text: TAG_WEAPON_SHIELD_PROFICIENCY	TAG_COMBAT			Weapon, Armor, and Shield Proficiency	A character who uses a weapon with which he or she is not proficient takes a -4 penalty on ~attack rolls~[TAG_ATTACK_ROLL].A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks.The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.Weapon, armor, or shield proficiency may be granted by the character's race, class or by the following feats:~Armor Proficiency (Light)~[TAG_ARMOR_LIGHT]~Armor Proficiency (Medium)~[TAG_ARMOR_MEDIUM]~Armor Proficiency (Heavy)~[TAG_ARMOR_HEAVY]~Exotic Weapon Proficiency~[TAG_EXOTIC_PROF]~Martial Weapon Proficiency~[TAG_MARTIAL_PROF]~Simple Weapon Proficiency~[TAG_SIMPLE_PROF]~Shield Proficiency~[TAG_SHIELD_PROF]Note: I am unsure about the state of simple weapon prof and shield prof and need to verify the help text as they differ from actual D&D.
  TAG_SPELLS_ACID_FOG	TAG_SPELLS		TAG_SORCERER_ TAG_WIZARD_6 TAG_WATER_D	Acid Fog	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Creation)[Acid]Level: ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 6, ~Domain: Water~[TAG_WATER_D] 7Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: 20-ft. radiusDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoAcid fog creates a billowing mass of misty vapors similar to that produced by a ~solid fog~[TAG_SPELLS_SOLID_FOG] spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
  TAG_SPELLS_AID_MASS	TAG_SPELLS		TAG_CLERIC_3	Aid, Mass	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting]Level: ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/level no two more than 30 ft. apartDuration: 1 min./levelSaving Throw: NoneSpell Resistance: NoYou hold your holy symbol aloft and cast the spell. A silvery radiance dances from your hands, leaping over all the nearby party members and strengthening them.Aid, Mass grants the targets a +1 ~morale~[TAG_MODIFIER_MORALE] bonus on ~attack rolls~[TAG_ATTACK_ROLL] and saves against ~fear~[TAG_FEAR] effects, plus ~temporary hit points~[TAG_TEMPORARY_HIT_POINTS] equal to 1d8 + ~caster level~[TAG_CASTER_LEVEL] (to a maximum of 1d8+15 temporary hit points).
  TAG_SPELLS_ALIGN_WEAPON_MASS	TAG_SPELLS		TAG_CLERIC_3	Align Weapon, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION](see text)Level: ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/level no two more than 30 ft. apartDuration: 1 min./levelSaving Throw: NoneSpell Resistance: NoYou hold your holy symbol high and speak old words of power. Your party's weapons take on a pale blue radiance.This spell functions like ~align weapon~[TAG_SPELLS_ALIGN_WEAPON], except that it affects multiple weapons or projectiles at a distance.Note: The projectiles part is not implemented.Warning: as a cleric you can't cast a spell that does have an opposed Alignment Descriptor. I can't change the descriptor on the fly, which means you can actually try to cast the spell but it will fizzle and you loose the spell if you try to cast it with the wrong alignment!
  TAG_SPELLS_ALLEGRO	TAG_SPELLS		TAG_BARD_3	Allegro	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]~Bard~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~free action~[TAG_FREE_ACTION]Range: 20 ft.Area: 20 ft. radius burst centered on youDuration: 1 min/levelWith a quick wiggle of your fingers and a few arcane words, you release the feather in your hand to complete the spell. Suddenly, translucent blue motes burst outward from you and collect on yourself and your nearby allies before fading away.Each creature within the spell's area gains a 30-foot ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus to its land ~speed~[TAG_MOVEMENT_RATE], up to a maximum of double the creature's land speed. Affected creatures retain these effects for the duration of the spell, even if they leave the original area.
  TAG_SPELLS_ANARCHIC_STORM	TAG_SPELLS		TAG_CLERIC_3	Anarchic Storm	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Creation)[Chaotic][Water]Level: ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 20 ft.Area: 20-ft. radiusDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou call upon the powers of chaos, and a heavy rain begins to fall around you, its drops a rainbow of soft radiances. Above you, a multicolored lightning bolt flashes.The downpour created by this spell falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on ~Listen~[TAG_LISTEN], ~Spot~[TAG_SPOT], and ~Search~[TAG_SEARCH] checks. It also applies a -4 penalty on ~ranged~[TAG_RANGED_ATTACKS] attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).The rain damages lawful creatures, dealing 2d6 points of damage per round (lawful outsiders take double damage). In addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell's area, dealing 5d6 points of electricity damage. After the spell's duration expires, the water disappears.
  TAG_SPELLS_ANGELSKIN	TAG_SPELLS		TAG_PALADIN_2	Angelskin	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION](Good)Level: ~Paladin~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Lawful Good creature touchedDuration: 1 round/levelYou touch your ally with the holy symbol and invoke the blessed words. An opalescent glow spreads across her skin, imbuing it with a pearl-like sheen.The subject gains ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION] 5/evil.
  TAG_SPELLS_APPRAISING_TOUCH	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Appraising Touch	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 hour/levelEncircling your eye with thumb and forefinger as if holding a jeweler's lens, you speak the arcane words that complete the spell. Objects near you suddenly seem clearer, more in focus. You note blemishes and imperfections you had missed before.You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 ~insight~[TAG_MODIFIER_INSIGHT] bonus on ~Appraise~[TAG_APPRAISE] checks to determine the value of items you touch while this spell is in effect.
  TAG_SPELLS_AWAKEN_SIN	TAG_SPELLS		TAG_CLERIC_3 TAG_PALADIN_2	Awaken Sin	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Fear][Good][Mind-Affecting]Level: ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: One evil creature with intelligence 3+Duration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesA command for repentance issues from your mouth, carrying with it the power of the spell. The crushing feeling of guilt that grew within you while you cast the spell lifts as you project the feeling at your target.The subject immediately takes 1d6 points of ~nonlethal~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE] damage per caster level (maximum 10d6) and is ~stunned~[TAG_STUNNED] for 1 round. If this knocks the subject ~unconscious~[TAG_UNCONSCIOUS], it also takes 1d6 points of ~Wisdom~[TAG_WISDOM] damage.Note: please be aware of the target restrictions!
  TAG_SPELLS_AXIOMATIC_STORM	TAG_SPELLS		TAG_CLERIC_3 TAG_PALADIN_3	Axiomatic Storm	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Creation)[Lawful][Water]Level: ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 20 ft.Area: 20-ft. radiusDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou call upon the forces of law and a heavy rain begins to fall around you, its raindrops harsh and metallic. Above you, a jet of caustic acid lances down from the heavens.A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on ~Listen~[TAG_LISTEN], ~Spot~[TAG_SPOT], and ~Search~[TAG_SEARCH] checks. It also applies a -4 penalty on ~ranged~[TAG_RANGED_ATTACKS] attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. After the spell's duration expires, the water disappears.
  TAG_SPELLS_BLADEWEAVE	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Bladeweave	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION]Level: ~Bard~[TAG_BARDS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: VCasting Time: 1 ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelWith a shout you unleash the power of the spell, causing every movement you make with your weapon to seem beautiful and full of flourish.Once per round, choose one target that you successfully attacked with a melee weapon. That creature must succeed on a ~Will~[TAG_WILL] save or be ~dazed~[TAG_DAZED] for 1 round. Spell resistance applies to this effect.Note: In Temple of Elemental Evil your first successful attack in a given round will try to daze.
  TAG_SPELLS_BLESS_WEAPON_SWIFT	TAG_SPELLS		TAG_PALADIN_1	Bless Weapon, Swift	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Paladin~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~free action~[TAG_FREE_ACTION]Range: PersonalTarget: Weapon touchedDuration: 1 roundSaving Throw: NoneSpell Resistance: NoYou invoke the holy words quickly, and your weapon flashes a momentary blue-white radiance.This spell functions like ~bless weapon~[TAG_SPELLS_BLESS_WEAPON], except as noted above.Notes: The projectiles part is not implemented.
  TAG_SPELLS_BLESSED_AIM	TAG_SPELLS		TAG_BLACKGUARD_1 TAG_CLERIC_1 TAG_PALADIN_1	Blessed Aim	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Blackguard~[TAG_BLACKGUARDS] 1, ~Cleric~[TAG_CLERICS] 1, ~Paladin~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 50 ft.Effect: 50-ft.-radius spread centered on youDuration: 1 minute/levelWith the blessing of your deity, you bolster your allies' aim with an exhortation.This spell grants your allies within the spread a +2 ~morale~[TAG_MODIFIER_MORALE] bonus on ~ranged~[TAG_RANGED_ATTACKS] attack rolls.
