus to their DC.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disarm &amp;amp; Improved Disarm&#039;&#039;&#039; || No longer provides bonus AB based on the difference between combatants&#039; weapon size categories.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dual-Wield &amp;amp; Two-Weapon Fighting&#039;&#039;&#039; ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expertise&#039;&#039;&#039; || +3 bonus to AC, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Expertise&#039;&#039;&#039; || +6 bonus to AC, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; || By choosing GSF: Evocation, the element you have selected to associate with your Flame Weapon element adds a special effect to spells that deal elemental damage of that sort. For example, having cold as your Flame Weapon element will add the below effect to all cold damage spells, such as Ice Storm. You can choose the elemental association of your Flame Weapon by interacting with a placeable in the OOC starter zone. &lt;br /&gt;
     &#039;&#039;&#039;Fire&#039;&#039;&#039; - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.&lt;br /&gt;
     &#039;&#039;&#039;Cold&#039;&#039;&#039; - Damaged targets make a saving throw or suffer Slow for one round.&lt;br /&gt;
     &#039;&#039;&#039;Acid&#039;&#039;&#039; - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.&lt;br /&gt;
     &#039;&#039;&#039;Electrical&#039;&#039;&#039; - Damaged targets spread 1d4 electrical damage to other nearby targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Attack&#039;&#039;&#039; || +3 bonus to attack damage, -3 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Power Attack&#039;&#039;&#039; || +6 bonus to attack damage, -6 penalty to AB&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Luck of the Heroes&#039;&#039;&#039; || Renamed to Fortunate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist Disease&#039;&#039;&#039; || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silent Spell&#039;&#039;&#039; || Having the Silent Spell feat passively negates spell failure when underwater.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silver Palm&#039;&#039;&#039; || Automatically pass the hidden Persuade checks to see special items on certain merchants. Each stall you open generates a rumor, alerting potential customers of where you are located.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Focus: Heal&#039;&#039;&#039; || Increases the rate at which herbs heal the target (per instance) from 1 to 2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snake Blood&#039;&#039;&#039; || Additionally grants the &amp;quot;Use Poison&amp;quot; feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Attack&#039;&#039;&#039; || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Still Spell&#039;&#039;&#039; || Having the Still Spell feat passively negates spell failure from limb loss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stealthy&#039;&#039;&#039; || Additionally grants bonus +1 to Hide and Move Silent skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stunning Fist&#039;&#039;&#039; || Duration is, properly, 12 seconds to match the original duration prior to Beamdog&#039;s change&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turn Undead&#039;&#039;&#039; - Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encumbrance Changes == &lt;br /&gt;
&lt;br /&gt;
Encumbrance limits were increased. Weight capacity has been increased by 10 at each point of Strength below 16. At 16 Strength, capacity is only increased by 5. From 17 Strength onward the values remain consistent with vanilla NWN.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strength !! Encumbered !! Heavily Encumbered&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 36 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 43 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 70 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 76 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 83 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 96 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 102 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 110 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 120 || 160&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 126 || 185&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 143 || 210&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 158 || 235&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 173 || 260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Cleric&amp;diff=2914</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Cleric&amp;diff=2914"/>
		<updated>2023-11-29T21:08:05Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added archtypes from 11/16/23 abala changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Cleric&lt;br /&gt;
|ClassPic=Cleric.jpg&lt;br /&gt;
|ClassName=Cleric&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=8 + CON&lt;br /&gt;
|Prof=Armor (Light, Medium, Heavy), Shields, Weapons (Simple)&lt;br /&gt;
|Skills=4 + INT&lt;br /&gt;
|Saves=Fort High, Will High, Reflex Low&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 8+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light, Medium, Heavy), Shields, Weapon (Simple)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  4 + INT modifier per level, (4+INT)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +3/4 levels &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for &amp;quot;cure&amp;quot; and &amp;quot;inflict&amp;quot; spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells.&lt;br /&gt;
&lt;br /&gt;
===Archetypes===&lt;br /&gt;
Clerics must choose one of the archetypes. This is a feat that is selected on the cleric&#039;s first level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Chaplain:&#039;&#039;&#039; The Chaplain is the traditional cleric. He wears armor, wields shields and wields simple weapons in pursuit of his God&#039;s many enemies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Priest:&#039;&#039;&#039; The Priest is a divine caster who loses all armor, shield, and weapon proficiencies and, uniquely among classes, can never learn to use them. These feats will be stripped on every level up even when multiclassing. He only possesses Wizard weapon proficiency. However, the Priest is a master of divine spellcasting. When he casts a Cure X Wounds spell (if Good/Neutral) or an Inflict X Wounds spell (if Evil), the spell will recharge after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
===Dogmatic Expectations===&lt;br /&gt;
Clerics are expected to represent their deity and/or divine beliefs in ways beyond casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and evangelize a holy (or unholy) message. It is a matter of best judgement, and creative twists on these priestly duties are always welcome. Nonetheless, if a Cleric strays too far from their role, they may receive a spellcasting failure chance (applied by DMs).&lt;br /&gt;
&lt;br /&gt;
===Choosing Domains===&lt;br /&gt;
&lt;br /&gt;
Newly created Clerics must select a single Primary Domain and one Secondary Domain. This is an intrinsic, inalienable part of the mechanics behind the EFU&#039;s custom cleric systems. These domains also serve to determine what kind of relics your Cleric can use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only choose an alignment-based Primary Domain if your Cleric is of that alignment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only choose a race-based Primary Domain if your cleric is of that race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The domains available are listed [[Domains|&#039;&#039;&#039;here&#039;&#039;&#039;]]. Please be careful to remember this while designing your wonderful new character!&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
In order to be able to cast spells, they must then attune (via [[Player Tools#Attune to Relic|Player Tool]]) to an appropriate Relic that matches either of the domains they selected.&lt;br /&gt;
&lt;br /&gt;
Players are advised to select domains according to desired theme and flair, in ways that associate best with your deity.&lt;br /&gt;
&lt;br /&gt;
Utilizing the new Cleric feats in order to create, improve, and expand upon their relic, players will gain access to many mechanical benefits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:620px; overflow:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot; | New Cleric Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Sacrifice&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 3rd level, The cleric gains the ability to sacrifice Divine Relics. When sacrificing relics, the cleric gains sacrificing points, based on the enhancement level of the relic: 1 + relic enhancement level.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully sacrificed by rolling a Consecration skill roll against the relic&#039;s gold value score + (10 * relic enhancement level). For example, if a relic&#039;s gold value score  12, and if it was enhanced twice, the required roll will be 32.&lt;br /&gt;
&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used three times a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Enhance&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 4th level, The cleric gains the ability to enhance the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enhancing relics, their enhancement level increases by 1, and they gain permanent item properties based on their enhancement level:&lt;br /&gt;
level 1: random skill +2.&lt;br /&gt;
level 2: random spell 1 use/day.&lt;br /&gt;
level 3: random save +1.&lt;br /&gt;
&lt;br /&gt;
All the random properties are relevant to the cleric class. The cleric&#039;s domains might give a very slight offset towards a property related to the domain, but this is never guaranteed.&lt;br /&gt;
If the relic can&#039;t be equipped, on all levels it will get a random spell 1 use/day.&lt;br /&gt;
&lt;br /&gt;
The relic can&#039;t be enhanced more than 3 times.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully enhanced by rolling a Consecration skill roll against the relic&#039;s gold value score + (10 * relic enhancement level). For example, if a relic&#039;s gold value score  12, and if it was enhanced twice, the required roll will be 32.&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used once a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Enchant&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 6th level, The cleric gains the ability to enchant the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enchanting relics, the relic gains temporary item properties based on their equippable slot:&lt;br /&gt;
&lt;br /&gt;
Melee  	-    +1 Enchantment&lt;br /&gt;
Ranged  -    +1 Attack&lt;br /&gt;
Armor   -    +1 AC&lt;br /&gt;
Helm    -    +1 AC&lt;br /&gt;
Shield  -    +1 AC&lt;br /&gt;
Cloak   -    Elemental Immunity 10%&lt;br /&gt;
Amulet  -    +1 Empower Class Ability, +1 Extend Class Ability&lt;br /&gt;
Boots   -    +2 Reflex&lt;br /&gt;
Ring    -    +2 Will&lt;br /&gt;
Bracers -    Physical Immunity 5%&lt;br /&gt;
Gloves  -    +2 Fort&lt;br /&gt;
&lt;br /&gt;
The duration of the effect is 1 round for every Consecration rank of the cleric.&lt;br /&gt;
&lt;br /&gt;
All the random properties are relevant to the cleric class. The cleric&#039;s domains might give a very slight offset towards a property related to the domain, but this is never guaranteed.&lt;br /&gt;
If the relic can&#039;t be equipped, it can&#039;t be enchanted.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully enchanted by rolling a Consecration skill roll against the relic&#039;s gold value score. For example, if a relic&#039;s gold value score  12, the required roll will be 12.&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used twice a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Sanctify Item&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 8th level, The cleric gains the ability to sanctify items, making them only usable by members of their faiths, by using 2 of their sacrifice relic points. &lt;br /&gt;
&lt;br /&gt;
The item is successfully sanctified by rolling a Consecration skill roll against the item&#039;s gold value score + (20 if the item is already marked to only be usable by another faith). For example, if a relic&#039;s gold value score 12, the required roll will be 12. If the item has an OUB by a different faith, the roll will be 32.&lt;br /&gt;
&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
On a failed roll, the cleric rolls again for half of the original roll&#039;s score to attempt to sanctify it to the faith group of their deity, when relevant. For example, if the cleric&#039;s deity is &amp;quot;The Wanderer, Warad&amp;quot;, if failing the original roll but succeeding the second roll, the item will be usable by all followers of deities of the Wheel faith. But if the cleric&#039;s deity is Pra&#039;raj, there&#039;s no second roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used twice a day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;THIS ABILITY IS ONLY RELEVANT FOR CLERICS WITH A VALID SETTINGS DEITY.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cleric Spell List==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle || 5th Circle || 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Cure minor wounds	||	Bane	||	Aid	||	Animate dead	||	[[Custom_Spells#Castigate|Castigate]]	||	Battletide	||	Banishment&lt;br /&gt;
|-&lt;br /&gt;
|	Inflict minor wounds	||	Bless	||	Bull&#039;s strength	||	Bestow curse	||	Cure critical wounds	||	[[Custom_Spells#Chaav.27s_Laugh|Chaav&#039;s Laugh]]	||	Blade barrier&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	[[Custom_Spells#Bless_Water|Bless Water]]	||	Cure moderate wounds	||	Blindness/deafness	||	Death ward	||	Circle of doom	||	Control undead&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Cure light wounds	||	Darkness	||	Clarity	||	Dismissal	||	Flame strike	||	Create undead&lt;br /&gt;
|-&lt;br /&gt;
|	Virtue	||	Divine favor	||	Eagle&#039;s splendor	||	Contagion	||	Divine power	||	Healing circle	||	Greater dispelling&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Doom	||	Endurance	||	Continual flame	||	Freedom of movement	||	Monstrous regeneration	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Endure elements	||	Find Traps	||	Cure serious wounds	||	Greater magic weapon	||	Slay living	||	Greater sanctuary&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Entropic shield	||	Fox&#039;s cunning	||	Darkfire	||	Hammer of the gods	||	Spell resistance	||	Harm&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Inflict light wounds	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Dispel magic	||	[[Custom_Spells#Heroism|Heroism]]	||	Summon creature V	||	Heal&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage Armor	||	Hold Person	||	Glyph of warding	||	[[Custom_Spells#Hypothermia|Hypothermia]]	||	True seeing	||	Planar ally&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Inflict moderate wounds	||	[[Custom_Spells#Halt_Undead|Halt Undead]]	||	Inflict critical wounds	||	-	||	[[Custom_Spells#Scrying|Scrying]]&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Lesser dispel	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	-	||	Summon creature VI&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Remove fear ||	Lesser restoration	||	Inflict serious wounds	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	-	||	Undeath to death&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sanctuary	||	Negative energy ray	||	Invisibility purge	||	Neutralize poison	||	-	||	Blood to Water&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare		||	Owl&#039;s wisdom	||	Magic circle against alignment	||	Poison	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield of faith	||	Remove paralysis	||	Magic vestment	||	Restoration	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I ||	Resist elements	||	[[Custom_Spells#Masochism|Masochism]]	||	Summon creature IV	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Silence	||	Negative energy protection	||	[[Custom_Spells#Ward_Area|Ward Area]]	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Sound burst	||	Prayer	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	Protection from elements	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Remove blindness/deafness	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	Remove curse	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Death Knell	||	Remove disease	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Searing light	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	[[Custom_Spells#Shield_Other|Shield Other]]	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Summon creature III	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Living Undeath	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Turn Undead==&lt;br /&gt;
&lt;br /&gt;
EFU has an entirely new [[Turn Undead]] system based on the Cleric&#039;s domains.  When a PC initiates the use of [[Turn Undead]], one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.&lt;br /&gt;
&lt;br /&gt;
The new [[Turn Undead]] effects ignore the regular [[Turn Undead]] effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).&lt;br /&gt;
&lt;br /&gt;
If a multiclassed character, there is a chance to experience failure if the character has more non-&amp;quot;turn undead class&amp;quot; (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. The chance of success is equal to the character&#039;s TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%. &lt;br /&gt;
:Examples of such include:&lt;br /&gt;
:3 Cleric, 4 Fighter = 3/4 = 75%&lt;br /&gt;
:1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%&lt;br /&gt;
:4 Cleric, 4 Wizard = 4/4 = 100%&lt;br /&gt;
:2 Cleric, 1 Fighter = 2/1 = 100%&lt;br /&gt;
:3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%&lt;br /&gt;
:2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Sorcerer_Perks&amp;diff=2913</id>
		<title>Sorcerer Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Sorcerer_Perks&amp;diff=2913"/>
		<updated>2023-11-29T21:01:50Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Calligrapher additions from 11/12/23 Tala changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Sorcerer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arcane Leech==&lt;br /&gt;
&lt;br /&gt;
There is nothing more fulfilling than using others&#039; magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Lesser Missile Storm&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Greater Missile Storm:&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
&lt;br /&gt;
When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:&lt;br /&gt;
* The sorcerer&#039;s max spell circle is equal or greater than the spell&#039;s innate level.&lt;br /&gt;
* The spell is not a hostile spell.&lt;br /&gt;
&lt;br /&gt;
When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:&lt;br /&gt;
* 10% when casting from a non-Mage items.&lt;br /&gt;
* 25% when casting from scrolls.&lt;br /&gt;
* 50% when casting from magical wands.&lt;br /&gt;
* 100% when casting from magical staves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* 10 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Saves vs Spells&lt;br /&gt;
* 12 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)&lt;br /&gt;
* 14 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
==Arcane Mimic==&lt;br /&gt;
&lt;br /&gt;
Mimic Spells ability:&lt;br /&gt;
Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:&lt;br /&gt;
* If the target doesn&#039;t have a spellcasting class, this fails.&lt;br /&gt;
* If the distance between the mimic and the target is more than 10 meters, this fails.&lt;br /&gt;
* The mimic only copies from spell circles they can currently cast as a sorcerer.&lt;br /&gt;
* The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.&lt;br /&gt;
* The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint with no work around for now)&lt;br /&gt;
* The target cannot be a blue NPC&lt;br /&gt;
* If there&#039;s still cooldown, or the target is too far, nothing happens&lt;br /&gt;
* If the creature is a subdued PC, this will always work&lt;br /&gt;
* If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL&lt;br /&gt;
* If the creature is a neutral PC, they get a dialog whether to submit or resist to having their spells mimicked&lt;br /&gt;
The cooldown for the ability only triggers if they succeed in mimicking the spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
* Mimic Spells Cooldown: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 5 minutes&lt;br /&gt;
* Mimic Spells also mimics the summon theme and the element of the target (if relevant)&lt;br /&gt;
* Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Eldritch Archer, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 3 minutes&lt;br /&gt;
* Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.&lt;br /&gt;
* Mimic Spells also mimics the spells color theme of the target&lt;br /&gt;
&lt;br /&gt;
==Bone Warden== &lt;br /&gt;
The long vigil is the popular name for the service you&#039;re known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Receive raise-able skeleton bones each rest.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*3/- DR Slashing and Piercing&lt;br /&gt;
*Animated minions receive +3 Natural AC&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Negative Energy Immunity&lt;br /&gt;
*Attendance at the Court of Bones 2/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attendance at the Court Bones&#039;&#039;&#039;&lt;br /&gt;
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
==Bouldermancer==&lt;br /&gt;
Power is not the mage&#039;s magic, nor is it the brute&#039;s strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one&#039;s strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bull&#039;s Strength&#039;&#039;&#039;&lt;br /&gt;
**When cast, always gives a maximized result&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 1/day&lt;br /&gt;
*Automatic success on lifting boulders summoned by the PC&lt;br /&gt;
*Toughness feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 2/day&lt;br /&gt;
*5% Physical Damage Immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 3/day&lt;br /&gt;
*Automatic success on lifting any boulder&lt;br /&gt;
*+2 STR&lt;br /&gt;
&lt;br /&gt;
==Calligrapher==&lt;br /&gt;
There is no higher magic than a brush upon canvas, than bringing imagination into reality. And you have learned to harness that wonderful power. From the tip of your pen spring fantastic wonders that others can only look upon in envy, rewriting this ugly world one line at a time!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summoning theme changed to INK, recolored water elementals that inflict acid damage&lt;br /&gt;
*Summoning INK theme +1&lt;br /&gt;
*Protective Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write protective runes on nearby non-hostile creatures in a medium radius. This ability destroys the elemental, and grants the receiver with (3 + summon circle)/+1 damage reduction, for 2 rounds per 3 Painting ranks the Calligrapher has.&lt;br /&gt;
*+3 Painting&lt;br /&gt;
*Bonus Feat: Scribe Scroll&lt;br /&gt;
*Flame Weapon is set to Acid&lt;br /&gt;
*Spells are recolored to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Rewrite Scroll Player Tool: 3/day the Calligrapher can rewrite a scroll, allowing him to use it, removing all preexisting restrictions and making it OUB: Sorcerer.&lt;br /&gt;