  TAG_SPELLS_BLESSING_OF_BAHAMUT	TAG_SPELLS		TAG_PALADIN_3	Blessing of Bahamut	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION][Good]Level: ~Paladin~[TAG_PALADINS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou hear a distant dragon's roar that no one else detects, and your skin takes on a platinum sheenYou gain ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION] 10/magic for the spell's duration.
  TAG_SPELLS_BONEFIDDLE	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Bonefiddle	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One CreatureDuration: 1 round/levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesYou rub your middle finger across your thumb like a bow against a fiddle while simultaneously humming a discordant tune under your breath. Nearby, you see a translucent bone-white fiddle bow appear and sink into the flesh of your target. It begins sawing, as if playing your target like a fiddle.You call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim. Each round on its turn, the victim must make a ~Fortitude~[TAG_FORTITUDE] save or take 3d6 points of sonic damage and a —20 penalty on ~Move Silently~[TAG_MOVE_SILENTLY] checks. A successful save negates the damage and ends the spell. The spell's effects continue even if the subject moves so that you no longer have line of sight or line of effect to it.
  TAG_SPELLS_BRAMBLES	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2	Brambles	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Cleric~[TAG_CLERICS] 2, ~Druid~[TAG_DRUIDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoWith the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns.For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus on its ~attacks~[TAG_ATTACK_ROLL] and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.Note: the spell only works on weapons equipped in the mainhand.
  TAG_SPELLS_CACOPHONIC_BURST	TAG_SPELLS		TAG_BARD_5 TAG_SORCERER_5 TAG_WIZARD_5	Cacophonic Burst	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][SONIC]Level: ~Bard~[TAG_BARDS] 5, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Area: 20-ft. radiusDuration: Instantaneous ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesYou complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shattering sounds.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 15d6) to all creatures within the area.Cacophonic burst cannot penetrate the area of a ~silence~[TAG_SPELLS_SILENCE] spell.
  TAG_SPELLS_CAMOUFLAGE	TAG_SPELLS		TAG_RANGER_1 TAG_DRUID_1	Camouflage	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Ranger~[TAG_RANGERS] 1, ~Druid~[TAG_DRUIDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 minutes/levelUpon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 ~circumstance~[TAG_MODIFIER_CIRCUMSTANCE] bonus on ~Hide~[TAG_HIDE] checks.
  TAG_SPELLS_CASTIGATE	TAG_SPELLS		TAG_CLERIC_4 TAG_PALADIN_4	Castigate	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION](Sonicn)Level: ~Cleric~[TAG_CLERICS] 4, ~Paladin~[TAG_PALADINS] 4Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 10 ft.Area: 10-ft. radius burst centered on youDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] halfSpell Resistance: YesShouting your deity's teachings, you rebuke your foes with the magic of your sacred words.This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law–chaos and the good–evil axes 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.For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.
  TAG_SPELLS_CHECKMATES_LIGHT	TAG_SPELLS		TAG_CLERIC_3 TAG_PALADIN_2	Checkmate's Light	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Lawful]Level: ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou intone your deity's name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow.You imbue the touched weapon with a +1 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus per three caster levels (maximum +5 at 15th level) and it is treated as ~lawful aligned~[TAG_DESCRIPTORS] for the purpose of overcoming ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION]. In addition, the weapon casts a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 ~morale~[TAG_MODIFIER_MORALE] bonus on ~saving throws~[TAG_SAVING_THROW_DESC] against ~fear~[TAG_FEAR] effects.If the weapon leaves your grasp, the spell effect is suppressed until you pick it up again. Time that passes while the spell's effects are suppressed counts against the spell's duration.Note: In Temple of Elemental Evil this only works on your held weapon.
  TAG_SPELLS_CLEAR_MIND	TAG_SPELLS		TAG_PALADIN_1	Clear Mind	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Paladin~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 minutes/levelA silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties fade away.You gain a +4 ~sacred~[TAG_MODIFIER_SACRED] bonus on ~saving throws~[TAG_SAVING_THROW_DESC] made against ~mind-affecting~[TAG_DESCRIPTORS] spells and effects.
  TAG_SPELLS_CLOAK_OF_BRAVERY	TAG_SPELLS		TAG_CLERIC_3 TAG_PALADIN_2	Cloak of Bravery	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION][Mind-Affecting]Level: ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ft.Area: Allies in a 60ft.-radius emanation centered on youDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: NoSummoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.All allies within the emanation (including you) gain a ~morale bonus~[TAG_MODIFIER_MORALE] on saves against ~fear effects~[TAG_FEAR] equal to your caster level (to a maximum of +10 at caster level 10th).
  TAG_SPELLS_CLOUD_OF_BEWILDERMENT	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Cloud of Bewilderment	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]Level: ~Bard~[TAG_BARDS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Area: 10-ft. radiusDuration: 1 round/level ~Fortitude~[TAG_FORTITUDE] negates; see textSpell Resistance: NoAs you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air.This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes ~nauseated~[TAG_NAUSEATED]. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.The cloud obscures sight, including darkvision, providing ~concealment~[TAG_CONCEALMENT] to creatures within the area or against attacks made through the cloud.
  TAG_SPELLS_CLUTCH_OF_ORCUS	TAG_SPELLS		TAG_CLERIC_3	Clutch of Orcus	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY][Evil]Level: ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One humanoidDuration: Concentration, up to 1 round/levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesReaching out a hand twisted by tension into a grasping claw, you squeeze your foe's heart from afar, anticipating the moment its smoking remains will rest in your palm.Magical force grips the subject's heart (or similar vital organ) and begins crushing it. The victim is ~paralyzed~[TAG_PARALYZED] and takes 1d12 points of damage per round. ~Concentration~[TAG_CONCENTRATION] is required to maintain the spell each round. A consious victim can attempt a new ~Fortitude~[TAG_FORTITUDE] saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.
  TAG_SPELLS_CONVICTION	TAG_SPELLS		TAG_CLERIC_1	Conviction	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Cleric~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: NoYou hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his head and shoulders, strengthening his resolve.This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 ~morale~[TAG_MODIFIER_MORALE] bonus on ~saving throws~[TAG_SAVING_THROW_DESC], with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).
  TAG_SPELLS_CONVICTION_MASS	TAG_SPELLS		TAG_CLERIC_3	Conviction, Mass	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: Allies in a 20 ft.-radius burstDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: NoYou hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of light.This spell functions like ~conviction~[TAG_SPELLS_CONVICTION], except that it affects multiple allies at a distance.
  TAG_SPELLS_CORONA_OF_COLD	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3	Corona of Cold	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Cold]Level: ~Cleric~[TAG_CLERICS] 3, ~Druid~[TAG_DRUIDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalArea: 10 ft.-radius emanation centered on youDuration: 1 round/level(D)Saving Throw: ~Fortitude~[TAG_FORTITUDE]Spell Resistance: YesAs you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air.You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain ~resistance~[TAG_SPECIAL_ABILITIES_RESISTANCE_TO_ENERGY] to fire 10.Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a -2 penalty to their ~Strength~[TAG_STRENGTH] and ~Dexterity~[TAG_DEXTERITY] and ~moving~[TAG_MOVEMENT_RATE] at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold spells.
  TAG_SPELLS_CRITICAL_STRIKE	TAG_SPELLS		TAG_ASSASSIN_1 TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Critical Strike	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: VCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundUpon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.Whenever you make a melee attack agains a ~flanked~[TAG_FLANKED] foe or against a foe denied its ~Dexterity~[TAG_DEXTERITY] bonus, you deal an extra 1d6 points of damage, your weapon's threat range is doubled(as if under the effect of ~keen edge~[TAG_SPELLS_KEEN_EDGE]), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn't stack with any other effect that increases your weapon's threat range. Creatures immune to extra damage from sneak attacks are immne to the extra damage dealt by your attacks.
  TAG_SPELLS_CURSE_OF_ILL_FORTUNE	TAG_SPELLS		TAG_BLACKGUARD_2 TAG_CLERIC_2	Curse of Ill Fortune	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Blackguard~[TAG_BLACKGUARDS] 2, ~Cleric~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One living creatureDuration: 1 minute/levelLetting loose a stream of foul incantations, you curse the subject.You place a temporary curse upon the subject, giving it a -3 penalty on ~attack rolls~[TAG_ATTACK_ROLL], ~saving throws~[TAG_SAVING_THROW_DESC], ~ability checks~[TAG_ABILITY_SCORES], and ~skill checks.~[TAG_SKILLS]Curse of ill fortune is negated by any spell that removes a ~bestow curse~[TAG_SPELLS_BESTOW_CURSE] spell.
  TAG_SPELLS_CURSE_OF_IMPENDING_BLADES	TAG_SPELLS		TAG_BARD_2 TAG_RANGER_2 TAG_SORCERER_2 TAG_WIZARD_2	Curse of Impending Blades	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Bard~[TAG_BARDS] 2, ~Ranger~[TAG_RANGERS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (10 ft. + 10 ft./level)Target: One CreatureDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: YesYou grip the nail-pierced hunk of leather and cast the spell. A small black dagger jets from the tip of the nail and strikes your opponent squarely in the chest.The target of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects takes a -2 penalty to ~AC~[TAG_ARMOR_CLASS].
  TAG_SPELLS_CURSE_OF_IMPENDING_BLADES_MASS	TAG_SPELLS		TAG_BARD_3 TAG_RANGER_3 TAG_SORCERER_3 TAG_WIZARD_3	Curse of Impending Blades, Mass	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Bard~[TAG_BARDS] 3, ~Ranger~[TAG_RANGERS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (10 ft. + 10 ft./level)Target: Enemies in a 20-ft. radius burstDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: YesThis spell functions like ~Curse of Impending Blades~[TAG_SPELLS_CURSE_OF_IMPENDING_BLADES], except that it affects multiple enemies.
  TAG_SPELLS_DEAFENING_CLANG	TAG_SPELLS		TAG_PALADIN_1	Deafening Clang	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION][SONIC]Level: ~Paladin~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: Weapon TouchedDuration: 1 round/levelAt your touch, the weapon rings like a struck tuning fork. The sound diminishes until it's imperceptible, but when you touch the weapon you can feel the vibration.You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. The weapon deals 1d6 points of sonic damage with each successful hit, and any creature struck by the weapon must succeed on a ~Fortitude~[TAG_FORTITUDE] saving throw or be ~deafened~[TAG_DEAFENED] for 1 minute.
  TAG_SPELLS_DEIFIC_VENGEANCE	TAG_SPELLS		TAG_CLERIC_2	Deific Vengeance	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]Level: ~Cleric~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL]Spell Resistance: YesYou call out to your deity, declaring your foe's crimes and asking your deity to punish him.This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.
  TAG_SPELLS_DEMON_DIRGE	TAG_SPELLS		TAG_CLERIC_3 TAG_SORCERER_3 TAG_WIZARD_3	Demon Dirge	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Cleric~[TAG_CLERICS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: CloseTarget: One living creatureDuration: 1d6 roundsSaving Throw: None or ~Fortitude~[TAG_FORTITUDE] partial(see text)Spell Resistance: YesYou cry out the ancient words and make the prescribed motions, and your foe lets out a howl of pain as his blood boils in his veins.Demon Dirge deals 2d6 points of damage each round for the duration of the spell to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). No saving throw is allowed against this damage.If the target creature also possesses the demon subtype, the spell has a much more powerful effect. In addition to the damage, a demon is stunned for the duration of the spell unless it succeeds on a Fortitude save.
  TAG_SPELLS_DEMONHIDE	TAG_SPELLS		TAG_BLACKGUARD_2	Demonhide	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION](Evil)Level: ~Blackguard~[TAG_BLACKGUARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Evil creature touchedDuration: 1 round/levelYou touch your minion with your holy symbols and invoke the horrid words of the lower planes. A fiery glow spreads across your servant's skin, leaving it with a deep red luster.The subject gains ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION] 5/good.
  TAG_SPELLS_DEVIL_BLIGHT	TAG_SPELLS		TAG_CLERIC_3 TAG_SORCERER_3 TAG_WIZARD_3	Devil Blight	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Cleric~[TAG_CLERICS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: CloseTarget: One living creatureDuration: 1d6 roundsSaving Throw: None or ~Fortitude~[TAG_FORTITUDE] partial(see text)Spell Resistance: YesYou cry out the ancient words and make the prescribed motions, and your foe lets out a shriek of agony as it stumbles under the force of the spell.Devil Blight deals 2d6 points of damage each round for the duration of the spell to any creature that has both the lawful and evil subtypes (such as a barghestor a devil). No saving throw is allowed against this damage.If the target creature also possesses the devil subtype, the spell has a much more powerful effect. In addition to the damage, a demon is stunned for the duration of the spell unless it succeeds on a Fortitude save.
  TAG_SPELLS_DIAMONDSTEEL	TAG_SPELLS		TAG_PALADIN_2 TAG_SORCERER_3 TAG_WIZARD_3	Diamondsteel	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Paladin~[TAG_PALADINS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Armor touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine.Diamondsteel enhances the strength of one suit of metal armor. The armor provides ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION] equal to half the ~AC~[TAG_ARMOR_CLASS] bonus of the ~armor~[TAG_ARMOR]. This damage reduction can be overcome only by ~adamantine~[TAG_DESCRIPTORS] weapons. For example, a suit of full plate would provide damage reduction 4/adamantine, and a +1 breastplate (+6 AC) would provide damage reduction3/adamantine.
  TAG_SPELLS_DIRGE	TAG_SPELLS		TAG_BARD_6	Dirge	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Sonic]~Bard~[TAG_BARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 50 ft.Area: All enemies within a 50-ft.-radius burst centered on youDuration: 1 round/levelAs you sing, translucent spectral skulls float down from the sky like falling snow.Your song draws the energies of death and destruction down on your enemies. Each round, any enemy in the area takes 2 points of ~Strength~[TAG_STRENGTH] and ~Dexterity~[TAG_DEXTERITY] damage. Subjects can attempt a ~Fortitude~[TAG_FORTITUDE] save each round to negate the damage, but a successful save does not prevent damage in future rounds.
  TAG_SPELLS_DIRGE_OF_DISCORD	TAG_SPELLS		TAG_BARD_3	Dirge of Discord	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT]Level: ~Bard~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Area: 20-ft. radiusDuration: 1 round/level ~Will~[TAG_WILL] negatesSpell Resistance: YesYou create an unholy, cacophonous dirge that fills the targets' minds with the screams of the dying, the wailing of the damned, and the howling of the mad.Creatures affected by this spell take a -4 penalty on ~attack rolls~[TAG_ATTACK_ROLL] and ~Dexterity~[TAG_DEXTERITY], a 50% reduction in their ~speed~[TAG_MOVEMENT_RATE] (to a minimum of 5 feet), and must make a ~Concentration~[TAG_CONCENTRATION] check to cast any spell (DC equal to this spell's DC + the level of the spell being cast).
  TAG_SPELLS_DISSONANT_CHORD	TAG_SPELLS		TAG_BARD_3	Dissonant Chord	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Sonic]~Bard~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 10 ft.Area: 10 ft. radius burst centered on youDuration: InstantaneousYou emit a terrible, piercing note. The note pulses in the air, radiating like a shockwave. It slams into nearby creatures and rattles loose objects.Creatures (other than you) in the affected area take 1d8 points of sonic damage per two caster levels (maximum 5d8).
  TAG_SPELLS_DISTORT_SPEECH	TAG_SPELLS		TAG_BARD_1	Distort Speech	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] (Sonic)Level: ~Bard~[TAG_BARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One creatureDuration: 1 round/levelSaving Throw: ~Fortitude~[TAG_Fortitude] negatesSpell Resistance: YesBy pointing and making a number of loud, nonsensical sounds you release the power of the spell. The target attempts to speak, but spews forth only gibberish instead.For the duration of this spell, the subject has a 50% chance to miscast spells that have verbal components, and any time the subject speaks (including the use of magic items activated by command words), there is a 50% chance that the utterance is completely incomprehensible and therefore ineffective.
  TAG_SPELLS_DISTRACT	TAG_SPELLS		TAG_BARD_1, TAG_SORCERER_1 TAG_WIZARD_1	Distract	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)(Mind-Affecting)Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. +10 ft./level)Target: One creature/levelDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell arouses a zest and appreciation for life in the targets. The targets are distracted as they study the shapes of the clouds, the texture of tree bark, the patterns carved into a stone wall, the temperature and scent of a breeze-anything and everything gets their attention, if just for a moment.The targets of this spell must succeed on a ~Will~[TAG_WILL] save or lose themselves to the urge to experience nearly everything. Failure indicates the creatures take a -4 penalty on all ~Concentration~[TAG_CONCENTRATION], ~Listen~[TAG_LISTEN], ~Search~[TAG_SEARCH], and ~Spot~[TAG_SPOT] checks, and can take only a single ~standard~[TAG_STANDARD_ACTION] or ~move action~[TAG_MOVEMENT_ACTION] each round, but not both. Creatures with more than 6 ~Hit Dice~[TAG_HIT_DICE] are unaffected.
  TAG_SPELLS_DISTRACT_ASSAILANT	TAG_SPELLS		TAG_ASSASSIN_1 TAG_SORCERER_1 TAG_WIZARD_1 	Distract Assailant	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V,SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One creatureDuration: 1 roundSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesBuzzing under your breath like a fly, you swat at the sky and toss the fly's wing in your hand into the air. The target of your spell becomes distracted, starting at shadows and looking about for unseen assailants.A creature affected by this spell is ~flat-footed~[TAG_FLAT_FOOTED] until the beginning of its next turn.