*Disabling Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write disabling runes on the nearby hostile creature. This ability destroys the elemental and inflicts a disabling effect on the receiver for 1 round per 3 painting ranks the Calligrapher has. The effect is determined by the target summons&#039;s circle: 1/2 - Doom effect, 3/4 - Slow effect, 5 and above - Paralyzing effect. The DC is 10 + Calligrapher&#039;s CHA modifier + Summon Circle.&lt;br /&gt;
*Flame Weapon VFX change to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Scrolls used by the calligrapher gain +1 CL.&lt;br /&gt;
*Ink Explosion Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to cause acidic damage all around the summon. This ability destroys the elemental, and causes an explosion, inflicting (summon circle * 2)d6 (max 10d6) Acid damage to all hostile creatures in a huge radius. Creatures in the radius roll a reflex save for half the damage and a fortitude save which if they fail, they&#039;re blinded. The DC for both saves is 10 + Calligrapher&#039;s CHA modifier + summon circle. The blindness duration is 1 round per 3 Painting ranks the Calligrapher has, max 3 rounds. Cooldown: 30 Seconds&lt;br /&gt;
&lt;br /&gt;
==Carrion Feaster== &lt;br /&gt;
Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Standard animate dead creature replaced with a ghoul.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Disease&lt;br /&gt;
*+10% movement speed&lt;br /&gt;
*Consume Corpse player tool 1/day.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Strength&lt;br /&gt;
*On-hit: Ghoul Touch on Gauntlets (for unarmed attacks)&lt;br /&gt;
*+2 vampiric regeneration and +15% movement speed on animated creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consume Corpse&#039;&#039;&#039;&lt;br /&gt;
*Destroy target undead minion and restore your life with 1/4th of the target&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
==Contriver== &lt;br /&gt;
To harness the energies of one&#039;s innate power is no easy task, especially when one&#039;s own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allow them to make use of a multitude of protective equipment that would bog down most mages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*35% Arcane Spell Failure Reduction.&lt;br /&gt;
*Armor Proficiency (Light) feat.&lt;br /&gt;
*Armor Proficiency (Medium) feat.&lt;br /&gt;
*Shield Proficiency feat.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Concentration, +3 Discipline.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Your equipped armor weighs 40% as much.&lt;br /&gt;
&lt;br /&gt;
==Crimson Storm==&lt;br /&gt;
Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Many Lightning spells have vfx changes, including summon creature and flame weapon&lt;br /&gt;
*Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon Theme changes to Air&lt;br /&gt;
*All Lightning and Sonic spells are treated as being cast at +1 Caster Level above character level (including flame weapon)&lt;br /&gt;
*All other elemental spells (cold/acid/fire) get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
*Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 lightning damage to all attacks&lt;br /&gt;
*Sorcerer Token: Call Lightning 3/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*50% lightning immunity&lt;br /&gt;
&lt;br /&gt;
==Cultist== &lt;br /&gt;
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist&#039;s eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship&#039;s ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Summon Creature duration increased by 2 rounds per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+20 Total Maximum Summoning Points&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Magic Fang (5) 3/day&lt;br /&gt;
*+1 Universal Saves&lt;br /&gt;
*+40 Total Maximum Summoning Points (from +20 Total at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Lesser Planar Binding (9) 1/day&lt;br /&gt;
*+60 Total Maximum Summoning Points (from +40 Total at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Death Syphon==&lt;br /&gt;
Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don&#039;t trigger.&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 20% of a 1st circle and 10% of a 2nd circle slot being restored.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.&lt;br /&gt;
*Sorcerer Token: Virulent Walking Bomb 1/day&lt;br /&gt;
&lt;br /&gt;
Syphon Magic explanation and example: &lt;br /&gt;
Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively.&lt;br /&gt;
For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one.&lt;br /&gt;
It won&#039;t try to restore slots beyond the max slots of the PC.&lt;br /&gt;
&lt;br /&gt;
==Dream Eater==&lt;br /&gt;
The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Sleep&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 60 seconds.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sleep spell affects 4 + 1d4 HD&#039;s worth of more creatures.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*20% Concealment. &lt;br /&gt;
*+2 to Sleep spell DC.&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)&lt;br /&gt;
*Regains a level 1 spell slot upon using Nightmare.&lt;br /&gt;
&#039;&#039;&#039;Nightmare&#039;&#039;&#039;&lt;br /&gt;
:Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.&lt;br /&gt;
:Kills a sleeping or slumbering NPC of hit dice 4 or below.&lt;br /&gt;
:Provides a random boon.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Archer==&lt;br /&gt;
Eldritch Arrow:&lt;br /&gt;
The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow&#039;s name changes to &amp;quot;&amp;lt;ARROW_NAME&amp;gt; of &amp;lt;SPELL_NAME&amp;gt;&amp;quot; and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster&#039;s levels.&lt;br /&gt;
* These arrows can&#039;t be traded or dropped, and will disappear on server reset.&lt;br /&gt;
* Only the listed spells will work with this ability, but more will be added in the future&lt;br /&gt;
* Cantrips can be cast on a stack of arrows and will affect them all, and they won&#039;t disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)&lt;br /&gt;
* It&#039;s not possible to stack spells on the same arrow&lt;br /&gt;
* Mirror Images will copy the current quiver of Eldritch Arrows, but the stack count will be reduced to 5 arrows.&lt;br /&gt;
&lt;br /&gt;
Spell changes:&lt;br /&gt;
* Shelgarn Spells - The sorcerer may animate bow weapons as well.&lt;br /&gt;
* Melf&#039;s Acid Arrow - cast as 1 CL above&lt;br /&gt;
* Flame Arrow - cast as 1 CL above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* Elf Weapon Proficiency feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Point Blank Shot feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer&#039;s element: fire/cold/acid/lightning/sonic. Default: fire)&lt;br /&gt;
* Each cast on arrows now creates 2 eldritch arrows instead of 1.&lt;br /&gt;
&lt;br /&gt;
List of Eldritch Arrow spells:&lt;br /&gt;
*Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt&lt;br /&gt;
*Circle 1: Grease, Scare, Sleep, Horizikauls Boom, Ice Dagger, Nybor&#039;s Gentle Reminder&lt;br /&gt;
*Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha&#039;s, Gedlee, Combust, Cloud of Bewilderment, Curse of Impending Blades&lt;br /&gt;
*Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere, Ice Burst, Slumber&lt;br /&gt;
*Circle 4: Bestow Curst, Charm Monster, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard&#039;s, Lower Spell Resistance, Future&#039;s Pain, Acid Orb, Cold Orb, Electric Orb, Fire Orb, Gas Explosion, Frost Blast, Wall of Ice, Cacophonic Burst, Virulent Walking Bomb&lt;br /&gt;
*Circle 5: Cloudkill, Dismissal, Feeblemind, Hold Monster, Mind Fog, Bigby&#039;s Interposing Hand, Beltyn&#039;s Burning Blood, Baleful Polymorph, Devastating Bodyswap&lt;br /&gt;
*Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby&#039;s Forceful Hand, Flesh To Stone, Undeath to Death&lt;br /&gt;
&lt;br /&gt;
Shadow Variants (Shadow Conjuration, Greater Shadow Conjuration, Shades) will create appropriate ammo.&lt;br /&gt;
If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is).&lt;br /&gt;
&lt;br /&gt;
==Hematologist==&lt;br /&gt;
The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer&#039;s own physical form, empowered by what magic courses through their veins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Fortitude Save&lt;br /&gt;
*Drawn blood can produce magical benefits&lt;br /&gt;
*Blood Track 5/day player tool (use on PC blood vials)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+1d6 Sneak Attack feat&lt;br /&gt;
*Spell Penetration feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*10 Spell Resistance&lt;br /&gt;
*10% Physical Damage Reduction&lt;br /&gt;
*Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)&lt;br /&gt;
&lt;br /&gt;
==Hydromancer== &lt;br /&gt;
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers&#039; blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice dagger&#039;&#039;&#039; &lt;br /&gt;
**Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039; &lt;br /&gt;
**Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Flame Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;&lt;br /&gt;
**Hand of Ice, damage changed to cold and freezes target for 2 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039; &lt;br /&gt;
**Damage shield changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand&#039;&#039;&#039; &lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**VFX changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to Cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to cold.&lt;br /&gt;
*Slow regeneration underwater.&lt;br /&gt;
*Drinking potions restores 1 hp.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Cold Damage to attacks&lt;br /&gt;
*Halves spell casting penalty underwater&lt;br /&gt;
*Double water breath duration.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Cold Immunity&lt;br /&gt;
*Negates spellcasting penalty underwater.&lt;br /&gt;
*+10% movement speed underwater.&lt;br /&gt;
&lt;br /&gt;
==Infuser== &lt;br /&gt;
While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight to find these mad sorcerers holding themselves and objects aloft at high places, calling thunder down upon the unworthy earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electric Jolt&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Horizikaul&#039;s boom&#039;&#039;&#039;&lt;br /&gt;
**Also does 1d4 electrical damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice storm&#039;&#039;&#039;&lt;br /&gt;
**Cold damage changed to electrical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to electrical. &lt;br /&gt;
*When hit by Electric Jolt or Gedlee&#039;s Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns. (Does not stack with itself)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Rechargable Infuser Orb with 1/charge Geedle&#039;s Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul&#039;s Boom is cast on the item. Max 9 charges.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Electrical Immunity. &lt;br /&gt;
*Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rechargeable Infuser Orb&#039;&#039;&#039;&lt;br /&gt;
:The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul&#039;s Boom. A rest will fix that.&lt;br /&gt;
&lt;br /&gt;
:However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul&#039;s Boom. At level 5 this method can only be used for the lightning bolt and Gedlee&#039;s Electric Loop spells, as scintillating sphere can only be used once.&lt;br /&gt;
&lt;br /&gt;
==Lifestealer== &lt;br /&gt;
Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell&#039;s duration.&lt;br /&gt;
*The sorcerer&#039;s equipped weapon has +3 vampiric regeneration.&lt;br /&gt;
*Although not specific to this perk, it is noteworthy that the general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster&#039;s strength.&lt;br /&gt;
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer&#039;s attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.&lt;br /&gt;
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.&lt;br /&gt;
&lt;br /&gt;
==Maiden of Woe==&lt;br /&gt;
Your broken lips have long since stopped uttering pleas and prayers, weary of the silence that is returned to you. No longer do you believe. No longer do you wait for providence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking the mercy of your company before they are doomed once more to the empty courts of dead gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Female only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Ray (3) 5/day.&lt;br /&gt;
*Summoning theme changed to Spirits.&lt;br /&gt;
*Spirits are drawn to the sorceress and will periodically appear (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*5/- DR Negative Energy. &lt;br /&gt;
*Absorb necromancy spells of level 2 and below. &lt;br /&gt;
*A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Concealment. &lt;br /&gt;
*A ghostly white aura circle the sorceress. &lt;br /&gt;
*Stronger spirits flock to the sorceress.&lt;br /&gt;
*Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress&#039; charisma modifier or be cursed.&lt;br /&gt;
&lt;br /&gt;
==Mesmerizing==&lt;br /&gt;
From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Bluff&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+5 Appraise&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds&lt;br /&gt;
*Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)&lt;br /&gt;
*Failed bluff/persuade rolls are automatically re-rolled once&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Charisma&lt;br /&gt;
*Sorcerer Token: Mass Charm (15) 1/day&lt;br /&gt;
&lt;br /&gt;
==Ooze Savant==&lt;br /&gt;
The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewer area bonus&#039;&#039;&#039; &lt;br /&gt;
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental&#039;&#039;&#039;&lt;br /&gt;
*Ooze Savant may use the command &amp;quot;/c possess_ooze&amp;quot; to possess their special ooze summon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.&lt;br /&gt;
*Slimes innate summoning theme.&lt;br /&gt;
*Acid Splash does 1d8+1 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to acid. &lt;br /&gt;
*Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Acid Immunity. &lt;br /&gt;
*Crumble 1/day.&lt;br /&gt;
&lt;br /&gt;
==Planar Bound==&lt;br /&gt;
Some sorcerers have ancestry that one way or another is distinctly unholy. These arcanists often find it easy to call upon or command allies associated with the dark patrons that tainted their lineage and slowly develop unearthly characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Summon Creature 1 3/day&lt;br /&gt;
*Summoning theme set depending on the PC&#039;s element to one of the four Djinn themes (acid/cold/electrical/fire). Default is fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 save vs spells cast by Good-aligned creatures. &lt;br /&gt;
*Light emanates from the sorcerer. &lt;br /&gt;
* 10% Damage Immunity to the PC&#039;s element (acid/cold/electrical/fire). Default is fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
* +2 INT&lt;br /&gt;
* Stronger light emanates from the sorcerer.&lt;br /&gt;
&lt;br /&gt;
==Rotbringer==&lt;br /&gt;
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Male only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool &lt;br /&gt;
*Suitable creatures that are slain by the Rotbringer come back as special zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Negative Energy Ray and Negative Energy Burst heal the sorcerer. &lt;br /&gt;
*Flies start to circle the Rotbringer&lt;br /&gt;
*Animating without a corpse creates two zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Burst (5) 2/day&lt;br /&gt;
*Sorcerer Token: Control Undead 1/day&lt;br /&gt;
&lt;br /&gt;
==Sand Mage==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands (Burning Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Death Armor (Sand Armor)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.&lt;br /&gt;
*&#039;&#039;&#039;Stone Bones&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Mestil&#039;s Acid Breath (Acidic Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield (Rock Shield)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin (Black Sand Skin)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
*&#039;&#039;&#039;Enervation&#039;&#039;&#039;&lt;br /&gt;
**For each drained level, the caster gets 5% physical DI for caster level / turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+2 Discipline&lt;br /&gt;
*+2 Concentration&lt;br /&gt;
*Summon Theme changed to Sand&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1 Fort&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+2 CON&lt;br /&gt;
*+5% movement speed&lt;br /&gt;
&lt;br /&gt;
==Scion==&lt;br /&gt;
Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion&#039;s body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion&#039;s destiny holds henceforth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1d4 Slashing Damage to Gloves (for unarmed attacks)&lt;br /&gt;
*+3 Lore&lt;br /&gt;
*+2 Saves VS Traps&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
*+2 Strength&lt;br /&gt;
*2/- physical damage resistance&lt;br /&gt;
*+3 Saves VS Traps (from +2 Saves VS Traps at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Natural AC (from +1 Natural AC at Level 1)&lt;br /&gt;
*+1d6 Slashing Damage to Gloves (for unarmed attacks, from +1d4 at level 1)&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*+4 Saves VS Traps (from +3 Saves VS Traps at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Secret of the Azure Pyre==&lt;br /&gt;
These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* Many fire spells have vfx changes, including Summon Creature and Flame Weapon&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 10% fire vulnerability for 1d4 rounds&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039;&lt;br /&gt;
**Base damage changed to 1d8&lt;br /&gt;
*&#039;&#039;&#039;Blast of Flame&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 25% fire vulnerability for 2d4 rounds&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to fire&lt;br /&gt;
*All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon). All other elemental spells (cold/acid/elec/sonic) they get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 fire damage to all attacks &lt;br /&gt;
*Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*25% fire immunity&lt;br /&gt;
*Sorcerer&#039;s Weapon On Hit: Flare lvl 1&lt;br /&gt;
&lt;br /&gt;
==Snake Charmer==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;: Sassone Leaf Residue&lt;br /&gt;
*&#039;&#039;&#039;Ghoul Touch&#039;&#039;&#039;: Dark Reaver Powder&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;: Deathblade&lt;br /&gt;
*&#039;&#039;&#039;Acid Orb&#039;&#039;&#039;: Giant Wasp Poison&lt;br /&gt;
*&#039;&#039;&#039;Gas Explosion&#039;&#039;&#039;: Large Scorpion Venom&lt;br /&gt;
*&#039;&#039;&#039;Cloudkill&#039;&#039;&#039;: Black Lotus Extract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to Snakes&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+3 Appraise&lt;br /&gt;
*+3 Perform&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*Spawns a random poison each time they rest&lt;br /&gt;
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 turn/level of the Snake Charmer. This ability doesn&#039;t stack and new poisons won&#039;t overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don&#039;t have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don&#039;t trigger this ability, but the Charmer will still be immune to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*5% Piercing Immunity&lt;br /&gt;
*Snake theme +1&lt;br /&gt;
&lt;br /&gt;
==Spellsword==&lt;br /&gt;
*Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Weapon Proficiency (Martial) feat&lt;br /&gt;
*Weapon Proficiency (Exotic) feat&lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Magical Damage on melee &amp;amp; ranged attacks&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
*+2 Attack Bonus (from +1 Attack Bonus at Level 1)&lt;br /&gt;
&lt;br /&gt;
==Stalker==&lt;br /&gt;
Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: Camouflage (5) 1 use/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Darkness (3) 3 use/day&lt;br /&gt;
*-2 WIS, +2 DEX&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect &amp;quot;Invisibility&amp;quot; is applied to them automatically. The PC may not switch this off. &lt;br /&gt;
*Skin irreversibly becomes ashen in tone, even if Level 8 is lost.&lt;br /&gt;
&lt;br /&gt;
==Tribal Shaman==&lt;br /&gt;
Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animals do not attack you&lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: One With the Land (7) 1/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Spot&lt;br /&gt;
*+3 Listen&lt;br /&gt;
*10% Elemental Damage Reduction&lt;br /&gt;
*Tracking player tool&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Wisdom&lt;br /&gt;
*Sorcerer Token: Hold Animal (3) 1/day&lt;br /&gt;
&lt;br /&gt;
==Unpredictable==&lt;br /&gt;
Either born from the chaos of Limbo or one who&#039;s talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*On Hit Chaos Shield Level 3 to the Sorcerer&#039;s Cloth/Armor&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Spell DC fluctuation&lt;br /&gt;
*Random element on each cast of &amp;quot;Flame Weapon&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your &amp;quot;gift&amp;quot; from the table. This can possibly permanently end your character)&lt;br /&gt;
&lt;br /&gt;
==Witchcraft==&lt;br /&gt;
Whether one who finds their home within the bogs or whose hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago&#039;s numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 EFUSS Alchemy&lt;br /&gt;
*+5 EFUSS Herbalism&lt;br /&gt;
*+2 VS Disease&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+5 Spellcraft&lt;br /&gt;
*+2 VS Poison&lt;br /&gt;
*Sorcerer Token: Alter Self 2/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Regeneration +1&lt;br /&gt;
&lt;br /&gt;
==Zealous Faith== &lt;br /&gt;
Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Divine Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Magic Weapon&amp;quot; induces an additional +1 divine damage for neutral &amp;amp; good, +1 negative energy damage for evil.&lt;br /&gt;
*Sorcerer Token: Bless (2) 3/day &lt;br /&gt;
*Detect PFA&lt;br /&gt;
**On the chat command &amp;quot;/c detect pfa&amp;quot; a Zealous Faith sorcerer can detect whether creatures nearby have a protection against their alignment&lt;br /&gt;
**Good/Evil only (Good can detect Protection from Good, Evil cat detect Protection from Evil)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Fear Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Shield&amp;quot; offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral &amp;amp; good, 50% Damage Immunity to divine damage for evil&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Will Save&lt;br /&gt;
*When cast on oneself, the element of &amp;quot;Flame Weapon&amp;quot; is replaced with divine damage and glow for neutral &amp;amp; good, negative energy damage and glow for evil&lt;br /&gt;
**When casting flame weapon on their summoned Shelgarn, the element is replaced with divine/negative&lt;br /&gt;
**When casting flame weapon on a Leysword fighter perk, the element is replaced with divine/negative, provided they share the same Alignment on the Good/Evil axis&lt;br /&gt;
*When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy&lt;br /&gt;
&lt;br /&gt;
=Application Only Perks=&lt;br /&gt;
&lt;br /&gt;
Due to the nature of these Sorcerer perks, they have been made [[Applications|Application Only]] by the DM team of EFU. &lt;br /&gt;
&lt;br /&gt;
==Bloodcrafter (BETA)==&lt;br /&gt;
&lt;br /&gt;
The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.&lt;br /&gt;