  TAG_SPELLS_DIVINE_PROTECTION	TAG_SPELLS		TAG_CLERIC_2 TAG_PALADIN_2	Divine Protection	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting]Level: ~Cleric~[TAG_CLERICS] 2, ~Paladin~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: Allies in a 20ft.-radius burstDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: NoYou call upon your holy powers to aid your companions and a golden light appears from above, bathing them with sparkling radiance.Allies gain a +1 ~morale~[TAG_MODIFIER_MORALE] bonus to their ~Armor Class~[TAG_ARMOR_CLASS] and on ~saving throws~[TAG_SAVING_THROW_DESC].
  TAG_SPELLS_DOLOROUS_BLOW	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Dolorous Blow	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Bard~[TAG_BARDS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minute/levelA longing for battle fills you as you complete this spell. Upon touching the intended weapon, the feeling fades even as a dull red aura encompasses the weapon.For the duration of the spell, the weapon's threat range is doubled, and its critical threats automatically confirm, so every threat is a ~critical hit~[TAG_CRITICAL_HIT]. The latter effect does not apply to any weapon that already has a magical effect related to critical hits.Multiple effects that increase a weapon's threat range (such as this spell and the ~Improved Critical~[TAG_IMPROVED_CRITICAL] feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.
  TAG_SPELLS_DRACONIC_MIGHT	TAG_SPELLS		TAG_PALADIN_4 TAG_SORCERER_5 TAG_WIZARD_5	Draconic Might	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Paladin~[TAG_PALADINS] 4, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living Creature touchedDuration: 1 min/levelSaving Throw: NoneSpell Resistance: NoUpon casting this spell, your ally's face is covered briefly with a fine pattern of yellow scales. The scales fade, but the golden radiance remains.The subject of the spell gains a +4 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus to ~Strength~[TAG_STRENGTH], ~Constitution~[TAG_CONSTITUTION], and ~Charisma~[TAG_CHARISMA]. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to ~magic sleep~[TAG_SPELLS_SLEEP] and ~paralysis~[TAG_PARALYZED] effects.
  TAG_SPELLS_ENERGY_VORTEX	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3	Energy Vortex	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Cleric~[TAG_CLERICS] 3, ~Druid~[TAG_DRUIDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 20Targets: All creatures within a 20-ft. radius burst centered on youDuration: 1 round/levelSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesEnergy wells up inside you and explodes outward in a furious burst.When you cast energy vortex, you choose one of four energy types: acid, cold,electricity, or fire. A blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you.If you are willing to take the damage yourself, you deal twice as much damage. You don’t get a Reflex save, but ~spell resistance~[TAG_SPECIAL_ABILITIES_SPELL_RESISTANCE] applies, as do any resistances and immunities you have to the energy type.The descriptor of this spell is the same as the energy type you choose when you cast it.
  TAG_SPELLS_FAITH_HEALING	TAG_SPELLS		TAG_BLACKGUARD_1 TAG_CLERIC_1 TAG_PALADIN_1	Faith Healing	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Healing)Level: ~Blackguard~[TAG_BLACKGUARDS] 1, ~Cleric~[TAG_CLERICS] 1, ~Paladin~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: InstantaneousYou place your hands on your loyal acolyte and blue-silver radiance discharges from your hands. The horrendous wounds across his chest heal, leaving no scar.When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same ~deity~[TAG_RELIGION] as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by positive energy.
  TAG_SPELLS_FELL_THE_GREATEST_FOE	TAG_SPELLS		TAG_ASSASSIN_2 TAG_CLERIC_3 TAG_PALADIN_2, TAG_RANGER_2	Fell the Greatest Foe	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Assassin~[TAG_ASSASSINS] 2, ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 2, ~Ranger~[TAG_RANGERS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 round/levelYou touch the creature, and its muscles ripple with yellow energy.The subject gains the ability to deal greater damage against larger creatures. For every ~size category~[TAG_SIZE_MODIFIER] of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful ~melee attack~[TAG_MELEE_ATTACKS]. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature.
  TAG_SPELLS_FIND_THE_GAP	TAG_SPELLS		TAG_ASSASSIN_3 TAG_PALADIN_3 TAG_RANGER_3	Find the Gap	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Assassin~[TAG_ASSASSINS] 3, ~Paladin~[TAG_PALADINS] 3, ~Ranger~[TAG_RANGERS] 3Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelYou speak the words of this spell, and a blue mark that only you can see appears on your opponent, highlighting a weak spot in her defense.You gain the ability to perceive weak points in your opponent's armor. Your first melee or ranged attack each round is resolved as a ~touch attack~[TAG_TOUCH_ATTACK], disregarding the subject's ~armor~[TAG_ARMOR], ~shield~[TAG_SHIELDS], and ~natural~[TAG_MODIFIER_NATURAL_ARMOR] armor bonuses (including any ~enhancement~[TAG_ENHANCEMENT_BONUS] bonuses) to ~Armor Class~[TAG_ARMOR_CLASS]. Other AC bonuses, such as ~dodge~[TAG_DODGE] bonuses, ~deflection~[TAG_DEFLECTION_BONUS] bonuses, and ~luck~[TAG_MODIFIER_LUCK] bonuses, still apply.
  TAG_SPELLS_FIRE_SHURIKEN	TAG_SPELLS		TAG_ASSASSIN_2	Fire Shuriken	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Fire]Level: ~Assassin~[TAG_ASSASSINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 0 ft.Effect: One magical shuriken/3 levelsDuration: InstantaneousWith dark intent you complet the quick motions of the spell and find in your hand several shuriken composed of flame.This spell creates ~shuriken~[TAG_WEAPONS_SHURIKEN] formed of magical fire that you can throw as a normal ~ranged attack~[TAG_RANGED_ATTACKS]. You are automatically considered ~proficient~[TAG_WEAPON_SHIELD_PROFICIENCY] with the fire shuriken, which have a range increment of 10 feet, threaten a ~critical hit~[TAG_CRITICAL_HIT] on a roll of 19-20, and deal 3d6 points of fire damage each on a succesful hit (althouch you and your possessions take no damage as the shuriken are thrown). Any additional damage dealt by the fire shuriken (including your Strength bonus and ~sneak attack~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK] damage) is also fire damage. The suriken disappear when they hit, so they cannot set fire to combustibles or damage objects. You can create one fire shurken per three caster levels, up to a maximum of six at 18th level.
  TAG_SPELLS_FOCUSING_CHANT	TAG_SPELLS		TAG_BARD_1 	Focusing Chant	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)Level: ~Bard~[TAG_BARDS] 1Components: VCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 MinuteYou chant softly under your breath and concentrate on the sound of your voice. Distractions fade from your consciousness, allowing you to focus on the task at hand.You gain a +1 ~circumstance~[TAG_MODIFIER_CIRCUMSTANCE] bonus on ~attack rolls~[TAG_ATTACK_ROLL], ~skill~[TAG_USING_SKILLS] checks, and ~ability~[TAG_ABILITIES] checks for the duration of the spell.
  TAG_SPELLS_FOUNDATION_OF_STONE	TAG_SPELLS		TAG_CLERIC_1 TAG_DRUID_1	Foundation of Stone	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION][Earth]Level: ~Cleric~[TAG_CLERICS] 1, ~Druid~[TAG_DRUIDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/levelDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoCalling upon the strength of the earth, you lend some of the stability of stone to your allies.As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to ~Armor Class~[TAG_ARMOR_CLASS] and a +4 bonus on ~Strength~[TAG_STRENGTH] checks made to resist being ~bull rushed~[TAG_BULLRUSH] or ~tripped~[TAG_TRIP].If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.Note: The terrain component is not implemented in Temple of Elemental Evil.
  TAG_SPELLS_FROST_BREATH	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2 TAG_SORCERER_2 TAG_WIZARD_2	Frost Breath	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION](Cold)Level: ~Cleric~[TAG_CLERICS] 2, ~Druid~[TAG_DRUIDS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesGiving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their ~Reflex~[TAG_REFLEX] save are ~dazed~[TAG_DAZED] for 1 round by the sudden shock of cold.
  TAG_SPELLS_FUGUE	TAG_SPELLS		TAG_BARD_4	Fugue	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Bard~[TAG_BARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. +10 ft./level)Area: 30-ft. radiusDuration: 1 round/level ~Will~[TAG_WILL] negates; see textSpell Resistance: YesoUpon completing the spell, a discordant cacophony of haunting and alien music rises up in the area you designate. Although the strange music reaches your ears, you feel no effect from it.Creatures that fail their save become affected by the haunting fugue in semirandom ways. On each affected creature's turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim's mind and body are affected by the spell. You can select any of the effects for Which your Perform check equals or exceeds the required DC.DC  Result15  Victim takes 3d6 points of ~nonlethal~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE] damage20  Victim takes 3d6 points of sonic damage25  Victim is knocked ~prone~[TAG_PRONE]30  Victim is ~nauseated~[TAG_NAUSEATED] for 1 round35  Victim is ~stunned~[TAG_STUNNED] for 1 round40  Victim attacks nearest targetAll creatures that succeed on their saves against the spell are disoriented and take a -2 penalty on ~attack rolls~[TAG_ATTACK_ROLL] and ~skill~[TAG_SKILLS] checks as long as they remain in te affected area.
  TAG_SPELLS_GRACE	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_3	Grace	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION][Good]Level: ~Bard~[TAG_BARDS] 2, ~Cleric~[TAG_CLERICS] 3Components: VCasting Time: 1 ~free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelWith a single word, you call upon the might and grace of your deity, bathing your body with divine energy. Your body glows with silvery light and you feel quick and light on your feet.You create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a -20 ~circumstance~[TAG_MODIFIER_CIRCUMSTANCE] penalty on ~Hide~[TAG_HIDE] checks made while under the effect of this spell. For the duration of the spell, you gain a +2 ~sacred~[TAG_MODIFIER_SACRED] bonus to ~Dexterity~[TAG_DEXTERITY], and your base land ~speed~[TAG_MOVEMENT_RATE] increases by 10 feet.Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION].
  TAG_SPELLS_GHOST_TOUCH_ARMOR	TAG_SPELLS		TAG_CLERIC_2 TAG_SORCERER_2 TAG_WIZARD_2	Ghost Touch Armor	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Cleric~[TAG_CLERICS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Armor touchedDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: NoConfronted with incorporeal enemies, you give the armor you touch the power to defend against such foes.The subject’s armor gains the ghost touch special ability (Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures and can be worn by incorpereal creatures).Note: Spell is currently non functional :(
  TAG_SPELLS_HAND_OF_DIVINITY	TAG_SPELLS		TAG_BLACKGUARD_2 TAG_CLERIC_2 TAG_PALADIN_2	Hand of Divinity	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Blackguard~[TAG_BLACKGUARDS] 2, ~Cleric~[TAG_CLERICS] 2, ~Paladin~[TAG_PALADINS]Components: V, SCasting Time: ~Full Round~[TAG_FULL_ROUND_ACTION]Range: TouchTarget: Creature touchedDuration: 1 minute/levelYou call upon your beliefs and a great pair of hands appears around your target, cradling it in its power. The effect fades, but your target briefly glows with a healthy orange nimbus.If your deity is non-evil, this spell grants a +2 ~sacred~[TAG_MODIFIER_SACRED] bonus on ~saving throws~[TAG_SAVING_THROW_DESC], and the spell is a good spell. If your deity is evil, this spell grants a +2 ~profane~[TAG_MODIFIER_PROFANE] bonus on saving throws, and the spell is an evil spell.This spell works only on a creature with the same ~deity~[TAG_RELIGION] as you or the same ~alignment~[TAG_ALIGNMENT] as your deity. If cast on a target that does not meet this criteria, the spell has no effect.
  TAG_SPELLS_HARMONIC_CHORUS	TAG_SPELLS		TAG_BARD_2	Harmonic Chorus	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT]Level: ~Bard~[TAG_BARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One CreatureDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesSweeping your arm as if presenting a gift to someone, you call out to the intended subject of your spell. A mantle of sweet tones settles about your subject, whose face is now twisted in concentration.Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 ~morale~[TAG_MODIFIER_MORALE] bonus to caster level and a +2 morale bonus on all spell DCs it casts.
  TAG_SPELLS_HAUNTING_TUNE	TAG_SPELLS		TAG_BARD_3	Haunting Tune	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Fear][Mind-Affecting][Sonic]Level: ~Bard~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. +10 ft./level)Target: One creature/levelDuration: 10 minutes/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThe spell wrapped within your music makes even the most hard-hearted quail.Targets that fail their saves become ~shaken~[TAG_SHAKEN].
  TAG_SPELLS_HEART_RIPPER	TAG_SPELLS		TAG_ASSASSIN_4	Heart Ripper	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY][Death]Level: ~Assassin~[TAG_ASSASSINS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One living creatureDuration: Instantaneous; see textSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesWith a sweep of your hand, invisible magic slams into your target. With a bloody pop and squelch, the heart of your target bursts out its back, dropping the creature like a discarded rag doll.Invisible bolts of force instantly slay the target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your caster level, it does not die on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don't depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell.
  TAG_SPELLS_HERALDS_CALL	TAG_SPELLS		TAG_BARD_1	Herald's Call	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting][Sonic]~Bard~[TAG_BARDS] 1Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: 20 ft.Area: 20 ft. radius burst centered on youDuration: 1 roundBy placing your hand to your mouth and calling out, you gain the attention of creatures around you. For a moment, all eyes snap to you. Some creatures seem reluctant or unable to pull their eyes away.Any creature with 5 ~Hit Dice~[TAG_HIT_DICE] or less is ~slowed~[TAG_SPELLS_SLOW] for 1 round. Creatures beyond the radius of the burst might hear the shout, but they are not slowed.
  TAG_SPELLS_HOLY_STORM	TAG_SPELLS		TAG_CLERIC_3 TAG_PALADIN_3	Holy Storm	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Creation)[Good][Water]Level: ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalArea: 20-ft. radiusDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou call upon the forces of good, and a heavy rain begins to fall around you, its raindrops soft and warm.A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on ~Listen~[TAG_LISTEN], ~Spot~[TAG_SPOT], and ~Search~[TAG_SEARCH] checks. It also applies a -4 penalty on ~ranged~[TAG_RANGED_ATTACKS] attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage) at the beginning of your turn.
  TAG_SPELLS_IMPROVISATION	TAG_SPELLS		TAG_BARD_1	Improvisation	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Bard~[TAG_BARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelWith an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve ~attack rolls~[TAG_ATTACK_ROLL], ~skill checks~[TAG_USING_SKILLS], and ~ability checks~[TAG_ABILITIES], although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as ~luck~[TAG_MODIFIER_LUCK] bonuses for the purpose of stacking.
  TAG_SPELLS_INSIDIOUS_RHYTHM	TAG_SPELLS		TAG_BARD_1	Insidious Rhythm	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting]Level: ~Bard~[TAG_BARDS] 1Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One CreatureDuration: 1 minute/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYou recite a foolhardy ditty, tapping your foot in time. With a wink and a grin you mark your target, who shortly thereafter follows suit.The subject takes a -4 penalty on Intelligence-based skill checks and Concentration checks due to an endlessly recycling melody stuck in its mind. Whenever the subject attempts to cast, concentrate on, or direct a spell, it must succeed on a ~Concentration~[TAG_CONCENTRATION] check (DC equal to insidious rhythm's save DC + spell's level) or fail at the attempt.
  TAG_SPELLS_INSIGHTFUL_FEINT	TAG_SPELLS		TAG_ASSASSIN_1 TAG_SORCERER_1 TAG_WIZARD_1	Insightful Feint	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V,Casting Time: 1 ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundWith a chuckle you whisper the words that will make your ruse more effective.You gain a +10 ~insight~[TAG_MODIFIER_INSIGHT] bonus on the next single ~Bluff~[TAG_BLUFF] check that you make to ~feint~[TAG_FEINT] in combat (if it is made before the start of your next turn). You can make the feint as a ~move action~[TAG_MOVEMENT_ACTION], or once as a ~free action~[TAG_FREE_ACTION] if you have the ~Improved Feint~[TAG_IMPROVED_FEINT] feat.
  TAG_SPELLS_INSPIRATIONAL_BOOST	TAG_SPELLS		TAG_BARD_1	Inspirational Boost	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting][Sonic]Level: ~Bard~[TAG_BARDS] 1Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 round or special; see textYou concentrate on assisting your friends as you begin the short chant and simple handchopping motion necessary to cast the spell. As you finish, the spell's chant allows you tosegue easily into bolstering your allies.While this spell is in effect, the ~morale~[TAG_MODIFIER_MORALE] bonus granted by your ~inspire courage~[TAG_CLASS_FEATURES_BARD_INSPIRE_COURAGE] bardic music increases by 1.The effect lasts until your inspire courage effect ends. If you don't begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends.
  TAG_SPELLS_INVISIBILTY_SWIFT	TAG_SPELLS		TAG_ASSASSIN_2, TAG_BARD_1	Invisibility, Swift	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION](Glamer)Level: ~Assassin~[TAG_ASSASSINS] 2, ~Bard~[TAG_BARDS] 1,Components: VCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundWith a whispered syllable you complete the spell. You notice that others look past you as if you weren't there.This spell functions like ~Invisibility~[TAG_SPELLS_INVISIBILITY], except as noted above.