&lt;br /&gt;
The DM team would like to see it in play and adjust and fix it before making it available for all.&lt;br /&gt;
&lt;br /&gt;
The mechanics of the perk will be sent to the players after a successful app! &lt;br /&gt;
&lt;br /&gt;
==Positivist==&lt;br /&gt;
Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Application required. Applications for Positivist are unlikely to be approved at this time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell modifications&#039;&#039;&#039;&lt;br /&gt;
*All hostile spells are disabled (unless otherwise modified below)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flare&#039;&#039;&#039; &lt;br /&gt;
**Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039; &lt;br /&gt;
**in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;&lt;br /&gt;
**Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison&lt;br /&gt;
*&#039;&#039;&#039;Combust&#039;&#039;&#039;&lt;br /&gt;
**Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist&#039;s levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; &lt;br /&gt;
**Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.&lt;br /&gt;
*&#039;&#039;&#039;Wall of Fire&#039;&#039;&#039; &lt;br /&gt;
**Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039;&lt;br /&gt;
**Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the *&#039;&#039;&#039;Positive Energy Bath&#039;&#039;&#039;&lt;br /&gt;
**Lesser Restoration + Healing for Positivist&#039;s CHA modifier.&lt;br /&gt;
*&#039;&#039;&#039;Cloudkill&#039;&#039;&#039; &lt;br /&gt;
**Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on entering.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand&#039;&#039;&#039;&lt;br /&gt;
**Rain of Positive Energy - 1d6/lvl Healing for every non-undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon changed to positive energy&lt;br /&gt;
*Summoning theme changed to Celestial&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token in order to brew healing/restorative brews 5/day (Need the Brew Potion feat in order to use)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+1 positive energy to attacks &lt;br /&gt;
*Begins to glow, &lt;br /&gt;
*Regeneration +1&lt;br /&gt;
*Sorcerer Token: Rain of Positive Energy (Firebrand(4) 1/day)&lt;br /&gt;
&lt;br /&gt;
==Ashen Mirage==&lt;br /&gt;
&lt;br /&gt;
The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* +4 rounds duration to Mirror Images related spells&lt;br /&gt;
* Mislead and Phantoms of Deception can be recast without destroying current Mirror Images.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Summon Theme changed to Illusion&lt;br /&gt;
* Arcane Defense: Illusion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +10 Temporary HP to Mirror Images&lt;br /&gt;
* Once per reset, when the PC suffers a lethal blow there&#039;s a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.&lt;br /&gt;
** Greater Sanctuary effect for a single round and an invisibility effect for a single turn.&lt;br /&gt;
** The corpse of the mirror image will disappear after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +20 Temporary HP to Mirror Images (increased from 10)&lt;br /&gt;
* 20% Concealment&lt;br /&gt;
* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX. &lt;br /&gt;
** They get a second tool that just fires the same VFX but doesn&#039;t swap between them. &lt;br /&gt;
** Shared cooldown of 5 turns every usage of either of the tools.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2912</id>
		<title>Player Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2912"/>
		<updated>2023-11-29T20:55:09Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Owned Properties in Sands of Intrigue=&lt;br /&gt;
Characters are able to rent or purchase property in the game world. These areas are then available for the character to use to furnish, operate player factions, store items and otherwise do with as they please.&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Renting Properties==&lt;br /&gt;
&lt;br /&gt;
In order to purchase a property in or immediately around Ephia&#039;s Well, e.g. in the Plaza or Tablet, a character needs to be Voiced. Voiced characters are full citizen of the Well, a status that can be purchased in the game-world, see [[Politics]].&lt;br /&gt;
&lt;br /&gt;
Once voiced, a character can purchase a vacant property by interacting with the sign placeable near the property&#039;s entrance. If the character has sufficient gold for the price listed on the sign, they can purchase the property and become its owner. The buyer can purchase properties either with or without furniture, with the cost of the furniture included in the former cost. Furniture within the property is transferred if purchased with furniture; otherwise the furniture is destroyed. The up-front cost goes to the state Treasury, and the taxes for the property are paid for 7 days. The character will remain the owner of the property until one of the following happens&lt;br /&gt;
&lt;br /&gt;
#  Taxes are due and they have insufficient money deposited in their property account to pay the total amount&lt;br /&gt;
#  The owner does not enter the property using the door for more than seven consecutive days&lt;br /&gt;
#  A Legate seizes the property&lt;br /&gt;
#  The owner sells the property to another character&lt;br /&gt;
&lt;br /&gt;
Players can also rent certain properties, such as rooms in the Krak des Roses, or an office in another settlement. Some of these rental properties do NOT require a character to be voiced, but otherwise function the same.&lt;br /&gt;
&lt;br /&gt;
==Taxes==&lt;br /&gt;
Every seven days, at the time of day that corresponds to when the property was purchased, the state collects taxes. The formula for calculating taxes is as follows.&lt;br /&gt;
&lt;br /&gt;
Base Rate + (Property Tax Rate) * (Total Up-front Cost of Property) = Weekly Tax Due&lt;br /&gt;
&lt;br /&gt;
For example, for a Plaza property with a total up-front cost of 2,000 gold, and a tax rate set by the Legates at 15%, and base rate of 500, the total weekly cost to the owner is 500 + (0.15)(2000) = 800 gold pieces. &lt;br /&gt;
&lt;br /&gt;
Players can deposit gold into their property account at any time, by interacting with the sign placeable on any property they own and depositing gold. Note, each character has at most one property tax account, from which all properties they own deduct taxes from. It is not possible to withdraw money from property accounts, only deposit. &lt;br /&gt;
&lt;br /&gt;
Owners can see when and how much is due for taxes at any time by interacting with the sign placeable. They can also see the balance of their property account. Any character can view the weekly tax rate of a property by interacting with the sign. &lt;br /&gt;
&lt;br /&gt;
If taxes are due and there is insufficient funds in the property tax account of the owner, the state seizes the property, announces this over the Bellows, and the property becomes vacant, and able to be purchased again by any qualified character.&lt;br /&gt;
&lt;br /&gt;
==Selling Properties==&lt;br /&gt;
&lt;br /&gt;
An owner can use the sign placeable in front of their property to put the property on sale. Once the property is on sale, any qualified character can purchase the property by interacting with the sign. The money spent to purchase the property is then depositied in the former owner&#039;s Coin-changer bank account (instead of the state Treasury, as is the case if the property was vacant). &lt;br /&gt;
&lt;br /&gt;
==Controlling Access to the Property==&lt;br /&gt;
&lt;br /&gt;
An owner of a property can assign other characters access to the property by using a dialog accessible through the property&#039;s sign. The character recieving access must be present so the owner can select them with the tool. The owner can at any time remove access by striking a name from the list accessible through the property&#039;s sign. An owner can also allow public access; if this option is selected any character can enter the property by clicking on the locked door, which will open.&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2911</id>
		<title>Player Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2911"/>
		<updated>2023-11-29T20:54:02Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: add in bit about selling furniture or not with properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Owned Properties in Sands of Intrigue=&lt;br /&gt;
Characters are able to rent or purchase property in the game world. These areas are then available for the character to use to furnish, operate player factions, store items and otherwise do with as they please.&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Renting Properties==&lt;br /&gt;
&lt;br /&gt;
In order to purchase a property in or immediately around Ephia&#039;s Well, e.g. in the Plaza or Tablet, a character needs to be Voiced. Voiced characters are full citizen of the Well, a status that can be purchased in the game-world, see [[Politics]].&lt;br /&gt;
&lt;br /&gt;
Once voiced, a character can purchase a vacant property by interacting with the sign placeable near the property&#039;s entrance. If the character has sufficient gold for the price listed on the sign, they can purchase the property and become its owner. The up-front cost goes to the state Treasury, and the taxes for the property are paid for 7 days. The character will remain the owner of the property until one of the following happens&lt;br /&gt;
&lt;br /&gt;
#  Taxes are due and they have insufficient money deposited in their property account to pay the total amount&lt;br /&gt;
#  The owner does not enter the property using the door for more than seven consecutive days&lt;br /&gt;
#  A Legate seizes the property&lt;br /&gt;
#  The owner sells the property to another character&lt;br /&gt;
&lt;br /&gt;
Players can also rent certain properties, such as rooms in the Krak des Roses, or an office in another settlement. Some of these rental properties do NOT require a character to be voiced, but otherwise function the same.&lt;br /&gt;
&lt;br /&gt;
==Taxes==&lt;br /&gt;
Every seven days, at the time of day that corresponds to when the property was purchased, the state collects taxes. The formula for calculating taxes is as follows.&lt;br /&gt;
&lt;br /&gt;
Base Rate + (Property Tax Rate) * (Total Up-front Cost of Property) = Weekly Tax Due&lt;br /&gt;
&lt;br /&gt;
For example, for a Plaza property with a total up-front cost of 2,000 gold, and a tax rate set by the Legates at 15%, and base rate of 500, the total weekly cost to the owner is 500 + (0.15)(2000) = 800 gold pieces. &lt;br /&gt;
&lt;br /&gt;
Players can deposit gold into their property account at any time, by interacting with the sign placeable on any property they own and depositing gold. Note, each character has at most one property tax account, from which all properties they own deduct taxes from. It is not possible to withdraw money from property accounts, only deposit. &lt;br /&gt;
&lt;br /&gt;
Owners can see when and how much is due for taxes at any time by interacting with the sign placeable. They can also see the balance of their property account. Any character can view the weekly tax rate of a property by interacting with the sign. &lt;br /&gt;
&lt;br /&gt;
If taxes are due and there is insufficient funds in the property tax account of the owner, the state seizes the property, announces this over the Bellows, and the property becomes vacant, and able to be purchased again by any qualified character.&lt;br /&gt;
&lt;br /&gt;
==Selling Properties==&lt;br /&gt;
&lt;br /&gt;
An owner can use the sign placeable in front of their property to put the property on sale. Once the property is on sale, any qualified character can purchase the property by interacting with the sign. The money spent to purchase the property is then depositied in the former owner&#039;s Coin-changer bank account (instead of the state Treasury, as is the case if the property was vacant). The buyer can purchase properties either with or without furniture, with the cost of the furniture included in the former cost. Furniture within the property is transferred if purchased with furniture. Otherwise, it is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Controlling Access to the Property==&lt;br /&gt;
&lt;br /&gt;
An owner of a property can assign other characters access to the property by using a dialog accessible through the property&#039;s sign. The character recieving access must be present so the owner can select them with the tool. The owner can at any time remove access by striking a name from the list accessible through the property&#039;s sign. An owner can also allow public access; if this option is selected any character can enter the property by clicking on the locked door, which will open.&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Skill_Changes&amp;diff=2910</id>
		<title>Skill Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Skill_Changes&amp;diff=2910"/>
		<updated>2023-11-29T20:51:43Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: sailing &amp;gt; navigation changes 10/30/23 Dil changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Changes General Overview=&lt;br /&gt;
&lt;br /&gt;
Many skills have been modified, turned off, or replaced to better balance and fit in with EFU&#039;s unique design.&lt;br /&gt;
&lt;br /&gt;
* Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply. &lt;br /&gt;
* Any skill not mentioned here is unchanged. &lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
 Alchemy&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: Yes.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Alchemy is used to create arcane materials and conduct experiments.&lt;br /&gt;
 &lt;br /&gt;
 Use: Place reagents onto an Alchemist&#039;s Apparatus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
&lt;br /&gt;
If an animal is AE&#039;d while attacking another player, it will continue attacking until commanded to do otherwise.  A dominated animal can be spoken through with the voice command &amp;quot;/v d [insert text]&amp;quot;.  This does not mean your character can talk through animals, it just makes you capable of emoting things like: [growls menacingly at Joe Blow].  The &amp;quot;Control Companion&amp;quot; player tool also allows for greater control of dominated creatures.  The voice command &amp;quot;/c recall&amp;quot; will teleport a stuck/stubborn animal to your side as long as you are not in combat.  Also, the higher this skill, the less likely animals will attack you.&lt;br /&gt;
&lt;br /&gt;
==Appraise==&lt;br /&gt;
You should not roleplay being a talented haggler without ranks in this skill. DMs will use Appraise as a skill check for negotiating prices in any kind of RP interaction. High Appraise may reveal special items in shops. High Appraise may reduce the cost of brewing potions or crafting wands, as well as the price of bundled goods from certain NPCs. However, please note that the base NWN functionality of Appraise is greatly reduced on EFU; basic vendors purchase very few if any items and always for a very small amount of money.&lt;br /&gt;
&lt;br /&gt;
Once you have at least five base ranks in Appraise: Each stall you open generates a market rumor, alerting potential customers of where you are located.&lt;br /&gt;
&lt;br /&gt;
Reduces the gold cost of potions created with the Brew Potion feat and wands created with the Craft Wand feat.&lt;br /&gt;
&lt;br /&gt;
==Archaeology==&lt;br /&gt;
&lt;br /&gt;
 Archaeology&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Archaeology is used to locate and preserve antiquities.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Astronomy==&lt;br /&gt;
&lt;br /&gt;
 Astronomy&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Astronomy is the art, science, and discipline of studying the stars. It can help you guide a caravan through the sands, use a telescope, or navigate away from a terrible storm. Astrologians draw particular power from this discipline, and taking ranks in this skill enhances many of their spells and abilities.&lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Athletics==&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
 Ability: Strength.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Athletics improves your ability to climb and swim.&lt;br /&gt;
 &lt;br /&gt;
 Check: Each rank increases your ability to climb and swim.&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==Bluff==&lt;br /&gt;
Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill.  DMs may also use this skill to determine ability at things such as disguise and forgery.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
 Building&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Building allows you to create shelter and furnishings.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
Unchanged from Bioware Default. Now used in [[Crafting#Cooking|Cooking]].&lt;br /&gt;
&lt;br /&gt;
==Consecration==&lt;br /&gt;
&lt;br /&gt;
 Consecration&lt;br /&gt;
 Ability: Charisma.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Consecration allows you to perform prayers and rituals.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
&lt;br /&gt;
 Cooking&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Cooking is used to create food and drink.&lt;br /&gt;
 &lt;br /&gt;
 Use: Place reagents onto a campfire or stove.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
 Engineering&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: Yes.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Engineering is used to create mechanical devices.&lt;br /&gt;
 &lt;br /&gt;
 Use: Place reagents onto a Tinker&#039;s Apparatus.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
 Fishing&lt;br /&gt;
 Ability: Wisdom.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Fishing allows you to catch fish.&lt;br /&gt;
 &lt;br /&gt;
 Use: Equip a fishing pole, use it to select your bait, then interact with a fishing spot.&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
EFU does not use default Healing Kits, instead EFU has custom Healing Kits that are used to store Medicinal Herbs. Aside from Medicinal Herbs, there are two other items available that utilize the Heal skill: Antitoxins and Salutatory Tonics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicinal Herbs&#039;&#039;&#039;&lt;br /&gt;
Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk &amp;quot;Physician&amp;quot; adds an additional 1hp/round.&lt;br /&gt;
* The total amount healed is the difference between your Heal check and the DC.&lt;br /&gt;
* While out of combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 11 to determine the amount healed. &lt;br /&gt;
* While in combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 16 to determine the amount healed. &lt;br /&gt;
* Higher quality herbs may add bonuses to the check. This will be visible in the log if so. &lt;br /&gt;
* &#039;&#039;&#039;Example:&#039;&#039;&#039; Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds.&lt;br /&gt;
* Herbs and Healer&#039;s Kits have a guaranteed duration of Heal skill / 5 Rounds. This includes on uninjured targets.&lt;br /&gt;
* Herbs and Healer&#039;s Kits will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healer&#039;s Kits&#039;&#039;&#039;&lt;br /&gt;
These items can be used to store Herbs. They weigh 5.5lbs but do not get any heavier when a Herb charge is added to the Kit. &lt;br /&gt;
* Use the Unique Power on a Herb item (Medicinal Herbs, Improved Herbs, Lizardfolk Healing Charm etc). Special Herb items do not add their Heal check bonuses when added to a kit, so it may be best to store those separately. &lt;br /&gt;
* The Herb item will be destroyed and the combat log will show you the number of uses the kit now has.&lt;br /&gt;
* You can also use the Unique Power of a Kit on another Healer&#039;s Kit to transfer uses charges from one Kit to another.&lt;br /&gt;
* WARNING: This will destroy the targeted kit and add to the kit you are using. Be sure you are targeting the correct kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitoxins&#039;&#039;&#039;&lt;br /&gt;
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.&lt;br /&gt;
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.&lt;br /&gt;
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.&lt;br /&gt;
* Will also give the Ironguts buff to target on DC 20 and Lesser Restoration for DC 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salutatory Tonics&#039;&#039;&#039;&lt;br /&gt;
This item cures diseases with a successful Heal check of 1d20 + Heal vs DC.&lt;br /&gt;
* While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.&lt;br /&gt;
* While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.&lt;br /&gt;
&lt;br /&gt;
==Herbalism==&lt;br /&gt;
&lt;br /&gt;
 Herbalism&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: Yes.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Herbalism is used to create natural remedies and totems.&lt;br /&gt;
 &lt;br /&gt;
 Use: Place reagents onto an Herbalism Apparatus.&lt;br /&gt;
&lt;br /&gt;
==Hide==&lt;br /&gt;
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.&lt;br /&gt;
&lt;br /&gt;
==Listen==&lt;br /&gt;
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Generally unchanged. Note that the &amp;quot;Identify&amp;quot; only gives a +3 Lore boost now.  &amp;quot;Legend Lore&amp;quot; still provides the vanilla boost. Lore is also used in [[Crafting#Tinkering|Tinkering]], [[Crafting#Cooking|Cooking]], [[Crafting#Alchemy|Alchemy]] and [[Crafting#Herbalism|Herbalism]] , gives a small bonus to the [[Ranger#Tracking|Tracking]] ability of Rangers/Druids, and is used in EFU’s custom [[Necromancy]] system.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
&lt;br /&gt;
 Mining&lt;br /&gt;
 Ability: Wisdom.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Mining allows you to locate and extract minerals.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Move Silently==&lt;br /&gt;
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
 Navigation&lt;br /&gt;
 Ability: Wisdom.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Navigation allows you to reduce the cost of travel. Reductions occur at 7, 10, and 15 ranks.&lt;br /&gt;
 &lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==Painting==&lt;br /&gt;
Reduces the cost of scribed scrolls by 1% per 5 ranks.&lt;br /&gt;
&lt;br /&gt;
 Painting&lt;br /&gt;
 Ability: Charisma.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Painting allows you to create art.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Parry==&lt;br /&gt;
Balanced for EFU. For every 5 base ranks in Parry, characters gain +1 Deflection AC if and only if their Parry ranks are maintained after modifiers.&lt;br /&gt;
&lt;br /&gt;
==Perform==&lt;br /&gt;
EFU has a unique bard song system featuring 40+ setting-specific songs (?), usable through songbooks.  Bard level is used to determine the strength of bard songs, not Perform. Every 3 points in Perform will add 1 round of Bard/Curse song however. More details can be found under the [[Bard]] Class description.&lt;br /&gt;
&lt;br /&gt;
==Pick Pocket==&lt;br /&gt;
Bioware Pick Pocket disabled. EFU uses a custom [[Rogue#Cut_Purse|Cut Purse]] system. Some NPCs have dialog options to allow you to try to pick his/her/it&#039;s pocket as well.&lt;br /&gt;
&lt;br /&gt;
==Search==&lt;br /&gt;
Unchanged. Used in the [[Ranger#Tracking|Tracking]] ability of Rangers/Druids.&lt;br /&gt;
&lt;br /&gt;
==Smithing==&lt;br /&gt;
 Smithing&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Smithing allows you to work metal.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Spellcraft==&lt;br /&gt;