  TAG_SPELLS_IRON_SILENCE	TAG_SPELLS		TAG_ASSASSIN_2 TAG_BARD_2 TAG_CLERIC_2	Iron Silence	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Assassin~[TAG_ASSASSINS] 2, ~Bard~[TAG_BARDS] 2, ~Cleric~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: Armor touchedDuration: 1 hour/levelAs you imitate a clanking noise you brush your hand over the armor you wish to silence. The armor glows softly orange for a moment before the glow fades. A closer look reveals what looks like orange grease in the joints of the armor.While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on ~Hide~[TAG_HIDE] and ~Move Silently~[TAG_MOVE_SILENTLY] checks. Only wearers ~proficient~[TAG_ARMOR_PROF] in the armor's use get this benefit when wearing the affected armor. The armor check penalty still applies to other skill checks as normal.
  TAG_SPELLS_IRONGUTS	TAG_SPELLS		TAG_BARD_1 TAG_CLERIC_1 TAG_SORCERER_1 TAG_WIZARD_1	Ironguts	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Bard~[TAG_BARDS] 1, ~Cleric~[TAG_CLERICS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 minutes/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThe subject is filled with antitoxin and gains a +5 ~alchemical~[TAG_MODIFIER_ALCHEMICAL] bonus on ~Fortitude~[TAG_FORTITUDE] saves against all kinds of ~poisons~[TAG_POISON], whether injury, contact, ingestion, or inhalation. After the spell ends, the subject is ~nauseated~[TAG_NAUSEATED] for 1 round.
  TAG_SPELLS_IRONTHUNDER_HORN	TAG_SPELLS		TAG_BARD_1, TAG_SORCERER_2 TAG_WIZARD_2	Ironthunder Horn	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION](Sonic)Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] negatesSpell Resistance: YesThe last words of your spell boom out with a thundering roar, knocking the foes in your path off their feet.You create a deep resonant vibration that can shake creatures off their feet. Creatures in the area must succeed on a ~Reflex~[TAG_REFLEX] saving throw or fall ~prone~[TAG_PRONE].
  TAG_SPELLS_LAWFUL_SWORD	TAG_SPELLS		TAG_PALADIN_4	Lawful Sword	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION](Lawful)Level: ~Paladin~[TAG_PALADINS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: Weapon touchedDuration: 1 round/levelCalling to mind thoughts of justice, you run your fingers along the weapon, imbuing it with power.This spell functions like holy sword (PH242), except as follows. The weapon functions as a +5 axiomatic weapon (+5 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus on ~attack rolls~[TAG_ATTACK_ROLL] and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell).
  TAG_SPELLS_LIGHTFOOT	TAG_SPELLS		TAG_ASSASSIN_1, TAG_RANGER_1	Lightfoot	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Ranger~[TAG_RANGERS] 1Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundYou mutter the words of this short spell and dive down the hallway, dancing between the armed guards and out the gate.You provoke no ~attacks of opportunity~[TAG_AOO] when ~moving~[TAG_MOVEMENT_ACTION].
  TAG_SPELLS_LOVES_LAMENT	TAG_SPELLS		TAG_BARD_3	Love's Lament	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting]Level: ~Bard~[TAG_BARDS] 3Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ft.Area: Cone-shaped burstDuration: Instantaneous (see text)Saving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesDirgelike music fills the area, reminding those in range of lost loves and life's disappointments.Creatures within the area of this spell that fail their saves take 1d6 points of ~Wisdom~[TAG_WISDOM] damage and are ~nauseated~[TAG_NAUSEATED] for 1d4 rounds.
  TAG_SPELLS_MASTERS_GIFT	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Master's Gift	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: VCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 minute/levelHolding aloft an item you wish to use effectively, you address it directly with a command to obey your desire to wield it.You gain ~proficiency~[TAG_WEAPON_SHIELD_PROFICIENCY] with a single weapon or shield you hold in your hands when the spell is cast. The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger.Note: In Temple of Elemental Evil, the spell does not grant proficieny but cancels out the penalty and you cannot have multiple Master's Gift at once.
  TAG_SPELLS_NAUSEATING_BREATH	TAG_SPELLS		TAG_CLERIC_3 TAG_SORCERER_3 TAG_WIZARD_3	Nauseating Breath	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]Level: ~Cleric~[TAG_CLERICS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: NoYou windmill your arm to complete the spell and nearly gag before exhaling a great gout of putrid-smelling green gas.You breathe out a cone of nauseating vapors. Any creature in the area must succeed on a ~Fortitude~[TAG_FORTITUDE] save or be ~nauseated~[TAG_NAUSEATED] for 1d6 rounds.
  TAG_SPELLS_NIGHTSHIELD	TAG_SPELLS		TAG_CLERIC_1 TAG_SORCERER_1 TAG_WIZARD_1	Nightshiled	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Cleric~[TAG_CLERICS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: NoWith a whisper-quiet whoosh, a field of shadowy energy cloaks your body.This spell provides a +1 ~resistance bonus~[TAG_MODIFIER_RESISTANCE] on ~saving throws~[TAG_SAVING_THROW_DESC]; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, the spell negates ~magic missile~[TAG_SPELLS_MAGIC_MISSILE] attacks directed at you.
  TAG_SPELLS_NIMBUS_OF_LIGHT	TAG_SPELLS		TAG_CLERIC_1	Nimbus of Light	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION](Light)Level: ~Cleric~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minutes/levelSaving Throw: NoneSpell Resistance: NoA glittering corona of sunlight surrounds your body at a few inches distance - until you release it as a focused blast of divine energy.The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you.As a ~move~[TAG_MOVEMENT_ACTION] action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a ~standard~[TAG_STANDARD_ACTION] action fling it toward a foe within 30 feet. You must succeed on a ~ranged touch attack~[TAG_TOUCH_ATTACK] with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.Note: The lantern light part of the spell is not implemented at the moment. Due to this the movement action to focus the light on your arm is omitted.
  TAG_SPELLS_NIXIES_GRACE	TAG_SPELLS		TAG_BARD_6	Nixie's Grace	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION][Water]Level: ~Bard~[TAG_BARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 minutes/levelYou feel a longing for cool waters, and a forceful confidence manifests within you. Your movements and thoughts become filled with grace.This potent spell infuses you with powerful fey magic, granting you many of the traits and abilities of a nixie (MM 235). Upon casting this spell, you gain a swim speed of 30 feet. You can breathe underwater, and you gain low-light vision and ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION] 5/cold iron. You also gain a +6 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus to ~Dexterity~[TAG_DEXTERITY], a +2 enhancement bonus to ~Wisdom~[TAG_WISDOM], and a +8 enhancement bonus to ~Charisma~[TAG_CHARISMA].Note: The underwater part is not applicable in Temple of Elemental Evil.
  TAG_SPELLS_PHANTOM_FOE	TAG_SPELLS		TAG_ASSASSIN_2 TAG_SORCERER_2 TAG_WIZARD_2	Phantom Foe	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION](Phantasm)[Mind-Affecting]Level: ~Assassin~[TAG_ASSASSINS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: One CreatureDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: NoBy waving around a tiny pewter figurine and picturing in your mind the figurine attacking the target creature, you complete the spell. You feel a phantasmal force leap from the figurine toward your target.If the target creature fails its saving throw, this spell creates in the subject's mind an illusory double of whichever creature currently threatens it that it deems most dangerous. The form of this phantom foe changes as appropriate whenever the target perceives a different threatening creature more dangerous than the last. This illusory double provides two effects.First, the subject believes it is being ~flanked~[TAG_FLANKED] by the phantom foe and the real creature the foe duplicates. Thus, the duplicated creature is always considered to be flanking the subject in melee. A creature that can't be flanked is immune to this aspect of the spell.Second, the subject of the spell is unable to determine that the phantom foe is not a real threat, and whenever the subject attempts to attack the creature duplicated by the phantom foe, that creature benefits from a 50% miss chance against attacks from the subject of the spell. Because this miss chance comes from the subject's inability to tell the phantom foe from the original, it is rolled separately from any miss chance that applies due to displacement or concealment.Creatures other than the subject cannot see the phantom foe, although they can attempt to guess its location by how the target acts. If the subject is not threatened by any creature at the start of its turn, the spell ends.
  TAG_SPELLS_PHANTOM_THREAT	TAG_SPELLS		TAG_BARD_1	Phantom Threat	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION](Phantasm)[Mind-Affecting]Level: ~Bard~[TAG_BARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One CreatureDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesReaching out to your foe's mind, you cause him to feel as though a threat looms close behind no matter which way he turns.You create the sensation in the subject's mind that it is threatened by more foes than it actually faces. Though the subject doesn't actually perceive any additional enemies (and thus doesn't waste any attacks on the phantasm), a creature affected by this spell is considered ~flanked~[TAG_FLANKING], even if not threatened by other creatures. No amount of convincing by others can help the subject of this spell avoid its effect-only a successful ~saving throw~[TAG_SAVING_THROW_DESC] against the spell when initially cast can help the target. A creature that can't be flanked is immune to this spell.