Generally unchanged, though also used in [[Crafting#Alchemy|Alchemy]] skill as well as EFU’s custom [[Necromancy]] system.&lt;br /&gt;
&lt;br /&gt;
==Spot==&lt;br /&gt;
Generally unchanged, though used in many custom EFU systems, such as [[Ranger#Tracking|Tracking]] ability of Rangers/Druids and the [[Rogue#Examine_Mark|Examine Mark]] ability of Rogues. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.&lt;br /&gt;
&lt;br /&gt;
==Survival==&lt;br /&gt;
&lt;br /&gt;
 Survival&lt;br /&gt;
 Ability: Wisdom.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Survival improves your ability to live off the land, allowing you to rest without consuming food.&lt;br /&gt;
 &lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==Tailoring==&lt;br /&gt;
 Tailoring&lt;br /&gt;
 Ability: Intelligence.&lt;br /&gt;
 Requires Training: No.&lt;br /&gt;
 Classes: All.&lt;br /&gt;
 &lt;br /&gt;
 Tailoring allows you to weave cloth and manufacture stylish clothes.&lt;br /&gt;
 &lt;br /&gt;
 Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==Tumble==&lt;br /&gt;
Balanced for EFU. For every 5 base ranks in Tumble, characters gain +1 Dodge AC if and only if their Tumble ranks are maintained after modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A level 7 Bard with 14 dexterity, wearing chainmail, and using a large shield has 10 base ranks of Tumble. This character gains +2 Tumble from their dexterity modifier, but suffers -5 armor check penalty from wearing chainmail and an additional -2 armor check penalty from equipping a large shield. This character&#039;s total Tumble after modifiers is 5 and therefore only gain +1 AC instead of +2. In order to retain their +2 AC bonus, their Tumble after modifiers must be at least 10.&lt;br /&gt;
&lt;br /&gt;
==Use Magic Device==&lt;br /&gt;
Balanced for EFU. Crafted wands have a DC of (15 + spell level).  Scrolls have a DC of (20 + spell level).  Failed UMD checks do not result in loss of a charge or scroll. &lt;br /&gt;
More information on UMD and its&#039; mechanics, specifically Use Magic Device Item Cost Table, can be found [[Rogue#Use_Magic_Device|Here]].&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Wizard&amp;diff=2909</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Wizard&amp;diff=2909"/>
		<updated>2023-11-29T20:48:01Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: 11/23/23 Dilluistionist changelog concerning impromptu arcana&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=wiz.jpg&lt;br /&gt;
|ClassName=Wizard&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=4 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Wizard)&lt;br /&gt;
|Skills=3 + INT&lt;br /&gt;
|Saves=Fort Low, Will High, Reflex Low&lt;br /&gt;
|BAB= +1/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=  &lt;br /&gt;
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=   &lt;br /&gt;
We have introduced a number of new spells. [[Custom_Spells|&#039;&#039;&#039;Here&#039;&#039;&#039;]] is an exhaustive list of the custom spells which we have implemented for Wizards and Sorcerers.&lt;br /&gt;
&lt;br /&gt;
=Custom Specialization and Opposed Schools=   &lt;br /&gt;
EFU has implemented changes to the opposed schools for wizards who choose a school of magic specialization at creation. The schools and their opposed pairs as as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specialist School !! Opposed School &lt;br /&gt;
|-&lt;br /&gt;
|	Abjuration	||	Evocation	&lt;br /&gt;
|-&lt;br /&gt;
|	Conjuration     ||	Transmutation&lt;br /&gt;
|-&lt;br /&gt;
|	Divination     ||	Illusion&lt;br /&gt;
|-&lt;br /&gt;
|	Enchantment     ||	Evocation&lt;br /&gt;
|-&lt;br /&gt;
|	Evocation       ||	Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|	Illusion        ||	Divination&lt;br /&gt;
|-&lt;br /&gt;
|	Necromancy      ||	Divination&lt;br /&gt;
|-&lt;br /&gt;
|	Transmutation     ||	Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Otherwise the spell school specialization works as before: wizards gain one additional spell slot per spell level while losing the ability to cast spells from an opposed school. This prohibition extends to spells cast from scrolls, but not to spells cast from other kinds of items. In addition, specialist wizards have a bonus (+2) to identifying spells (through spellcraft) from their area of expertise and a penalty (-5) to identifying spells from the opposing school. &lt;br /&gt;
&lt;br /&gt;
=Generalists and Impromptu Arcana=&lt;br /&gt;
A generalist wizard (a wizard who selects no spell school specialization) is given the &#039;&#039;&#039;Impromptu Arcana&#039;&#039;&#039; ability at creation. This ability allows the wizard to restore a spent spell slot of any level he can cast once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Wizard Spell List=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Acid Splash	||	[[Custom_Spells#Burning_Bolt|Burning Bolt]]	||	[[Custom_Spells#Alarm|Alarm]]	||	Clairaudience/clairvoyance	||	[[Custom_Spells#Acid_Orb|Acid Orb]]	||	Animate dead	||	Acid fog	&lt;br /&gt;
|-&lt;br /&gt;
|	Disrupt Undead	||	Burning hands	||	[[Custom_Spells#Alter_Self|Alter Self]]	||	Clarity	||	Bestow curse	||	[[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]]	||	[[Custom_Spells#Acid_Storm|Acid Storm]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Electric Jolt	||	Charm person	||	[[Custom_Spells#Augment_Familiar|Augment Familiar]]	||	[[Custom_Spells#Crushing_Despair|Crushing Despair]]	||	[[Custom_Spells#Blast_of_Flame|Blast of Flame]]	||	Ball lightning	||	Bigby&#039;s forceful hand	&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	Color spray	||	Balagarn&#039;s iron horn	||	Dispel magic	||	[[Custom_Spells#Cacophonic_Burst|Cacophonic Burst]]	||	Beltyn&#039;s Burning Blood	||	Chain lightning	&lt;br /&gt;
|-&lt;br /&gt;
|	Flare	||	Endure elements	||	Blindness/deafness	||	Displacement	||	Charm monster	||	Bigby&#039;s interposing hand	||	Circle of death	&lt;br /&gt;
|-&lt;br /&gt;
|	Daze	||	Expeditious retreat	||	[[Custom_Spells#Blood_Transcription|Blood Transcription]]	||	[[Custom_Spells#Dread_Seizure|Dread Seizure]]	||	[[Custom_Spells#Cold_Orb|Cold Orb]]	||	Cloudkill	||	[[Custom_Spells#Disintegrate|Disintegrate]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Ray of Frost	||	Grease	||	Bull&#039;s strength	||	-	||	Confusion	||	Cone of cold	||	[[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]]	&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Horizikaul&#039;s boom	||	Cat&#039;s grace	||	Find traps	||	Contagion	||	[[Custom_Spells#Devestating_Bodyswap|Devastating Bodyswap]]	||	Ethereal visage	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ice dagger	||	Cloud of bewilderment	||	Fireball	||	[[Custom_Spells#Electric_Orb|Electric Orb]]	||	Dismissal	||	Flesh to stone	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Identify	||	Combust	||	Flame arrow	||	Elemental shield	||	Dominate person	||	Globe of invulnerability	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ironguts	||	Continual flame	||	[[Custom_Spells#Foiled_Future|Foiled Future]]	||	Enervation	||	Energy buffer	||	Greater dispelling	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Jump|Jump]]	||	[[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]]	||	Greater magic weapon	||	Evard&#039;s black tentacles	||	Feeblemind	||	Greater spell breach	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage armor	||	Darkness	||	Gust of wind	||	Fear	||	Firebrand	||	Greater stoneskin	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic missile	||	Death armor	||	Haste	||	[[Custom_Spells#Fire_Orb|Fire Orb]]	||	[[Custom_Spells#Glass_Doppleganger|Glass Doppleganger]]	||	Isaac&#039;s greater missile storm	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Eagle&#039;s splendor	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Frost_Blast|Frost Blast]]	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]	||	Legend lore	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Mislead|Mislead]]	||	Endurance	||	[[Custom_Spells#Heroism|Heroism]]	||	Future&#039;s Pain	||	Greater shadow conjuration	||	Mass haste	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Negative energy ray	||	Flame weapon	||	Hold person	||	[[Custom_Spells#Gas_Explosion|Gas Explosion]]	||	[[Custom_Spells#Herald_of_Winter|Herald of Winter]]	||	Planar binding	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Nybor.27s_Gentle_Reminder|Nybor&#039;s Gentle Reminder]]	||	Fox&#039;s cunning	||	[[Custom_Spells#Ice_Burst|Ice Burst]]	||	[[Custom_Spells#Horizikaul.27s_Shout|Horizikaul&#039;s Shout]]	||	Hold monster	||	Shades	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Gedlee&#039;s electric loop	||	Invisibility sphere	||	Ice storm	||	[[Custom_Spells#Hypnotic_Pattern|Hypnotic Pattern]]	||	[[Custom_Spells#Shelgarn.27s_Invincible_Blade|Shelgarn&#039;s Invincible Blade]]	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Ray of enfeeblement	||	Ghostly visage	||	Keen edge	||	[[Custom_Spells#Ilyykur.27s_Mantle|Illykur&#039;s Mantle]]	||	[[Custom_Spells#Iron_Skin|Iron Skin]]	||	Stone to flesh	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Regroup|Regroup]]	||	Ghoul touch	||	Lightning bolt	||	Improved invisibility	||	Lesser mind blank	||	Summon creature VI	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#Rouse|Rouse]]	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Magic circle against alignment	||	[[Custom_Spells#Insight|Insight]]	||	Lesser planar binding	||	Tenser&#039;s transformation	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare	||	Invisibility	||	[[Custom_Spells#Mass_Curse_of_Impending_Blades|Mass Curse of Impending Blades]]	||	Isaac&#039;s lesser missile storm	||	Lesser spell mantle	||	True seeing	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shelgarn&#039;s persistent blade	||	Knock	||	[[Custom_Spells#Mass_Phantasmal_Affliction|Mass Phantasmal Affliction]]	||	Lesser spell breach	||	[[Custom_Spells#Mass_Virulent_Walking Bomb|Mass Virulent Walking Bomb]]	||	Undeath to death	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield	||	Lesser dispel	||	Mestil&#039;s acid breath	||	[[Custom_Spells#Lightning_Avatar|Lightning Avatar]]	||	Mestil&#039;s acid sheath	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sleep	||	[[Custom_Spells#Masochism|Masochism]]	||	Negative energy burst	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	Mind fog	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I	||	Melf&#039;s acid arrow	||	[[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]]	||	[[Custom_Spells#Mass_Foiled_Future|Mass Foiled Future]]	||	Summon creature V	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	True strike	||	[[Custom_Spells#Phantasmal_Affliction|Phantasmal Affliction]]	||	[[Custom_Spells#Prismatic_Sparks|Prismatic_Sparks]]	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	[[Custom_Spells#Teleport|Teleport]]	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	[[Custom_Spells#True Dodge|True Dodge]]	||	[[Custom_Spells#Prismatic_Flames|Prismatic_Flames]]	||	Protection from elements	||	Minor globe of invulnerability	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Owl&#039;s wisdom	||	Scintillating sphere	||	Phantasmal killer	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Resist elements	||	[[Custom_Spells#Shelgarn.27s_Mass_Blades|Shelgarn&#039;s Mass Blades]]	||	Polymorph self	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Scorching_Ray|Scorching Ray]]	||	[[Custom_Spells#Shelgarn.27s_Permanent_Blade|Shelgarn&#039;s Permanent Blade]]	||	Remove blindness/deafness	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	See invisibility	||	Slow	||	Remove curse	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	[[Custom_Spells#Slumber|Slumber]]	||	[[Custom_Spells#Scrying|Scrying]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Stinking cloud	||	Shadow conjuration	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Tasha&#039;s hideous laughter	||	Summon creature III	||	[[Custom_Spells#Shelgarn.27s_Superior_Blade|Shelgarn&#039;s Superior Blade]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	[[Custom_Spells#Summon_Swarm|Summon Swarm]]	||	Stoneskin	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Web	||	Vampiric touch	||	[[Custom_Spells#Spiderskin|Spiderskin]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Whispering_Wind|Whispering Wind]]	||	[[Custom_Spells#Virulent_Walking_Bomb|Virulent Walking Bomb]]	||	Summon creature IV	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	[[Custom_Spells#Energy_Blast|Energy Blast]]	||	-	||	Wall of fire	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	-	||	[[Custom_Spells#Wall_of_Ice|Wall of Ice]]	||	-	||	-	&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Monkey|Monkey]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Fighter_Perks&amp;diff=2908</id>
		<title>Fighter Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Fighter_Perks&amp;diff=2908"/>
		<updated>2023-11-29T20:46:25Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: add gloom walker magic projector change from 11/22/23 Tala changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fighter Perks=&lt;br /&gt;
Like many classes in EFU, Fighters have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters receive a free action based on their perk that can be activated by entering &#039;&#039;&amp;quot;/c fighter_perk&amp;quot;&#039;&#039; and is usable once (1) per rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bonus feats (such as dual-wielder&#039;s Ambidexterity or squire&#039;s Disarm) count towards the prerequisites of further feats (such as Improved Two Weapon Fighting or Improved Disarm).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Fighter!&#039;&#039;&#039; [[Prestige Classes]] bnot disable class perks, but may come with other restrictions.&lt;br /&gt;
&lt;br /&gt;
==Body Guard==&lt;br /&gt;
Be it a sheik&#039;s loyal eunuch guarding his harem or a king&#039;s most trusted knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+1 vs Mind Affecting&lt;br /&gt;
*Immunity: Charm Person&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Discipline&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+1 Will&lt;br /&gt;
*Immunity: Dominate Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bounty Hunter==&lt;br /&gt;
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*25% movement speed increase. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Special tanglefoot bag each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+4 Disable Trap&lt;br /&gt;
*+4 Set Trap&lt;br /&gt;
*Receive a trap kit each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Gain 5% movement speed&lt;br /&gt;
*5% physical immunity&lt;br /&gt;
*+4 saving throw vs traps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brawler==&lt;br /&gt;
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*2/- Damage Resistance vs Bludgeoning&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Unarmed Strike feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Improved Critical: Unarmed Strike feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bravo==&lt;br /&gt;
There exists a rare breed of warrior who have learned to put style over substance. Scorning the clumsiness of shields and heavy weapons, they draw instead upon the luster of their heroic spirit and indomitable panache to win the day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*10/5 damage reduction, up to 30 total damage. +1 positive energy damage per 2 CHA. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Deflect Arrows&lt;br /&gt;
*+1 Reflex&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 AB and +1 AC when using a medium weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be small.&lt;br /&gt;
*+1 AB and +2 positive damage when using a small, or tiny, weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be tiny.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*2/- Physical DR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutthroat==&lt;br /&gt;
Every city has its slum, and every slum has its thug; dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +5 Intimidate&lt;br /&gt;
* +3 Appraise&lt;br /&gt;
* 1d4gp gained each rest&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Use Poison feat&lt;br /&gt;
* Double duration of poison weapon&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 1d6 Sneak Attack&lt;br /&gt;
* Wage of 5gp every ten minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Desert Warrior==&lt;br /&gt;
Be it a Janissary patrolling the outskirts or a sun-chewed dune raider stalking their prey, the harsh conditions of the desert produce a unique breed of warrior. As harsh and sharp as the pitiless noon, these men and women are death on the sands with their shamshirs gleaming bright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*  +4 vs Fire&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Fortitude&lt;br /&gt;
* +5% Movement Speed&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 20% Fire Immunity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Drill Sergeant==&lt;br /&gt;
The terror of the aspirant, you are the supreme commander and second to none; upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* 20 temporary hitpoints given allies. Lasts for 5 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* You train characters at or below half your levels + 2 (max level 7). &lt;br /&gt;
:* They receive bonus XP for getting beaten in sparring matches (time limited)&lt;br /&gt;
:* You regenerate up to 1/4th of your own max HP if you lose&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Concentration&lt;br /&gt;
* +1 Discipline&lt;br /&gt;
* +1 Heal&lt;br /&gt;
* +1 Intimidate&lt;br /&gt;
* +1 Listen &lt;br /&gt;
* +1 Spot&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 2/day Master of the Drill Ability:&lt;br /&gt;
** +1 Attack Bonus &lt;br /&gt;
** +1 AC&lt;br /&gt;
** +10% movement speed &lt;br /&gt;
** Allies gain 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration&lt;br /&gt;
** Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual-wielder==&lt;br /&gt;
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk fire|acid|electrical|cold&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. Defaults to fire if no element is specified. &lt;br /&gt;
* If held, off-hand weapon receives +2 Deflection AC for 5 turns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain Ambidexterity feat if Dexterity is 13 or above&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* 5% physical damage immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 off-hand attack bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duelist==&lt;br /&gt;
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Parry&lt;br /&gt;
* +3 Taunt&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Dodge AC vs. Piercing&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Executioner==&lt;br /&gt;
Some warriors believe that a battle is won, not by shields or spells or sneaky tricks, but by the strong hands holding mighty weapons. You are such a warrior. And so you have become the dustman of the battlefield, here to rinse it clean in blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Instant whirlwind attack, affecting all enemies in melee range, that applies Called Shot on hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Called Shot&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*5% Physical Immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+1 Slashing Damage on an equipped two-handed weapon.&lt;br /&gt;
*Wounding on an equipped two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
==Gloom Walker==&lt;br /&gt;
In a world of supernatural chaos, The Gloom-Walkers are those who traverse the Glooms whenever they can. As a result, they now have a minor connection to it, granting them unpredictable abilities. As the Gloom changes, so do they and their powers. Gloom-Walkers aim to unlock the secrets of the Gloom, for it is their enigmatic power born from being too much within its ever-changing grasp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039; &lt;br /&gt;
* Gloom Gamble: in an area with a gloom, they can &#039;reroll&#039; the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won&#039;t change glooms. Only the new ones spawned).&lt;br /&gt;
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
* 5% random elemental damage immunity each rest &lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 random elemental damage each rest&lt;br /&gt;
* Gloom areas give the Fighter minor effects related to the gloom, and where relevant, a minor protection against them.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
* 1% Chaos Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Houndmaster==&lt;br /&gt;
Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man&#039;s best friend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Calls your faithful companion to join you.&lt;br /&gt;
* The dog gains XP over time and will grow stronger while called.&lt;br /&gt;
* On its death you get a new pup.&lt;br /&gt;
* Can name it with the /c name_companion command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +2 intimidate&lt;br /&gt;
* Animals are less likely to attack you&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Gain access to Tracking Tool&lt;br /&gt;
* +2 Spot&lt;br /&gt;
* +2 Listen&lt;br /&gt;
* +2 Search&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 2/- DR piercing &lt;br /&gt;
* Your dog is trained more rapidly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lay Sword==&lt;br /&gt;
Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* If Evil aligned you receive +2 AB and +1 AC vs Good&lt;br /&gt;
* If Good aligned you receive +2 AC and +1 universal saving throw vs Evil&lt;br /&gt;
* If Neutral aligned you receive +1 AC and +1 fortitude save&lt;br /&gt;
* Bonuses last for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +1 saves vs Divine&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Will&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Universal Saves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Man-at-arms==&lt;br /&gt;
These rugged men make up the bulk of any Lord&#039;s army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield; fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain 20% physical damage immunity. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +4 saves vs Disease&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +3 Discipline&lt;br /&gt;
* Cleave feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% Physical Damage Immunity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marksman==&lt;br /&gt;
Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spot&lt;br /&gt;
* +3 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Spawn a bundle of magical bolts each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pit Fighter==&lt;br /&gt;
Be it a freeman seeking coins and glory as a professional gladiator or a desperate slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors, but poor soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain bonuses depending on hitpoint percentage:&lt;br /&gt;
** With at least 70% hitpoints, gain +1 AC and 5% movement speed&lt;br /&gt;
** With at least 40% hitpoints gain +1 AC, +1 Regeneration, and 5% movement speed&lt;br /&gt;
** With less than 40% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed&lt;br /&gt;
* Bonuses last 1 turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Taunt&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Dodge Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% movement speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rebel==&lt;br /&gt;
Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaotic Alignment Only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* All nearby chaotic-aligned creatures receive +2 AB. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain one Potion of protection vs Law each reset&lt;br /&gt;
* Can rest without campfire in the wilderness&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Dodge vs Lawful &lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Damage vs Lawful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Self-taught==&lt;br /&gt;
Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles; if they manage to survive long enough to hone them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* -5 Concentration&lt;br /&gt;
* -5 Discipline&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Dodge AC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sharpshooter==&lt;br /&gt;
A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter&#039;s expertise at a close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Held bow receives +1 attack bonus and +2 Mighty. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spot&lt;br /&gt;
* +3 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Spawn a bundle of magical arrows each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaver==&lt;br /&gt;
Whether a cultist, a pirate, or one of the many slaver bandits that roam the mainland, you&#039;ve spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Slaver throws out a set of chains trapping up to two hostile creatures to himself.&lt;br /&gt;
* Chained victims receive 30% movement speed penalty.&lt;br /&gt;
* Lasts for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Appraise&lt;br /&gt;
* +3 Intimidate&lt;br /&gt;
* Special tanglefoot throwable each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Dominate Person 1/day, Weapon Proficiency Exotic Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* On login gain a set of shackles that disappear on reset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Squire==&lt;br /&gt;
The children of the wealthy receive a very different sort of warrior&#039;s education than the common footman; one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Immunity to Fear and +2 Will. Lasts for 5 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Persuade&lt;br /&gt;
* +3 Lore&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Disarm Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Charisma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vagabond==&lt;br /&gt;
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts&#039; reliance on armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Invisibility. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 2 AC)&lt;br /&gt;
* Can track in wilderness.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 3 AC)&lt;br /&gt;
* +10% Movement speed.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 4 AC)&lt;br /&gt;
* +2 Reflex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor bonus&#039;&#039;&#039;&lt;br /&gt;
* Adds armor bonus to &#039;&#039;&#039;Leathers&#039;&#039;&#039;, &#039;&#039;&#039;Studded Leathers&#039;&#039;&#039;, and &#039;&#039;&#039;Chain Shirt&#039;&#039;&#039; armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors).&lt;br /&gt;
* Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively.&lt;br /&gt;
* Enhancements to armor like Mage Armor or them having an AC bonus already on the armor, are included in these calculations. They do not stack.&lt;br /&gt;
* Dexterity modifiers above two will be subtracted from this bonus. If you have a dexterity modifier of 3/4, the bonus is reduced by 1/2, and so forth.&lt;br /&gt;
::For example, if you are level 8 and have a dexterity modifier of 3 while wearing Leathers that grants 2 AC, the bonus granted to your armor will be 3 AC, not 4 AC.&lt;br /&gt;
::If you have a dexterity modifier of 0 at level 8, if you will only be given 4 AC onto those same Leathers, because it can only grant a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
==Vigilante==&lt;br /&gt;
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lawful Alignment Only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* +1 Attack Bonus and 15% bonus movement speed. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain one Potion of Protection vs Chaos each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Dodge AC vs Chaotic&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1d4 Bludgeoning Damage vs Chaotic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Watchman==&lt;br /&gt;
Every settlement has its guards. These warriors vary as much as the towns they serve; some are little more than farmers armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain See Invisibility for 2 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +4 Spot&lt;br /&gt;
* +4 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Worn Helmet has Darkvision&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 saves vs Mind Affecting&lt;br /&gt;
&lt;br /&gt;
==Witchhunter==&lt;br /&gt;
In a world of magic and wonder the magician is king. You&#039;ve learned this lesson time and time again as you swatted in vain at invisible imps, faced eldritch terrors from beyond, and painstakingly scaled cliffsides to the amusement of floating sorcerers. By curiosity, envy, or necessity you&#039;ve learned some alchemical tricks of your own to combat the supernatural.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain the effect of Magic Weapon for 10 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain a set of dissipating potions each reset.&lt;br /&gt;
* +5 EFUSS Alchemy/Herbalism&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Additional dissipating potions on reset.&lt;br /&gt;
* +3 Lore&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Additional dissipating potions on reset.&lt;br /&gt;
* Gain a magic disruptor each reset.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Turn_Undead&amp;diff=2907</id>
		<title>Turn Undead</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Turn_Undead&amp;diff=2907"/>
		<updated>2023-11-29T20:40:59Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: made changes to earth, frost, death, dwarf, good and law according to 11/28/23 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Change Overview==&lt;br /&gt;
&lt;br /&gt;
EFU has an entirely custom Turn Undead system based on the primary domain of a &#039;&#039;&#039;[[Cleric]]&#039;&#039;&#039;. When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.&lt;br /&gt;
&lt;br /&gt;
Multiclassed characters have a chance of failure when attempting a Turn Undead if they have more non-divine class levels than divine class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. Druids do not have the Turn Undead as a class feature and, although arguably a divine class, do not count as divine for the purpose of Turn Undead.&lt;br /&gt;
&lt;br /&gt;
The chance of success is equal to the character&#039;s divine levels divided by non-divine levels, rounded up to the nearest percentage, up to a natural maximum of 100%. Examples of such include:&lt;br /&gt;
&lt;br /&gt;
 2 Cleric, 4 Druid = 50%&lt;br /&gt;
 3 Cleric, 4 Fighter = 3/4 = 75%&lt;br /&gt;
 1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%&lt;br /&gt;
 4 Cleric, 4 Wizard = 4/4 = 100%&lt;br /&gt;
 2 Cleric, 1 Fighter = 2/1 = 100%&lt;br /&gt;
 3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%&lt;br /&gt;
 2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%&lt;br /&gt;
&lt;br /&gt;
The new Turn Undead effects do not include and ignore the regular Turn Undead effect entirely, unless otherwise specified, regardless of whatever bonuses the Cleric&#039;s domain listed in unmodified Neverwinter Nights (for example, Turning Undead, Destruction Domain turning Constructs, Air Domain turning elementals, etc).&lt;br /&gt;
&lt;br /&gt;
If a characters has at least four levels in the Cleric class and at least 14 Charisma, they are able to directly select their Turn Undead instead of invoking a random effect.&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;[[Paladin]]&#039;&#039;&#039; without Cleric levels will always use the Turn Undead of default Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
==Primary Domains==&lt;br /&gt;
&#039;&#039;At this time, there are no deities that support the Dwarf, Gnome, Elf, or Ooze domains.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Air Domain===&lt;br /&gt;
&#039;&#039;&#039;Tailwind:&#039;&#039;&#039; Nearby allies in a colossal radius receive +25% movement speed for 5 + 3*CHA &lt;br /&gt;
rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flurry:&#039;&#039;&#039; Nearby allies and enemies in a huge radius roll a fortitude save VS DC 10 + 2*CHA or are knocked over for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enveloping Gale:&#039;&#039;&#039; Nearby allies in a colossal radius have +1 dodge AC for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Chaos Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Chaos:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a chaotic alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influx of Turmoil:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius receive +2 to a random ability score or -2 to a random ability score for 5 + 3*CHA turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anarchy&#039;s Arrival:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius roll a mind-affecting save VS DC 10 + 2*CHA or are confused for 1d4 rounds. Nearby creatures in a colossal radius with a lawful alignment receive a -3 penalty to the saving throw.&lt;br /&gt;
&lt;br /&gt;
===Creation Domain===&lt;br /&gt;
&#039;&#039;&#039;Wild Bloom:&#039;&#039;&#039; When in exterior area during day time, nearby allies in a colossal radius receive +1 regeneration every round for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overgrowth:&#039;&#039;&#039; Nearby allies in a colossal radius are given Immunity: Entangle for 5 + 3*CHA rounds, then the spell Entangle is cast at the cleric’s location. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treeform:&#039;&#039;&#039; Nearby allies in a huge radius receive a +2 natural AC bonus, +10% immunity to bludgeoning and piercing damage, but also receive -10% movement speed and +10% vulnerability to slashing and fire for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Death Domain===&lt;br /&gt;
&#039;&#039;&#039;Onset of Decay:&#039;&#039;&#039; Nearby enemies in a huge radius receive 1d8 + 2*CHA negative energy damage. Nearby allies and enemies who are undead are healed for this amount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Death Ward:&#039;&#039;&#039; Nearby allies in a colossal radius receive +6 to Death saving throws for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; Nearby non-undead enemies in a colossal radius roll a negative energy Will save VS DC 10 + 2 * CHA. On a failed save they receive -4 saving throws to Cold, Death, Disease, Negative Energy, and Poison for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Dwarves:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are dwarves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Maneuver:&#039;&#039;&#039; Nearby allies in a colossal radius  who are dwarves receive +2 dodge AC VS goblinoids, orcs, and dwarves, +1d4 bludgeoning damage VS dwarves and orcs, and +1 non-magical AB VS dwarves and orcs. Nearby allies who are not dwarves receive +1 dodge AC VS goblinoids, orcs, and dwarves, and +1 non-magical AB VS dwarves and orcs. This lasts for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stout Guzzler:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 CON and +4 saving throws VS poison for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Earth Domain===&lt;br /&gt;
&#039;&#039;&#039;Lesser Stoneskin:&#039;&#039;&#039; Nearby allies in a colossal radius receive 10/+1 damage reduction and a 10% movement speed penalty for 5 + 3*CHA rounds, up to a maximum of 20 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Boulder:&#039;&#039;&#039; A boulder emerges from the ground in front of the user. This boulder can be lifted and thrown like typical thrown boulders. For 3 + 1*CHA rounds, the user automatically succeeds checks to lift and throw boulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness of the Crag:&#039;&#039;&#039; Nearby allies in a colossal radius receive 10% physical damage immunity and a 20% movement speed penalty for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Elf Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Elves:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are non-drow elves or half-elves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven Aim:&#039;&#039;&#039; Nearby allies in a colossal radius have their ranged weapons receive +1 non-magical AB, ranged ammunition receives +1 magical damage and +1 piercing damage for 5 + 3*CHA turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Forest:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1d(Level) Listen and +1d(Level) Spot for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Evil Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Evil:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with an evil alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rend the Righteous:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1d4 negative energy damage VS good for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Life:&#039;&#039;&#039; Does 1d(CHA) negative energy damage to nearby living allies and enemies in a huge radius. Heals the user equal to the total damage done up to a maximum of 1d(Level*CHA).&lt;br /&gt;
&lt;br /&gt;
===Fire Domain===&lt;br /&gt;
&#039;&#039;&#039;Wildfire:&#039;&#039;&#039; Nearby enemies in a colossal radius are lit aflame for 1dCHA fire damage a round for three rounds. On the third round, they make a reflex save VS DC 10 + 2*CHA. Upon failure, they and all nearby enemies in a huge radius to them around them take an additional 1dCHA fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cleansing Flame:&#039;&#039;&#039; Any nearby allies in a colossal radius afflicted by poison, disease, or a negative effect removable by Lesser Restoration has the spell Combust cast upon them equal to a level three caster. If the spell is successfully cast, poison, disease, and any such negative effects are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing With Fire:&#039;&#039;&#039; Nearby allies in a colossal radius receive 20% fire damage immunity and a flame shield of 1dCHA for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Frost Domain===&lt;br /&gt;
&#039;&#039;&#039;Winter’s Triumph:&#039;&#039;&#039; Nearby allies in a colossal radius receive a cold shield of 1dCHA for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection of Ice:&#039;&#039;&#039; Nearby allies in a colossal radius receive 20% cold damage immunity and 5/+1 damage reduction for 5 + 3*CHA rounds, up to a maximum of 20 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacial Burst:&#039;&#039;&#039; All creatures in a huge radius take 1dCHA cold damage, then roll a fortitude save VS DC 10 + 2*CHA or are entangled in ice for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
===Gnome Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Gnomes:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are gnomes receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaughter the Vile:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 dodge AC VS reptilians, +1 dodge AC VS giants and goblinoids, +1 non-magical AB VS giants, goblinoids, and reptilians, +1d4 divine damage VS reptilians, and +1 divine damage VS giants and goblinoids for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery of Illusions:&#039;&#039;&#039; Nearby allies in a colossal radius receive 15% concealment for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Good Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Good:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a good alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn the Unholy:&#039;&#039;&#039; Nearby enemies in a colossal radius who are evil outsiders or undead take 1*CHAd4 divine damage. Additionally, they make a will save VS DC 10 + 2*CHA or are feared for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call to the Righteous:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius have a chance to receive the effects of the spell Aid cast upon for 5 + 3*CHA rounds according to the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin:0.5em auto;width:60%&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;% Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Good&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Evil&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Halfling Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Halflings:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are halflings receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Champion the Smallfolk:&#039;&#039;&#039; The user receives +1 dodge AC for every nearby ally in a huge radius who is a dwarf, gnome, or halfling, up to a maximum of +4 or +1d(Level), whichever is lower, for 5 + 3*CHA rounds. For every +2 dodge AC, receive +1 universal saves for the duration. For every +4 dodge AC, receive +1 non-magical AB for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guile of the Hin:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 saves VS fear and +1d(Level) Tumble for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Law Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Law:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a lawful alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eschew Discord:&#039;&#039;&#039; Nearby non-chaotic allies in a colossal radius have a 80% chance to receive the effects of the spell Clarity for 5 + 3*CHA rounds. Nearby non-lawful enemies in a colossal radius have a 80% to take 1dCHA divine damage. All targets will show the VFX regardless of alignment and roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punish the Guilty:&#039;&#039;&#039; Nearby enemies in a colossal radius have their will and reflex saves reduced by 1d4 for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Magic Domain===&lt;br /&gt;
&#039;&#039;&#039;Defense of the Arcane:&#039;&#039;&#039; Nearby allies in a colossal radius who are bards, characters with the feat Courteous Magocracy, clerics with the Magic and/or Spells domain, sorcerers, or wizards, have a 50% chance to receive each of the following spells: Endure Elements, Ghostly Visage, and Mage Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practice of the Art:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1d(Level) Spellcraft for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Droplets of the Weave:&#039;&#039;&#039; Create a “Droplet of the Weave” in the user’s inventory. This is a miscellaneous small item which is only usable by bards, clerics, sorcerers, and wizards, infused a single use of one of any spell learned by bards, sorcerers, or wizards, up to the third circle, chosen at random. Characters can carry of a maximum of one. Excess disappear, as do all on server reset.&lt;br /&gt;
&lt;br /&gt;
===Ooze Domain===&lt;br /&gt;
&#039;&#039;&#039;Glimpse of Purity:&#039;&#039;&#039; The user gains Immunity: Disease, Immunity: Poison, and Immunity: Negative Energy for 3 + 1*CHA rounds. Also leaves a slimy glowing green spot on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail of Muck:&#039;&#039;&#039; Nearby allies in a colossal radius receive +50% immunity to acid damage and +1d4 acid damage to their weapons for 5 + 3*CHA rounds. Also leaves a slimy glowing green spot on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Become Like Ooze:&#039;&#039;&#039;  Nearby allies in a colossal radius receive +15% immunity to piercing  and slashing damage for 5 + 3*CHA rounds. Also leaves a slimy glowing green spot on the ground.&lt;br /&gt;
&lt;br /&gt;
===Orc Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Orcs:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are half-orcs or orcs receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of the Orcblood:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 dodge AC VS dwarves, elves, and half-elves, and +1d4 bludgeoning damage VS dwarves, elves, and half-elves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reckless Crush:&#039;&#039;&#039; Nearby allies in a colossal radius receive Blood Frenzy for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Stars Domain===&lt;br /&gt;
&#039;&#039;&#039;Comets of Starblight:&#039;&#039;&#039; The spell Starblight is cast at all nearby enemies, using the Cleric&#039;s Astronomy skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divine Starchart:&#039;&#039;&#039; Nearby allies in a colossal radius receive +DLevel / 2 bonus to Astronomy for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divine Starlight:&#039;&#039;&#039; When in exterior area during night time, nearby allies in a colossal radius receive +1 regeneration every 2 rounds for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Storm Domain===&lt;br /&gt;
&#039;&#039;&#039;Storm Avatar:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1 electrical damage for 5 + 3*CHA rounds. For every 4 affected allies, the spell Lightning Bolt is cast at the nearest enemies in the radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye of the Storm:&#039;&#039;&#039; Nearby allies in a colossal radius receive +25% immunity to electrical damage for 3 + 1*CHA turns. Then, provided the user is in an outdoor area, nearby allies and enemies in a colossal radius have a 50% chance of being struck by a lightning bolt which causes (DLevel)d4 electrical damage with a reflex save of DC 15 + 2*CHA for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunder Storm:&#039;&#039;&#039; All creatures in a huge radius take (DLevel / 2)d6 electrical damage.&lt;br /&gt;
&lt;br /&gt;
===Sun Domain===&lt;br /&gt;
&#039;&#039;&#039;Scour the Unholy:&#039;&#039;&#039; Nearby enemies in a colossal radius take 2d(Level) divine damage if they are undead and 2d4 divine damage otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blinding Light:&#039;&#039;&#039; Nearby creatures in a colossal radius make a Fortitude save VS DC 10 + 2*CHA or are blinded for 2d(level/2) rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shard of Sunlight:&#039;&#039;&#039; Create a &amp;quot;Shard of Sunlight&amp;quot; in the user’s inventory. This is a miscellaneous small item. It has a single use of either Cure Serious Wounds, Healing Circle, or Searing Light. Characters can carry of a maximum of one; excess shards will dissolve. Shards are temporary and will disappear on server reset.&lt;br /&gt;
&lt;br /&gt;
===Water Domain===&lt;br /&gt;
&#039;&#039;&#039;Lesser Drown:&#039;&#039;&#039; The nearest single enemy in a colossal radius rolls a fortitude save VS DC 10 + 2*CHA or takes magical damage equal to 20% of their maximum health points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings of the Waves:&#039;&#039;&#039; Nearby allies in a colossal radius have their swim speed unaffected by armor for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacial Blast:&#039;&#039;&#039; Nearby enemies in a colossal radius take 1dCHA cold damage, then roll a reflex save VS DC 10 + 2*CHA or are slowed by 20% for 3 + 1*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Barbarian&amp;diff=2906</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Barbarian&amp;diff=2906"/>
		<updated>2023-11-29T20:34:27Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: barb DI goes from level 5 to level 4, changelog 11/15/23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Barbarian.jpg&lt;br /&gt;