  TAG_SPELLS_RAY_OF_DIZZINESS	TAG_SPELLS		TAG_BARD_3	Ray of Dizziness	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)[Mind-Affecting]Level: ~Bard~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. +10 ft./level)Effect: RayDuration: 1 round/levelSaving Throw: NoneSpell Resistance: YesYou release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew.You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ~ranged touch attack~[TAG_TOUCH_ATTACK] with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a ~move action~[TAG_MOVEMENT_ACTION] or a ~standard action~[TAG_STANDARD_ACTION] each round (but not both, and it cannot take a ~full-round~[TAG_FULL_ROUND_ACTION] action).
  TAG_SPELLS_RAY_OF_LIGHT	TAG_SPELLS		TAG_BARD_6 TAG_SORCERER_6 TAG_WIZARD_6	Ray of Light	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Light]Level: ~Bard~[TAG_BARDS] 6, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. +5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesYour palm emits a ray of light. The ray gives off a soft, continuous glow.You direct a short ray at the eyes of a target. You must succeed on a ranged touch attack with the ray to strike a target. With a successful ranged touch attack, the subject is ~blinded~[TAG_BLINDED] for 1d4 rounds.
  TAG_SPELLS_RESIST_ENERGY_MASS	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3 TAG_SORCERER_4 TAG_WIZARD_4	Resist Energy, Mass	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Cleric~[TAG_CLERICS] 3, ~Druid~[TAG_DRUIDS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Targets: One creature/level, no two of which are more than 30 ft. apartDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: NoYou call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy. Although the fields fade from view, you can still just barely sense their existence.This spell functions like ~resist energy~[TAG_SPELLS_RESIST_ENERGY], except that it affects all targeted creatures.
  TAG_SPELLS_RESISTANCE_GREATER	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_4 TAG_DRUID_4 TAG_SORCERER_4 TAG_WIZARD_4	Resistance, Greater	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Bard~[TAG_BARDS] 4, ~Cleric~[TAG_CLERICS] 4, ~Druid~[TAG_DRUIDS] 4, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 24 hoursSaving Throw: NoneSpell Resistance: NoJust as you touch the spell's subject, a feeling of peace and watchful guardianship fills your being.This spell functions like ~resistance~[TAG_SPELLS_RESISTANCE], except as noted here. You grant the subject a +3 resistance bonus on saves.
  TAG_SPELLS_RESISTANCE_SUPERIOR	TAG_SPELLS		TAG_BARD_6 TAG_CLERIC_6 TAG_DRUID_6 TAG_SORCERER_6 TAG_WIZARD_6	Resistance, Superior	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Bard~[TAG_BARDS] 6, ~Cleric~[TAG_CLERICS] 6, ~Druid~[TAG_DRUIDS] 6, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 24 hoursSaving Throw: NoneSpell Resistance: NoAs you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears.This spell functions like ~resistance~[TAG_SPELLS_RESISTANCE], except as noted here. You grant the subject a +6 resistance bonus on saves.
  TAG_SPELLS_RESONATING_BOLT	TAG_SPELLS		TAG_BARD_4 TAG_SORCERER_3 TAG_WIZARD_3	Resonating Bolt	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Sonic]Level: ~Bard~[TAG_BARDS] 4, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ft.60-ft. lineDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesYour quick movements and rapid utterances release the spell's energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand.The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits; otherwise, it stops.
  TAG_SPELLS_RHINOS_RUSH	TAG_SPELLS		TAG_PALADIN_1 TAG_RANGER_1	Rhino's Rush	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Paladin~[TAG_PALADINS] 1, ~Ranger~[TAG_RANGERS] 1Components: V, SCasting Time: 1 ~free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundSaving Throw: NoneSpell Resistance: NoA violent fury consumes you. You seek nothing more than to charge at your enemies and bash in their heads.This spell allows you to propel yourself in a single deadly charge. The first ~charge attack~[TAG_CHARGE] you make before the end of the round deals double damage on a successful hit.Note: As per rules only for non critical attacks the damage is doubled. If the attack should result in a ~critical hit~[TAG_CRITICAL_HIT], the critical multiplier is increased by 1 instead.
  TAG_SPELLS_RIGHTEOUS_FURY	TAG_SPELLS		TAG_PALADIN_3	Righteous Fury	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Paladin~[TAG_PALADINS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: NoYou pull a holy aura about you that glows a golden red.Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 ~temporary hit points~[TAG_TEMPORARY_HIT_POINTS] per caster level (maximum 50) and a +4 ~sacred~[TAG_MODIFIER_SACRED] bonus to ~Strength~[TAG_STRENGTH]. These temporary hit points last for up to 1 hour.
  TAG_SPELLS_SERENE_VISAGE	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Serene Visage	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION](Glamer)Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minute/levelBy casting this spell, you imbue yourself with an ephemeral quality that induces others to trust what you say.Simple illusions aid your attempts to be persuasive. You gain an ~insight~[TAG_MODIFIER_INSIGHT] bonus equal to one half your caster level (maximum +10) on ~Bluff~[TAG_BLUFF] checks.
  TAG_SPELLS_SHIELD_OF_WARDING	TAG_SPELLS		TAG_CLERIC_3 TAG_PALADIN_2	Shield of Warding	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION][Good]Level: ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Shield touchedDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: NoYou press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield.The touched shield or buckler grants its wielder a +1 ~sacred~[TAG_MODIFIER_SACRED] bonus to ~Armor Class~[TAG_ARMOR_CLASS] and on ~Reflex~[TAG_REFLEX] saves, +1 per five caster levels (maximum +5 at 20thlevel). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).
  TAG_SPELLS_SHOCK_AND_AWE	TAG_SPELLS		TAG_ASSASSIN_1 TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Shock and Awe	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT][Mind-Affecting]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~Free action~[TAG_FREE_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One creature/levelDuration: 1 roundUpon completing this spell, you feel a nagging compulsion to divert your attention from your enemies. Shaking off the feeling, you note with satisfaction that your targeted enemies seem even more distracted than you.This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the ~surprise~[TAG_SURPRISE] round of combat and against ~flat-footed~[TAG_FLAT_FOOTED] creatures, this spell causes those it affects to take a -10 penalty on their next ~initiative~[TAG_INITIATIVE] check. Targets that cannot be caught flat-footed (such as a rogue with ~uncanny dodge~[TAG_CLASS_FEATURES_UNCANNY_DODGE]) cannot be affected by this spell.
  TAG_SPELLS_SIRINES_GRACE	TAG_SPELLS		TAG_BARD_4 TAG_DRUID_5	Sirine's Grace	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Bard~[TAG_BARDS] 4, ~Druid~[TAG_DRUIDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelUpon completion of this spell, you are infused with unearthly grace and confidence.For the duration of this spell, you gain a +4 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus to ~Charisma~[TAG_CHARISMA] and ~Dexterity~[TAG_DEXTERITY], a ~deflection~[TAG_DEFLECTION_BONUS] bonus to ~AC~[TAG_ARMOR_CLASS] equal to your ~Charisma modifier~[TAG_ABILITY_SCORES], and a +8 bonus on ~Perform~[TAG_PERFORM] checks. You also gain a swim speed of 60 feet and the ability to breathe water. You can move and attack normally while underwater, even with slashing or bludgeoning weapons.Note: The underwater parts are not applicable to TOEE and due to this not implemented.
  TAG_SPELLS_SLASHING_DARKNESS	TAG_SPELLS		TAG_CLERIC_3	Slashing Darkness	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One creatureDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesYou complete this spell and a hissing, hurtling ribbon of pure darkness flies from your hand.You must succeed on a ~ranged touch attack~[TAG_TOUCH_ATTACK] with the ray to strike a target. A creature struck by this ray of negative energy takes 1d8 points of damage per two caster levels (maximum 5d8).An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).
  TAG_SPELLS_SNIPERS_SHOT	TAG_SPELLS		TAG_ASSASSIN_1, TAG_RANGER_1, TAG_SORCERER_1 TAG_WIZARD_1	Sniper's Shot	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Ranger~[TAG_RANGERS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundWhile muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival.Your ~ranged attacks~[TAG_RANGED_ATTACKS] made before the start of your next turn can be ~sneak attacks~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK] regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target.Note: This spell doesn't grant you the ability to make a sneak attack if you don't already have that ability.