|ClassName=Barbarian&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=12 + CON&lt;br /&gt;
|Prof=Armor (Light, Medium), Weapons (Simple, Martial)&lt;br /&gt;
|Skills=6 + INT&lt;br /&gt;
|Saves=Fort High, Will Low, Reflex Low&lt;br /&gt;
|BAB= +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Resting==&lt;br /&gt;
Unlike most other classes in EFU Barbarians do not require a bedroll to rest.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Bonus Immunity==&lt;br /&gt;
These bonuses are granted for levels into Barbarian. You will retain them even while multiclassing. These bonuses, and Barbarian Movement Speed, are lost while wearing Heavy Armor.&lt;br /&gt;
:&#039;&#039;&#039;Level 4&#039;&#039;&#039;&lt;br /&gt;
:* +10% Physical Damage Immunity&lt;br /&gt;
:&#039;&#039;&#039;Level 7&#039;&#039;&#039;&lt;br /&gt;
:* +10% Physical Damage Immunity&lt;br /&gt;
&lt;br /&gt;
The following bonus is granted to Barbarians at level 6, but will not be retained if the barbarian takes another class.&lt;br /&gt;
:&#039;&#039;&#039;Level 6&#039;&#039;&#039;&lt;br /&gt;
:*1% Elemental Damage Immunity (Fire, Electric, Sonic, Cold, Acid)&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage==&lt;br /&gt;
&lt;br /&gt;
Entering rage has the following base properties:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;+4 Strength&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;+4 Constitution&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;+2 Will Save &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;-2 Armor Class&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, Barbarian Rage has the following scaled properties:&lt;br /&gt;
&lt;br /&gt;
:* Duration is 7 rounds, plus the barbarian&#039;s Constitution modifier prior to raging plus half barbarian levels. 7 + CON modifier + (Barbarian level/2)&lt;br /&gt;
::: example: A level 6 barbarian with 14 CON will have (7 + 2 + 3) = 12 Rounds of Rage&lt;br /&gt;
:* The bonuses to the barbarian&#039;s Strength and Constitution are increased (or decreased) by the barbarian&#039;s base Charisma modifier..&lt;br /&gt;
:* The Thug general feat changes the duration to 7 + CON modifier + Barbarian level, using the Barbarian&#039;s full level.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
===Armor===&lt;br /&gt;
:Benefits such as movement speed and damage immunity are disabled when using heavy armor. Barbarians are generally expected to use medium armor or lighter to make use of their class as designed.&lt;br /&gt;
&lt;br /&gt;
===Multiclassing===&lt;br /&gt;
:Barbarian/Fighter/Swashbuckler multiclass is forbidden, but may otherwise freely multiclass. You do not lose the Barbarian Bonus Immunity by multiclassing.&lt;br /&gt;
&lt;br /&gt;
=Perks=&lt;br /&gt;
Like many other classes, barbarians have a set of unique perks on EFU that help focus on them on a particular aspect of the setting. To retain these perks, you must not take levels in any class other than barbarian or a special prestige class.&lt;br /&gt;
&lt;br /&gt;
You can find a complete list of perks [[Barbarian_Perks|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
*[[Barbarian_Perks#Mountain Man|Mountain Man]]&lt;br /&gt;
*[[Barbarian_Perks#Gutter Guerilla|Gutter Guerilla]]&lt;br /&gt;
*[[Barbarian_Perks#Thug|Thug]]&lt;br /&gt;
*[[Barbarian_Perks#Blightwalker|Blightwalker (Evil Only)]]&lt;br /&gt;
*[[Barbarian_Perks#Gladiator|Gladiator]]&lt;br /&gt;
*[[Barbarian_Perks#Punisher|Punisher]]&lt;br /&gt;
*[[Barbarian_Perks#Huscarl|Huscarl]]&lt;br /&gt;
*[[Barbarian_Perks#Nomad|Nomad]]&lt;br /&gt;
*[[Barbarian_Perks#Steppes_Archer|Steppe Archer]]&lt;br /&gt;
*[[Barbarian_Perks#Medicine_Man|Medicine Man]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Barbarian_Perks&amp;diff=2905</id>
		<title>Barbarian Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Barbarian_Perks&amp;diff=2905"/>
		<updated>2023-11-29T20:33:07Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: Akke&amp;#039;s barb changes posted in wiki goblin channel 11/29/23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mountain Man==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Can rest in the wilderness without needing a campfire (in addition to not requiring a bedroll).&lt;br /&gt;
*While in a Canyon area, barbarian gets +2 cold damage, +5% bonus movement speed, and automatic success on climbing checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Survival &lt;br /&gt;
*+2 saves vs Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*5/- Cold resist&lt;br /&gt;
&lt;br /&gt;
==Gutter Guerilla==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+2 vs Poison/Disease&lt;br /&gt;
*While in a Gutters area, barbarian gets +2 acid damage, +4 saves vs. Disease/Poison and +5% bonus movement speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+5 Search&lt;br /&gt;
*+2 saves vs Acid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Acid 5/- resist&lt;br /&gt;
&lt;br /&gt;
==Thug==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*Thug as a bonus feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+5% Piercing Immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+1d6 Sneak Attack&lt;br /&gt;
 &lt;br /&gt;
==Blightwalker==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+2 saves vs Death &lt;br /&gt;
*When raging, the Blightwalker applies their rage bonuses to STR and CON to nearby friendly undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*5/- Negative Energy Resistance&lt;br /&gt;
*+100 Summoning Points&lt;br /&gt;
*Animate Dead 2/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+100 Summoning Points&lt;br /&gt;
*Spell Focus: Necromancy as a bonus feat&lt;br /&gt;
&lt;br /&gt;
==Gladiator==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Cleave as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*When raging, gain +5% Physical Damage Immunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*While raging ONCE per rest, if HP is brought below 1 the barbarian is healed instead with cure critical wounds &lt;br /&gt;
&lt;br /&gt;
==Punisher==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*1d4 Damage Shield, Piercing&lt;br /&gt;
*While raging, lose an additional -2 AC and gain no bonus to Strength.&lt;br /&gt;
*While raging, become immune to Critical Hits.&lt;br /&gt;
*While raging, gain 1d4 Damage Shield, Slashing&lt;br /&gt;
*+1 rage per day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*While raging, Damage Shield is increased by 1d4 for each step of the barbarian&#039;s base Charisma. (14 CHA shields with 3d4 Slashing Damage, 16 CHA shields with 4d4 Slashing Damage, etc)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Chaos Shield (Level 2) on self.&lt;br /&gt;
&lt;br /&gt;
==Huscarl==&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+5 Concentration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+5% Physical Damage Immunity applied as a temporary bonus to shield&lt;br /&gt;
*Shield cannot be traded while modified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Toughness as a bonus feat&lt;br /&gt;
&lt;br /&gt;
==Nomad==&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Search&lt;br /&gt;
*+3 Listen&lt;br /&gt;
*No longer need food to rest in wilderness.&lt;br /&gt;
*While raging, receive no bonus to Strength&lt;br /&gt;
*While raging, receive a bonus to Dexterity instead&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+5% Movement speed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Explorable zones can be opened without a companion&lt;br /&gt;
&lt;br /&gt;
==Steppes Archer==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Point Blank Shot as a bonus feat.&lt;br /&gt;
*+3 Ride&lt;br /&gt;
*No bonus to Constitution while raging.&lt;br /&gt;
*Strength bonus from raging is applied to equipped bow as a temporary &amp;quot;Mighty&amp;quot; property.&lt;br /&gt;
*+1 rage per day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Spot&lt;br /&gt;
*+3 Listen&lt;br /&gt;
*1/day Bundle of Arrows&lt;br /&gt;
*Access to Tracking, as though a Ranger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+2 Dexterity&lt;br /&gt;
&lt;br /&gt;
==Medicine Man==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+3 Discipline&lt;br /&gt;
*+3 Heal&lt;br /&gt;
*Instead of Charisma, Intelligence is used to calculate scaling rage bonus.&lt;br /&gt;
*Rage is disabled. Instead, there is a 30% chance that rage will be triggered automatically when suffering a critical hit.&lt;br /&gt;
*There is no limit to the number of times rage can be triggered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Lore&lt;br /&gt;
*+5 Herbalism&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*When using medicinal herbs, the regeneration ticks at 2 HP per round, up from 1 HP.&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Barbarian&amp;diff=2904</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Barbarian&amp;diff=2904"/>
		<updated>2023-11-29T20:27:25Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: level 6 pure bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Barbarian.jpg&lt;br /&gt;
|ClassName=Barbarian&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=12 + CON&lt;br /&gt;
|Prof=Armor (Light, Medium), Weapons (Simple, Martial)&lt;br /&gt;
|Skills=6 + INT&lt;br /&gt;
|Saves=Fort High, Will Low, Reflex Low&lt;br /&gt;
|BAB= +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Resting==&lt;br /&gt;
Unlike most other classes in EFU Barbarians do not require a bedroll to rest.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Bonus Immunity==&lt;br /&gt;
These bonuses are granted for levels into Barbarian. You will retain them even while multiclassing. These bonuses, and Barbarian Movement Speed, are lost while wearing Heavy Armor.&lt;br /&gt;
:&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
:* +10% Physical Damage Immunity&lt;br /&gt;
:&#039;&#039;&#039;Level 7&#039;&#039;&#039;&lt;br /&gt;
:* +10% Physical Damage Immunity&lt;br /&gt;
&lt;br /&gt;
The following bonus is granted to Barbarians at level 6, but will not be retained if the barbarian takes another class.&lt;br /&gt;
:&#039;&#039;&#039;Level 6&#039;&#039;&#039;&lt;br /&gt;
:*1% Elemental Damage Immunity (Fire, Electric, Sonic, Cold, Acid)&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage==&lt;br /&gt;
&lt;br /&gt;
Entering rage has the following base properties:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;+4 Strength&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;+4 Constitution&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;+2 Will Save &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;-2 Armor Class&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, Barbarian Rage has the following scaled properties:&lt;br /&gt;
&lt;br /&gt;
:* Duration is 7 rounds, plus the barbarian&#039;s Constitution modifier prior to raging plus half barbarian levels. 7 + CON modifier + (Barbarian level/2)&lt;br /&gt;
::: example: A level 6 barbarian with 14 CON will have (7 + 2 + 3) = 12 Rounds of Rage&lt;br /&gt;
:* The bonuses to the barbarian&#039;s Strength and Constitution are increased (or decreased) by the barbarian&#039;s base Charisma modifier..&lt;br /&gt;
:* The Thug general feat changes the duration to 7 + CON modifier + Barbarian level, using the Barbarian&#039;s full level.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
===Armor===&lt;br /&gt;
:Benefits such as movement speed and damage immunity are disabled when using heavy armor. Barbarians are generally expected to use medium armor or lighter to make use of their class as designed.&lt;br /&gt;
&lt;br /&gt;
===Multiclassing===&lt;br /&gt;
:Barbarian/Fighter/Swashbuckler multiclass is forbidden, but may otherwise freely multiclass. You do not lose the Barbarian Bonus Immunity by multiclassing.&lt;br /&gt;
&lt;br /&gt;
=Perks=&lt;br /&gt;
Like many other classes, barbarians have a set of unique perks on EFU that help focus on them on a particular aspect of the setting. To retain these perks, you must not take levels in any class other than barbarian or a special prestige class.&lt;br /&gt;
&lt;br /&gt;
You can find a complete list of perks [[Barbarian_Perks|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
*[[Barbarian_Perks#Mountain Man|Mountain Man]]&lt;br /&gt;
*[[Barbarian_Perks#Gutter Guerilla|Gutter Guerilla]]&lt;br /&gt;
*[[Barbarian_Perks#Thug|Thug]]&lt;br /&gt;
*[[Barbarian_Perks#Blightwalker|Blightwalker (Evil Only)]]&lt;br /&gt;
*[[Barbarian_Perks#Gladiator|Gladiator]]&lt;br /&gt;
*[[Barbarian_Perks#Punisher|Punisher]]&lt;br /&gt;
*[[Barbarian_Perks#Huscarl|Huscarl]]&lt;br /&gt;
*[[Barbarian_Perks#Nomad|Nomad]]&lt;br /&gt;
*[[Barbarian_Perks#Steppes_Archer|Steppe Archer]]&lt;br /&gt;
*[[Barbarian_Perks#Medicine_Man|Medicine Man]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Cleric&amp;diff=2889</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Cleric&amp;diff=2889"/>
		<updated>2023-11-07T21:29:31Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: added mage armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Cleric&lt;br /&gt;
|ClassPic=Cleric.jpg&lt;br /&gt;
|ClassName=Cleric&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=8 + CON&lt;br /&gt;
|Prof=Armor (Light, Medium, Heavy), Shields, Weapons (Simple)&lt;br /&gt;
|Skills=4 + INT&lt;br /&gt;
|Saves=Fort High, Will High, Reflex Low&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 8+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light, Medium, Heavy), Shields, Weapon (Simple)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  4 + INT modifier per level, (4+INT)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +3/4 levels &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for &amp;quot;cure&amp;quot; and &amp;quot;inflict&amp;quot; spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells.&lt;br /&gt;
&lt;br /&gt;
===Dogmatic Expectations===&lt;br /&gt;
Clerics are expected to represent their deity and/or divine beliefs in ways beyond casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and evangelize a holy (or unholy) message. It is a matter of best judgement, and creative twists on these priestly duties are always welcome. Nonetheless, if a Cleric strays too far from their role, they may receive a spellcasting failure chance (applied by DMs).&lt;br /&gt;
&lt;br /&gt;
===Choosing Domains===&lt;br /&gt;
&lt;br /&gt;
Newly created Clerics must select a single Primary Domain and one Secondary Domain. This is an intrinsic, inalienable part of the mechanics behind the EFU&#039;s custom cleric systems. These domains also serve to determine what kind of relics your Cleric can use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only choose an alignment-based Primary Domain if your Cleric is of that alignment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only choose a race-based Primary Domain if your cleric is of that race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The domains available are listed [[Domains|&#039;&#039;&#039;here&#039;&#039;&#039;]]. Please be careful to remember this while designing your wonderful new character!&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
In order to be able to cast spells, they must then attune (via [[Player Tools#Attune to Relic|Player Tool]]) to an appropriate Relic that matches either of the domains they selected.&lt;br /&gt;
&lt;br /&gt;
Players are advised to select domains according to desired theme and flair, in ways that associate best with your deity.&lt;br /&gt;
&lt;br /&gt;
Utilizing the new Cleric feats in order to create, improve, and expand upon their relic, players will gain access to many mechanical benefits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:620px; overflow:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot; | New Cleric Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Sacrifice&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 3rd level, The cleric gains the ability to sacrifice Divine Relics. When sacrificing relics, the cleric gains sacrificing points, based on the enhancement level of the relic: 1 + relic enhancement level.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully sacrificed by rolling a Consecration skill roll against the relic&#039;s gold value score + (10 * relic enhancement level). For example, if a relic&#039;s gold value score  12, and if it was enhanced twice, the required roll will be 32.&lt;br /&gt;
&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used three times a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Enhance&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 4th level, The cleric gains the ability to enhance the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enhancing relics, their enhancement level increases by 1, and they gain permanent item properties based on their enhancement level:&lt;br /&gt;
level 1: random skill +2.&lt;br /&gt;
level 2: random spell 1 use/day.&lt;br /&gt;
level 3: random save +1.&lt;br /&gt;
&lt;br /&gt;
All the random properties are relevant to the cleric class. The cleric&#039;s domains might give a very slight offset towards a property related to the domain, but this is never guaranteed.&lt;br /&gt;
If the relic can&#039;t be equipped, on all levels it will get a random spell 1 use/day.&lt;br /&gt;
&lt;br /&gt;
The relic can&#039;t be enhanced more than 3 times.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully enhanced by rolling a Consecration skill roll against the relic&#039;s gold value score + (10 * relic enhancement level). For example, if a relic&#039;s gold value score  12, and if it was enhanced twice, the required roll will be 32.&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used once a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Relic Enchant&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 6th level, The cleric gains the ability to enchant the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enchanting relics, the relic gains temporary item properties based on their equippable slot:&lt;br /&gt;
&lt;br /&gt;
Melee  	-    +1 Enchantment&lt;br /&gt;
Ranged  -    +1 Attack&lt;br /&gt;
Armor   -    +1 AC&lt;br /&gt;
Helm    -    +1 AC&lt;br /&gt;
Shield  -    +1 AC&lt;br /&gt;
Cloak   -    Elemental Immunity 10%&lt;br /&gt;
Amulet  -    +1 Empower Class Ability, +1 Extend Class Ability&lt;br /&gt;
Boots   -    +2 Reflex&lt;br /&gt;
Ring    -    +2 Will&lt;br /&gt;
Bracers -    Physical Immunity 5%&lt;br /&gt;
Gloves  -    +2 Fort&lt;br /&gt;
&lt;br /&gt;
The duration of the effect is 1 round for every Consecration rank of the cleric.&lt;br /&gt;
&lt;br /&gt;
All the random properties are relevant to the cleric class. The cleric&#039;s domains might give a very slight offset towards a property related to the domain, but this is never guaranteed.&lt;br /&gt;
If the relic can&#039;t be equipped, it can&#039;t be enchanted.&lt;br /&gt;
&lt;br /&gt;
The relic is successfully enchanted by rolling a Consecration skill roll against the relic&#039;s gold value score. For example, if a relic&#039;s gold value score  12, the required roll will be 12.&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used twice a day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Sanctify Item&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 8th level, The cleric gains the ability to sanctify items, making them only usable by members of their faiths, by using 2 of their sacrifice relic points. &lt;br /&gt;
&lt;br /&gt;
The item is successfully sanctified by rolling a Consecration skill roll against the item&#039;s gold value score + (20 if the item is already marked to only be usable by another faith). For example, if a relic&#039;s gold value score 12, the required roll will be 12. If the item has an OUB by a different faith, the roll will be 32.&lt;br /&gt;
&lt;br /&gt;
If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.&lt;br /&gt;
On a failed roll, the cleric rolls again for half of the original roll&#039;s score to attempt to sanctify it to the faith group of their deity, when relevant. For example, if the cleric&#039;s deity is &amp;quot;The Wanderer, Warad&amp;quot;, if failing the original roll but succeeding the second roll, the item will be usable by all followers of deities of the Wheel faith. But if the cleric&#039;s deity is Pra&#039;raj, there&#039;s no second roll.&lt;br /&gt;
&lt;br /&gt;
This ability can be used twice a day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;THIS ABILITY IS ONLY RELEVANT FOR CLERICS WITH A VALID SETTINGS DEITY.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cleric Spell List==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle || 5th Circle || 6th Circle&lt;br /&gt;
|-&lt;br /&gt;
|	Cure minor wounds	||	Bane	||	Aid	||	Animate dead	||	[[Custom_Spells#Castigate|Castigate]]	||	Battletide	||	Banishment&lt;br /&gt;
|-&lt;br /&gt;
|	Inflict minor wounds	||	Bless	||	Bull&#039;s strength	||	Bestow curse	||	Cure critical wounds	||	[[Custom_Spells#Chaav.27s_Laugh|Chaav&#039;s Laugh]]	||	Blade barrier&lt;br /&gt;
|-&lt;br /&gt;
|	Light	||	[[Custom_Spells#Bless_Water|Bless Water]]	||	Cure moderate wounds	||	Blindness/deafness	||	Death ward	||	Circle of doom	||	Control undead&lt;br /&gt;
|-&lt;br /&gt;
|	Resistance	||	Cure light wounds	||	Darkness	||	Clarity	||	Dismissal	||	Flame strike	||	Create undead&lt;br /&gt;
|-&lt;br /&gt;
|	Virtue	||	Divine favor	||	Eagle&#039;s splendor	||	Contagion	||	Divine power	||	Healing circle	||	Greater dispelling&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Doom	||	Endurance	||	Continual flame	||	Freedom of movement	||	Monstrous regeneration	||	[[Custom_Spells#Greater_Heroism|Greater Heroism]]&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Endure elements	||	Find Traps	||	Cure serious wounds	||	Greater magic weapon	||	Slay living	||	Greater sanctuary&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Entropic shield	||	Fox&#039;s cunning	||	Darkfire	||	Hammer of the gods	||	Spell resistance	||	Harm&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Inflict light wounds	||	[[Custom_Spells#Hearthfire|Hearthfire]]	||	Dispel magic	||	[[Custom_Spells#Heroism|Heroism]]	||	Summon creature V	||	Heal&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Mage Armor	||	Hold Person	||	Glyph of warding	||	[[Custom_Spells#Hypothermia|Hypothermia]]	||	True seeing	||	Planar ally&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Magic weapon	||	Inflict moderate wounds	||	[[Custom_Spells#Halt_Undead|Halt Undead]]	||	Inflict critical wounds	||	-	||	[[Custom_Spells#Scrying|Scrying]]&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Protection from alignment	||	Lesser dispel	||	[[Custom_Spells#Heart_Clutch|Heart Clutch]]	||	[[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]]	||	-	||	Summon creature VI&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Remove fear ||	Lesser restoration	||	Inflict serious wounds	||	[[Custom_Spells#Mass_Ultravision|Mass Ultravision]]	||	-	||	Undeath to death&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Sanctuary	||	Negative energy ray	||	Invisibility purge	||	Neutralize poison	||	-	||	Blood to Water&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Scare		||	Owl&#039;s wisdom	||	Magic circle against alignment	||	Poison	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Shield of faith	||	Remove paralysis	||	Magic vestment	||	Restoration	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	Summon creature I ||	Resist elements	||	[[Custom_Spells#Masochism|Masochism]]	||	Summon creature IV	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Silence	||	Negative energy protection	||	[[Custom_Spells#Ward_Area|Ward Area]]	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Sound burst	||	Prayer	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Stone bones	||	Protection from elements	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Summon creature II	||	Remove blindness/deafness	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Ultravision	||	Remove curse	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	Death Knell	||	Remove disease	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Searing light	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	[[Custom_Spells#Shield_Other|Shield Other]]	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Summon creature III	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	-	||	-	||	-	||	Living Undeath	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Turn Undead==&lt;br /&gt;
&lt;br /&gt;
EFU has an entirely new [[Turn Undead]] system based on the Cleric&#039;s domains.  When a PC initiates the use of [[Turn Undead]], one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.&lt;br /&gt;
&lt;br /&gt;
The new [[Turn Undead]] effects ignore the regular [[Turn Undead]] effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).&lt;br /&gt;
&lt;br /&gt;
If a multiclassed character, there is a chance to experience failure if the character has more non-&amp;quot;turn undead class&amp;quot; (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. The chance of success is equal to the character&#039;s TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%. &lt;br /&gt;
:Examples of such include:&lt;br /&gt;
:3 Cleric, 4 Fighter = 3/4 = 75%&lt;br /&gt;
:1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%&lt;br /&gt;
:4 Cleric, 4 Wizard = 4/4 = 100%&lt;br /&gt;
:2 Cleric, 1 Fighter = 2/1 = 100%&lt;br /&gt;
:3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%&lt;br /&gt;
:2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2882</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=2882"/>
		<updated>2023-10-27T15:35:12Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: scry changed from ring &amp;gt; region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con&lt;br /&gt;
 Spell Level: 2&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centred on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 sc&lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Shield Other&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Cleric 3, Paladin 2, Astrologian 3&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal and Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target/Area: Single&lt;br /&gt;
 Duration: 5 rounds / caster level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.&lt;br /&gt;
 The shared damage only works when both the caster and target are in the same area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Domain:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration:&#039;&#039;&#039; Duration increased to 7 rounds / level&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 3 rounds / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 6 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 12 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level: Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Iron Skin&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fortune Telling&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 round/10 round Wait, Effect Instant&lt;br /&gt;
 Additional Counter Spells &lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian predicts that the target will require healing at key moments in the near future. Five rounds after this spell is cast, the target receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian. Ten rounds after this spell is cast, the target once again receives healing equal to a casting of Cure Critical Wounds, as if cast by the Astrologian.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants 10% Concealment for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants +10% Movement Speed for the duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Solar Circle&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 3 + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:&lt;br /&gt;
 * All allies standing within the circle deal 1d4 bonus astral damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.&lt;br /&gt;
 * All enemies standing within the circle experience the effects of the &amp;quot;Slow&amp;quot; spell. They take 1d4 astral damage per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contingency&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cone of Stone&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Knockdown single round&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates knockdown&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of hurled stones shoots forth from the caster&#039;s hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Devastating Bodyswap&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Target single, Explosion large&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Will negates the swap, Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.&lt;br /&gt;
 If the target is a servant of the caster, the switch will auto succeed without a save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hearthfire&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 &lt;br /&gt;
 Innate level: 1&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: 30 ft&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Create a restful campfire.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Meredy&#039;s Magic Mansion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 7 &lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components:  Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Point&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Quicksand&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: Freedom of Movement&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Regroup&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1 / Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: One willing creation / level&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.&lt;br /&gt;
 &lt;br /&gt;
 (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Splash&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): None&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Damage Instant, Blindness 1 round/odd level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2 Damage, Fortitude negates blind&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A splash of sand shoots forth from the caster&#039;s hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
 &lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Collapsing Void&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1 Round / 3 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.&lt;br /&gt;
 &lt;br /&gt;
 The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood Transcription&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: sorcerer/wizard 2, astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: harmless&lt;br /&gt;
 &lt;br /&gt;
 Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scrying&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Cleric 6, Druid 6, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: special (see text) &lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Effect: see text&lt;br /&gt;
 Save: will &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject&#039;s immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type &amp;quot;/c end_scrying&amp;quot; and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. &lt;br /&gt;
 &lt;br /&gt;
 Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.&lt;br /&gt;
 &lt;br /&gt;
 Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.&lt;br /&gt;
 &lt;br /&gt;
 Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same region.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 3, astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Briefly bend the threads of fate to bring your target&#039;s past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your target a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 4, Astrologian 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of psychic damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; adds 1d4 Rounds of Stun on a failed saving throw.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizard|Wizards]]&#039;&#039;&#039; with &#039;&#039;&#039;Specialization: Divination&#039;&#039;&#039; add 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4, Astrologian 3&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.&lt;br /&gt;
 &lt;br /&gt;
  Power of the spells - the spell caster level of each spell:&lt;br /&gt;
   Unknown - if the spell wasn&#039;t created by a creature&lt;br /&gt;
   Weak - if the caster level is below 4&lt;br /&gt;
   Intermediate - if the caster level is in range 4-6&lt;br /&gt;
   Strong - if the caster level is in range 7-9&lt;br /&gt;
   Powerful - if the caster level is 10 and above&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; also shows the remaining duration of each spell affecting the target&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Foiled Future&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 4, astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium&lt;br /&gt;
 Area of effect: large (5 meter radius)&lt;br /&gt;
 Duration: 1 round/2 levels&lt;br /&gt;
 Saving Throw: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Same as Foiled Future, but applies to all targets in radius&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; extends the duration to 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; gives your targets a bonus (based off your INT mod) to hit themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;True Dodge&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Wizard/Sorcerer 1, astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round (not extendable)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes the spell to also affect the caster.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Crafter&#039;s Insight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Twist Fate&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Debilitating Portent&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will partial&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian sees great weakness in the target&#039;s future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horror Mark&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell&#039;s duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Foretell Doom&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Divination&lt;br /&gt;
 Components: Verbal&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell&#039;s effect may be averted by acquiring death immunity before the spell expires.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Vicious Mockery&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 0 &lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): mind-affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 2 rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* Does not stack with Greater Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Crushing Despair&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 2&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor: Mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: 10 Meters Cone&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)&lt;br /&gt;
* &#039;&#039;&#039;GSF Enchantment:&#039;&#039;&#039; +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Greater Heroism&#039;&#039;====&lt;br /&gt;
 Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 2 round / level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.&lt;br /&gt;
&lt;br /&gt;
* Does not stack with Heroism.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centred on you&lt;br /&gt;
 Duration: 1 round/level + CHA Modifier&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell&#039;s area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and can be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hypothermia&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 3, Cleric 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / 2 Levels&lt;br /&gt;
 Save: Fortitude 1/2 damage, negates effects&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: fortitude 1/2 &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates the effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11-meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates the deafness&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Whip&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates movement decrease&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lightning Avatar&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Lightning&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster.&lt;br /&gt;
 Any creature that is caught in the lightning&#039;s path suffers a 1d4 electrical damage per caster level and increases the duration by a single round.&lt;br /&gt;
 Nearby hostile creatures take 1d4 electrical damage per round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GSF Evocation:&#039;&#039;&#039; creatures caught in the lightning suffer 1d6 damage per caster level&lt;br /&gt;
* &#039;&#039;&#039;GSF Transmutation:&#039;&#039;&#039; duration increased by 1d4 rounds for every enemy caught in the lightning’s path&lt;br /&gt;
* &#039;&#039;&#039;SF Necromancy:&#039;&#039;&#039; The target is healed by 1 point per creature caught in the lightning&lt;br /&gt;
* &#039;&#039;&#039;GSF Necromancy:&#039;&#039;&#039; The target is healed by 1d4 points per creature caught in the lightning&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Wall of Ice&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Druid 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Wall 30 ft Long&lt;br /&gt;
 Duration: 1 Round / 2 Levels&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates Slow&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 4 rounds / level.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Cacophonic Burst&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5, Bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Sonic&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Huge (6.67 meter radius)&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigate&#039;&#039;====&lt;br /&gt;
 Spell level: cleric 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: Divine&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Huge&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Lunar Bolt&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 4, Astrologian 3&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn&lt;br /&gt;
 Save: Fortitude 1/2 (living target) or Will negates (undead target)&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 A lunar bolt strikes unerringly against any living or undead creature in range.&lt;br /&gt;
 A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.&lt;br /&gt;
 An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.&lt;br /&gt;
 The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Herald of Winter&#039;&#039;====&lt;br /&gt;
 Spell level: sorcerer/wizard 5, druid 6&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: weapon enchantment&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: single or melee weapon&lt;br /&gt;
 Duration: 1 turn / level&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: None&lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Pillar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Medium&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Sand Storm&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Druid 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): &lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 All enemies within this spell&#039;s area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Permanent Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Mass Blades&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapons gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / 2 caster levels.&lt;br /&gt;
 +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 1 Minute / 1 Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 6&lt;br /&gt;
 Innate Level: 6&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Summoned Item&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Item&lt;br /&gt;
 Duration: 24 Hours&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
 &lt;br /&gt;
 The weapon gains the following bonuses based on caster level:&lt;br /&gt;
 +1 AB / caster level.&lt;br /&gt;
 +2 increased maximum HP / caster level.&lt;br /&gt;
 &lt;br /&gt;
 As opposed to Shelgarn&#039;s Persistent Blade and its variations, the summoned creature will also be able to wield weapons they&#039;re normally unable to hold (due to restrictions of class, alignment, race) and set items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 astral damage for every 8 ranks of Astronomy.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burst of Radiance&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: 1d4 Rounds&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex Partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies the damage to creatures in the area even if they are not evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Starblight&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Medium&lt;br /&gt;
 Duration: round/level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws on the malignant power of stars to shine a baleful light upon you for round/level. Every cast of the spell &amp;quot;Starblight&amp;quot; while under this state applies a random hex to the target on a failed Will save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Star Shard&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1 / 2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of astral damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; drains -1 from a random ability score on a failed Fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; drains -2 from a random ability score on a failed Fortitude save (instead of only -1, not in addition).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Hypnotic Pattern&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: wizard/sorcerer 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Huge&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates, Fort negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they&#039;re confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mislead&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 1, Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 round / 2 levels&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: None&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. There is a 10% chance each round that an additional clone will be spawned from the target&#039;s current location for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (20% total) for additional Mirror Images. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total). A maximum of 1 extra clone is created.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 20% for a single round.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases your movement speed by 30% for 3 rounds.&lt;br /&gt;
* Mirror Images created by Mislead are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters)&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; adds more dangerous poisons to the list of possible poisons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Phantasmal Affliction&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: illusion&lt;br /&gt;
 Descriptor: mind-affecting, poison&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters)&lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: will and fortitude&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.&lt;br /&gt;
 &lt;br /&gt;
 GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage&lt;br /&gt;
 GSF Necromancy: The pool of poisons also include more dangerous poisons&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantasmal Assault&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Class: Sorcerer/Wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect: Single target&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Save: Will, save halves&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation:&#039;&#039;&#039; causes the phantom explodes in a random elemental damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;applies a wounding effect on the target for 1 round / 2 levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Phantoms of Deception&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 3, Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Yes (Darkness)&lt;br /&gt;
 &lt;br /&gt;
 The target creature becomes invisible and a Mirror Image of the target is created at the target&#039;s location. After 2 rounds, an additional Mirror Image of the target is created.&lt;br /&gt;
 There is a 20% chance each round that additional clones will be spawned from the target&#039;s current location for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one. Extra clones are capped at 3 total.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 25% for 2 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases movement speed by 50% for 4 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels&lt;br /&gt;
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Flames&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements &amp;amp; Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of those flames to 3d4.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Prismatic Sparks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor(s): Mind-Affecting&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: 1 Round/Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will Negates Spell Blocking Effect&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements &amp;amp; Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the damage of that electricity to 3d6.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Glass Doppelganger&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 5&lt;br /&gt;
 Innate level: 5&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy&#039;s INT, WIS, CHA are set to 8 so it won&#039;t be able to cast spells. PCs can&#039;t cast this spell on NPCs.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dancing Lights&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell Level: Astrologian 0&lt;br /&gt;
 Innate Level: 0&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 1 Minute&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Project Star Chart&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Illusion&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Self&lt;br /&gt;
 Area of Effect: Self&lt;br /&gt;
 Duration: 5 Minutes / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +10 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases the bonus to +15 Astronomy.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants 2/+1 Damage Reduction for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; grants +1 Will for the duration.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants +1 Fortitude for the duration.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Curse of Impending Blades&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Virulent Walking Bomb&#039;&#039;====&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Fire / Acid / Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Long (40 meters)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Fortitude negates round damage, Reflex 1/2 explosion damage&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level.&lt;br /&gt;
 &lt;br /&gt;
 The caster chooses from three elements: Fire, Acid, or Negative Energy&lt;br /&gt;
&lt;br /&gt;
* There is a one round arming time before a creature will explode on death.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants a 20% chance that creatures caught in the explosion will also be infected.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; grants a 40% chance that creatures caught in the explosion will also be infected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 3 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Divination:&#039;&#039;&#039; increases the duration by 6 rounds&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Transmutation:&#039;&#039;&#039; increases the round damage to 1d6&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus:  Evocation:&#039;&#039;&#039; increases the explosion damage to 1d6&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67-meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Curse of Impending Blades&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Medium&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm&#039;s way. On failed save, the subjects take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the AC penalty to -3&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Death Knell&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: Negative Energy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Damage Instant, Buff 1 Round / Level&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Living Undeath&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch (Other)&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.&lt;br /&gt;
&lt;br /&gt;
 The spell&#039;s target must not be an emeny of the caster, and must be a living organism (no undead or construct). The caster may not target themselves.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Dread Seizure&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Wizard / Sorcerer 3, Astrologian 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor: None&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Astral Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round, and 5/+1 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 5 Spell Resistance.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the beneficiary 10 Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Celestial Regeneration&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Components: Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect: Single&lt;br /&gt;
 Duration: 10 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round, and 10/+2 physical damage resistance up to a limit of 30 physical damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 40 physical damage.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit to 50 physical damage.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Body of the Sun&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2, Astrologian 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Fire&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of effect: Caster&lt;br /&gt;
 Duration: 1 Round / Level&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Creeping Cold&#039;&#039;====&lt;br /&gt;
 Spell level: Druid 2&lt;br /&gt;
 Innate level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 3 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Greater Creeping Cold&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: 4 Rounds&lt;br /&gt;
 Save: Fortitude 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Extract Water Elemental&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 5, Sorcerer/Wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):	Cold&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: Special&lt;br /&gt;
 Save: Fortitude half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blood to Water&#039;&#039; ====&lt;br /&gt;
 &lt;br /&gt;
 Spell level: Cleric 6&lt;br /&gt;
 Innate level: 7&lt;br /&gt;
 School: Necromancy &lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Large or up to 5 living creatures&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude Half&lt;br /&gt;
 Spell resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You transmute the subjects&#039; blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Spiderskin&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Spell level: Druid 3, Sorcerer/Wizard 4&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components:	Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration :	1 Hour / Level&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Alter Self&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Bard 2, Wizard / Sorcerer 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: Caster&lt;br /&gt;
 Duration: 1 Turn / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster is able to turn himself into a humanoid or small animal.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 2 turns per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 turns per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Alter Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Augment Familiar to 2 rounds per level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; increases the duration of Alter Self to 4 rounds per level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates (-4 DC)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
 It does not require a water item in your PC&#039;s inventory to work. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass Ultravision&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4, Astrologian 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Whispering Wind&#039;&#039; ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Bard 2, Sorcerer/Wizard 2, Astrologian 1&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Disintegrate&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell level: sorcerer/wizard 6&lt;br /&gt;
 Innate level: 6&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor: none&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of effect: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: Fortitude partial &lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Eratosthenes&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Target: single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of al-Battani&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No &lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex of Anaximander&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1 &lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stellar Blade&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: 1 Turn / level&lt;br /&gt;
 Additional Counter Spells: Save: Harmless&lt;br /&gt;
 Spell Resistance: Harmless&lt;br /&gt;
 &lt;br /&gt;
 A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied:&lt;br /&gt;
 • +1 enhancement bonus.&lt;br /&gt;
 • +1 astral damage, plus an extra 1 astral damage for every 10 Astronomy ranks of the wielder. &lt;br /&gt;
 • The weapon has a 25% chance of stripping the spell &#039;Blur&#039; on hit.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Gravity&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: No &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as crushing damage (up to 100).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Hex Dispersion&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
 Spell Level: Astrologian 2&lt;br /&gt;
 Innate Level: 2&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Huge&lt;br /&gt;
 Duration: 3 Rounds + 1 Round / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2881</id>
		<title>Player Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2881"/>
		<updated>2023-10-26T20:26:20Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Owned Properties in Sands of Intrigue=&lt;br /&gt;
Characters are able to rent or purchase property in the game world. These areas are then available for the character to use to furnish, operate player factions, store items and otherwise do with as they please.&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Renting Properties==&lt;br /&gt;
&lt;br /&gt;
In order to purchase a property in or immediately around Ephia&#039;s Well, e.g. in the Plaza or Tablet, a character needs to be Voiced. Voiced characters are full citizen of the Well, a status that can be purchased in the game-world, see [[Politics]].&lt;br /&gt;
&lt;br /&gt;
Once voiced, a character can purchase a vacant property by interacting with the sign placeable near the property&#039;s entrance. If the character has sufficient gold for the price listed on the sign, they can purchase the property and become its owner. The up-front cost goes to the state Treasury, and the taxes for the property are paid for 7 days. The character will remain the owner of the property until one of the following happens&lt;br /&gt;
&lt;br /&gt;
#  Taxes are due and they have insufficient money deposited in their property account to pay the total amount&lt;br /&gt;
#  The owner does not enter the property using the door for more than seven consecutive days&lt;br /&gt;
#  A Legate seizes the property&lt;br /&gt;
#  The owner sells the property to another character&lt;br /&gt;
&lt;br /&gt;
Players can also rent certain properties, such as rooms in the Krak des Roses, or an office in another settlement. Some of these rental properties do NOT require a character to be voiced, but otherwise function the same.&lt;br /&gt;
&lt;br /&gt;
==Taxes==&lt;br /&gt;
Every seven days, at the time of day that corresponds to when the property was purchased, the state collects taxes. The formula for calculating taxes is as follows.&lt;br /&gt;
&lt;br /&gt;
Base Rate + (Property Tax Rate) * (Total Up-front Cost of Property) = Weekly Tax Due&lt;br /&gt;
&lt;br /&gt;
For example, for a Plaza property with a total up-front cost of 2,000 gold, and a tax rate set by the Legates at 15%, and base rate of 500, the total weekly cost to the owner is 500 + (0.15)(2000) = 800 gold pieces. &lt;br /&gt;
&lt;br /&gt;
Players can deposit gold into their property account at any time, by interacting with the sign placeable on any property they own and depositing gold. Note, each character has at most one property tax account, from which all properties they own deduct taxes from. It is not possible to withdraw money from property accounts, only deposit. &lt;br /&gt;
&lt;br /&gt;
Owners can see when and how much is due for taxes at any time by interacting with the sign placeable. They can also see the balance of their property account. Any character can view the weekly tax rate of a property by interacting with the sign. &lt;br /&gt;
&lt;br /&gt;
If taxes are due and there is insufficient funds in the property tax account of the owner, the state seizes the property, announces this over the Bellows, and the property becomes vacant, and able to be purchased again by any qualified character.&lt;br /&gt;
&lt;br /&gt;
==Selling Properties==&lt;br /&gt;
&lt;br /&gt;
An owner can use the sign placeable in front of their property to put the property on sale. Once the property is on sale, any qualified character can purchase the property by interacting with the sign. The money spent to purchase the property is then depositied in the former owner&#039;s Coin-changer bank account (instead of the state Treasury, as is the case if the property was vacant).&lt;br /&gt;
&lt;br /&gt;
==Controlling Access to the Property==&lt;br /&gt;
&lt;br /&gt;
An owner of a property can assign other characters access to the property by using a dialog accessible through the property&#039;s sign. The character recieving access must be present so the owner can select them with the tool. The owner can at any time remove access by striking a name from the list accessible through the property&#039;s sign. An owner can also allow public access; if this option is selected any character can enter the property by clicking on the locked door, which will open.&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2880</id>
		<title>Player Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Player_Properties&amp;diff=2880"/>
		<updated>2023-10-26T20:21:33Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: create property page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Player Properties in Sands of Intrigue=&lt;br /&gt;
Characters are able to rent or purchase property in the game world. These areas are then available for the character to use to furnish, operate player factions, store items and otherwise do with as they please.&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Renting Properties==&lt;br /&gt;
&lt;br /&gt;
In order to purchase a property in or immediately around Ephia&#039;s Well, e.g. in the Plaza or Tablet, a character needs to be Voiced. Voiced characters are full citizen of the Well, a status that can be purchased in the game-world, see [[Politics]].&lt;br /&gt;
&lt;br /&gt;
Once voiced, a character can purchase a vacant property by interacting with the sign placeable near the property&#039;s entrance. If the character has sufficient gold for the price listed on the sign, they can purchase the property and become its owner. The up-front cost goes to the state Treasury, and the taxes for the property are paid for 7 days. The character will remain the owner of the property until one of the following happens&lt;br /&gt;
&lt;br /&gt;
#  Taxes are due and they have insufficient money deposited in their property account to pay the total amount&lt;br /&gt;
#  The owner does not enter the property using the door for more than seven consecutive days&lt;br /&gt;
#  A Legate seizes the property&lt;br /&gt;
#  The owner sells the property to another character&lt;br /&gt;
&lt;br /&gt;
Players can also rent certain properties, such as rooms in the Krak des Roses, or an office in another settlement. Some of these rental properties do NOT require a character to be voiced, but otherwise function the same.&lt;br /&gt;
&lt;br /&gt;
==Taxes==&lt;br /&gt;
Every seven days, at the time of day that corresponds to when the property was purchased, the state collects taxes. The formula for calculating taxes is as follows.&lt;br /&gt;
&lt;br /&gt;
Base Rate + (Property Tax Rate) * (Total Up-front Cost of Property) = Weekly Tax Due&lt;br /&gt;
&lt;br /&gt;
For example, for a Plaza property with a total up-front cost of 2,000 gold, and a tax rate set by the Legates at 15%, and base rate of 500, the total weekly cost to the owner is 500 + (0.15)(2000) = 800 gold pieces. &lt;br /&gt;
&lt;br /&gt;
Players can deposit gold into their property account at any time, by interacting with the sign placeable on any property they own and depositing gold. Note, each character has at most one property tax account, from which all properties they own deduct taxes from. It is not possible to withdraw money from property accounts, only deposit. &lt;br /&gt;
&lt;br /&gt;
Owners can see when and how much is due for taxes at any time by interacting with the sign placeable. They can also see the balance of their property account. Any character can view the weekly tax rate of a property by interacting with the sign. &lt;br /&gt;
&lt;br /&gt;
If taxes are due and there is insufficient funds in the property tax account of the owner, the state seizes the property, announces this over the Bellows, and the property becomes vacant, and able to be purchased again by any qualified character.&lt;br /&gt;
&lt;br /&gt;
==Selling Properties==&lt;br /&gt;
&lt;br /&gt;
An owner can use the sign placeable in front of their property to put the property on sale. Once the property is on sale, any qualified character can purchase the property by interacting with the sign. The money spent to purchase the property is then depositied in the former owner&#039;s Coin-changer bank account (instead of the state Treasury, as is the case if the property was vacant).&lt;br /&gt;
&lt;br /&gt;
==Controlling Access to the Property==&lt;br /&gt;
&lt;br /&gt;
An owner of a property can assign other characters access to the property by using a dialog accessible through the property&#039;s sign. The character recieving access must be present so the owner can select them with the tool. The owner can at any time remove access by striking a name from the list accessible through the property&#039;s sign. An owner can also allow public access; if this option is selected any character can enter the property by clicking on the locked door, which will open.&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=2879</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=2879"/>
		<updated>2023-10-26T20:19:11Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: add properties system page&lt;/p&gt;
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{{Heading|Welcome to EFU: Sands of Intrigue!}}&lt;br /&gt;
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Our wiki exists to provide players with a central location for all general resources available in EFU. &lt;br /&gt;
&lt;br /&gt;
Please use the [https://www.efupw.com/forums/ Forums] for any questions or concerns. &lt;br /&gt;
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You can find a list of contributors to the content of this wiki [[Credits|here]].&lt;br /&gt;
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{{Heading|External Links}}&lt;br /&gt;
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For the main website, please visit [https://www.efupw.com/ EFUPW]. For the statistics website, [http://nwn.efupw.com:10002/ EFUSL]&lt;br /&gt;
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You may join our [https://discord.gg/D272S5qW2y Discord Server] to discuss the game with our active and welcoming community!&lt;br /&gt;
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For base NWN mechanics information, please visit [https://nwn.fandom.com/wiki/Main_Page NWNWiki].&lt;br /&gt;
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{{Heading|EFU}}&lt;br /&gt;
*[[Server Rules|Server Rules and Guidelines]]&lt;br /&gt;
*[[Death in EFU]]&lt;br /&gt;
*[[Applications]]&lt;br /&gt;
*[[Frequently Asked Questions|FAQs for New Players]]&lt;br /&gt;
*[[Change_Log|V6 Launch Change Log]]&lt;br /&gt;
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{{Heading|Character}}&lt;br /&gt;
*[[New Character&#039;s Backstory]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Role-playing Attributes]]&lt;br /&gt;
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{{Heading|The World of EFU: Sands of Intrigue}}&lt;br /&gt;
*[[Factions &amp;amp; Associations]]&lt;br /&gt;
*[[Local Gods and Powers]]&lt;br /&gt;
*[[Region Profiles]]&lt;br /&gt;
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{{Heading|Systems}}&lt;br /&gt;
*[[Aspects]]&lt;br /&gt;
*[[Chat Commands]]&lt;br /&gt;
*[[Climbing]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[http://nwn.efupw.com:10002// EFUSL]&lt;br /&gt;
*[[EFUSL 2 Documentation]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
*[[Necromancy]]&lt;br /&gt;
*[[Optional Impairments]]&lt;br /&gt;
*[[Player Tools]]&lt;br /&gt;
*[[Politics]]&lt;br /&gt;
*[[Player Properties]]&lt;br /&gt;
*[[Siege Tools]]&lt;br /&gt;
*[[Summoning]]&lt;br /&gt;
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*[[Custom Spells]]&lt;br /&gt;
*[[Spell changes|Spell Changes]]&lt;br /&gt;
*[[Spell Focus |Spell Focus Changes]]&lt;br /&gt;
*[[Item Changes|Item Changes]]&lt;br /&gt;
*[[Skill Changes]]&lt;br /&gt;
*[[General Changes &amp;amp; Feat Changes]]&lt;br /&gt;
*[[Guide to Dye Colours]]&lt;br /&gt;
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__NOTOC__ &lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Monk&amp;diff=2878</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Monk&amp;diff=2878"/>
		<updated>2023-10-25T21:13:59Z</updated>

		<summary type="html">&lt;p&gt;Merrychase2: fixed grammar&lt;/p&gt;
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&lt;div&gt;{{CharacterNav|title=Classes&lt;br /&gt;
|ClassPic=Monk.jpg&lt;br /&gt;
|ClassName=Monk&lt;br /&gt;
|align=Any Lawful&lt;br /&gt;
|HP=8 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Monk)&lt;br /&gt;
|Skills=6 + INT&lt;br /&gt;
|Saves=Fort High, Will High, Reflex High&lt;br /&gt;
|BAB= +3/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Devoted to a philosophy, set of tenets or religious belief the Monk trains both their mind and body along a path of spiritual enlightenment to become something more than the sum of their parts. The Monk does not wear armor and is capable of supernatural feats of quickness and agility that defies explanation by the mundane. &lt;br /&gt;
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==Mechanics==&lt;br /&gt;
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&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Lawful&lt;br /&gt;
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&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 8 + CON per level&lt;br /&gt;
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&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (None), Weapon (Monk)&lt;br /&gt;
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&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 6 + INT modifier per level, (6+INT)*4 at 1st level&lt;br /&gt;
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&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Bluff, Concentration, Craft Trap, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silent, Parry, Persuade, Tumble&lt;br /&gt;
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&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will High, Ref High&lt;br /&gt;
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&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +3/4 levels&lt;br /&gt;
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===Changes===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Change !! &lt;br /&gt;
|-&lt;br /&gt;
| Monk Weapons || The monk retains his unarmed base attack bonus when fighting with a &#039;&#039;&#039;kama, katana, quarterstaff, and shuriken&#039;&#039;&#039;. These weapons are also permitted when using (the monk-specific feat) flurry of blows. Note, katana is not a monk proficiency weapon, in order for a monk to equip this weapon, they must take the exotic weapon feat. Shuriken do 2d3 piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
| Wholeness of Body || Usable 3/day. The monk can restore hit points equal to (Monk Level x Wisdom Modifier) or (Monk Level x 2), whichever is higher. Wholeness of Body will also restore ability damage as if Lesser Restoration were cast on the monk. &lt;br /&gt;
|-&lt;br /&gt;
| Monk Stances || Monks can learn a number of monk stances which provide some advantages while active. Stances can be learned from scrolls or given by DMs. Each stance will last for 5 minutes when activated and then be unusable for 5 minutes after the duration expires. Type &amp;quot;/c monkstance stancename&amp;quot; to activate a given stance, with the name of the stance in place of stancename and &amp;quot;/c monkstance list&amp;quot; to see a list of the stances you have learned. &lt;br /&gt;
|-&lt;br /&gt;
| Multiclassing || Before multiclassing as a monk or into monk, you must submit an application that, in addition to the standard questions, also includes a detailed level plan. The Monk/Druid multiclass is forbidden.&lt;br /&gt;
|}&lt;br /&gt;
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{{ClassList}}&lt;br /&gt;
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__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Merrychase2</name></author>
	</entry>
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