  TAG_SPELLS_SONIC_WEAPON	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Sonic Weapon	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Bard~[TAG_BARDS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: Wapon touchedDuration: 1 minute/levelHolding the weapon to your mouth, you whisper the spell's arcane words, shrouding the weapon in visible sound like a thin sheen of water.While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.
  TAG_SPELLS_SOUND_LANCE	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3 TAG_CLERIC_4	Sound Lance	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION](Sonic)Level: ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3, ~Cleric~[TAG_CLERICS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. +10 ft./level)Target: One creature or objectDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] halfSpell Resistance: YesYou unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air.This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a ~silence~[TAG_SPELLS_SILENCE] spell.
  TAG_SPELLS_SPIKES	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3	Spikes	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Cleric~[TAG_CLERICS] 3, ~Druid~[TAG_DRUIDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoWith the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns.This spell functions like ~Brambles~[TAG_SPELLS_BRAMBLES], except that the affected weapon gains a +2 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus on its ~attack rolls~[TAG_ATTACK_ROLL], and its threat range is doubled. This effect does not stack with other effects that increase a weapon's threat range, such as the Improved Critical feat.Note: the spell only works on weapons equipped in the mainhand.
  TAG_SPELLS_STRATEGIC_CHARGE	TAG_SPELLS		TAG_BLACKGUARD_1 TAG_PALADIN_1	Strategic Charge	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Blackguard~[TAG_BLACKGUARDS] 1, ~Paladin~[TAG_PALADINS] 1Components: VCasting Time: 1 ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelA red nimbus surrounds you as you move smoothly across the crowded battlefield.You gain the benefit of the ~Mobility~[TAG_MOBILITY] feat, even if you not meet the prerequisites. You do not have to be charging to gain this benefit.
  TAG_SPELLS_STICKY_FINGERS	TAG_SPELLS		TAG_ASSASSIN_1, TAG_BARD_1	Sticky Fingers	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Assassin~[TAG_ASSASSINS] 1, ~Bard~[TAG_BARDS] 1,Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 roundYour fingers exude a slightly viscous secretion and become more nimble. When touched together, your fingertips stick slightly.This spell grants you a +10 bonus on ~Sleight of Hand~[TAG_SLEIGHT] checks.
  TAG_SPELLS_SUMMON_UNDEAD_I	TAG_SPELLS		TAG_BLACKGUARD_1 TAG_CLERIC_1 TAG_SORCERER_1 TAG_WIZARD_1	Summon Undead I	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Summoning)[Evil]Level: ~Blackguard~[TAG_BLACKGUARDS] 1, ~Cleric~[TAG_CLERICS] 1, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 1Components: V, SCasting Time: ~Full round action~[TAG_FULL_ROUND_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Effect: One summoned creatureDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoThe undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.This spell functions like ~summon monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that you summon an undead creature. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.Possible Summons:Gnoll SkeletonSkeletonZombie(2 HD)
  TAG_SPELLS_SUMMON_UNDEAD_II	TAG_SPELLS		TAG_BLACKGUARD_2 TAG_CLERIC_2 TAG_SORCERER_2 TAG_WIZARD_2	Summon Undead II	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Summoning)[Evil]Level: ~Blackguard~[TAG_BLACKGUARDS] 2, ~Cleric~[TAG_CLERICS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: ~Full round action~[TAG_FULL_ROUND_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Effect: One summoned creatureDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoThe undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.This spell functions like ~summon undead I~[TAG_SPELLS_SUMMON_UNDEAD_I], except that you can summon one undead from the 2nd-level list.Possible Summons:GhoulZombie(4 HD)Skeleton Guard
  TAG_SPELLS_SUMMON_UNDEAD_III	TAG_SPELLS		TAG_BLACKGUARD_3 TAG_CLERIC_3 TAG_SORCERER_3 TAG_WIZARD_3	Summon Undead III	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Summoning)[Evil]Level: ~Blackguard~[TAG_BLACKGUARDS] 3, ~Cleric~[TAG_CLERICS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 3Components: V, SCasting Time: ~Full round action~[TAG_FULL_ROUND_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Effect: One or more summoned creaturesDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoThe undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.This spell functions like ~summon undead I~[TAG_SPELLS_SUMMON_UNDEAD_I], except that you can summon one undead from the 3rd-level list or two from 2nd-level list or four from the 1st-level list.Possible Summons:1st Level: Skeleton2nd Level: Gnoll Skeleton or Zombie3rd Level: Ghoul or Skeleton Guard
  TAG_SPELLS_SUMMON_UNDEAD_IV	TAG_SPELLS		TAG_BLACKGUARD_4 TAG_CLERIC_4 TAG_SORCERER_4 TAG_WIZARD_4	Summon Undead IV	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Summoning)[Evil]Level: ~Blackguard~[TAG_BLACKGUARDS] 4, ~Cleric~[TAG_CLERICS] 4, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 4Components: V, SCasting Time: ~Full round action~[TAG_FULL_ROUND_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Effect: One or more summoned creaturesDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoThe undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.This spell functions like ~summon undead I~[TAG_SPELLS_SUMMON_UNDEAD_I], except that you can summon one undead from the 4th-level list or two from 3rd-level list or four of the same kind from a lower level list.Possible Summons:1st Level: Skeleton2nd Level: Gnoll Skeleton or Zombie3rd Level: Ghoul or Skeleton Guard4th Level: Ghast or Greater Temple Bugbear Zombie
  TAG_SPELLS_SUMMON_UNDEAD_V	TAG_SPELLS		TAG_CLERIC_5 TAG_SORCERER_5 TAG_WIZARD_5	Summon Undead V	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Summoning)[Evil]Level: ~Cleric~[TAG_CLERICS] 5, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 5Components: V, SCasting Time: ~Full round action~[TAG_FULL_ROUND_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Effect: One or more summoned creaturesDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoThe undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.This spell functions like ~summon undead I~[TAG_SPELLS_SUMMON_UNDEAD_I], except that you can summon one undead from the 5th-level list or two from 4th-level list or four of the same kind from a lower level list.Possible Summons:1st Level: Skeleton2nd Level: Gnoll Skeleton or Zombie3rd Level: Ghoul or Skeleton Guard4th Level: Ghast or Greater Temple Bugbear Zombie5th level: Shadow or Wight
  TAG_SPELLS_TOUCH_OF_MADNESS	TAG_SPELLS		TAG_MADNESS_D	Touch of Madness	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT][Mind-Affecting]Level: ~Domain: Madness~[TAG_MADNESS_D] 2Components: V, SCasting Time: ~1 standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYour hand glows with roiling purple light as you reach out to deliver lunacy with your touch.You can cause one living creature to become ~dazed~[TAG_DAZED] by making a successful ~touch attack~[TAG_TOUCH_ATTACK]. If the target creature does not make a successful ~Will~[TAG_WILL] save, its mind is clouded and it takes no actions for 1 round per caster level.
  TAG_SPELLS_UNDEAD_BANE_WEAPON	TAG_SPELLS		TAG_CLERIC_4 TAG_PALADIN_3	Undead Bane Weapon	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Cleric~[TAG_CLERICS] 4, ~Paladin~[TAG_PALADINS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: NoYour hand glows with a dull light, and when you touch the weapon, the light shifts to it, so that it sheds a serene gray radiance as bright as a candle.You give a weapon the undead bane special ability in addition to any other properties it has. Against ~undead~[TAG_MONSTERS], your weapon's ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus is 2 higher than normal, and it deals an extra 2d6 points of damage against undead. The spell has no effect if cast upon a weapon that already has the undead bane special ability.The weapon is treated as ~good-aligned~[TAG_DESCRIPTORS] for the purpose of overcoming ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION].
  TAG_SPELLS_UNDERSONG	TAG_SPELLS		TAG_BARD_1	Undersong	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Bard~[TAG_BARDS] 1Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 minutes/levelWhen you cast this spell, a familiar and soothing song wells up in your mind.This spell brings to your mind a song that helps you retain your concentration. The song does not distract you from any task at hand, on the contrary, by humming along to the tune, you can focus your mind with ease. As long as this spell is in effect, you can make a ~Perform~[TAG_PERFORM] check in place of a ~Concentration~[TAG_CONCENTRATION] check.Note: In Temple of Elemental Evil this spell gives you the difference between Perfom and Concentration as a bonus to concentration.
  TAG_SPELLS_UNHOLY_STORM	TAG_SPELLS		TAG_BLACKGUARD_3 TAG_CLERIC_3	Unholy Storm	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION](Creation)[Evil][Water]Level: ~Blackguard~[TAG_BLACKGUARDS] 3, ~Cleric~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalArea: 20-ft. radiusDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou call upon the forces of evil, and a heavy rain begins to fall in the area you indicate, its raindrops foul and steaming.A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on ~Listen~[TAG_LISTEN], ~Spot~[TAG_SPOT], and ~Search~[TAG_SEARCH] checks. It also applies a -4 penalty on ~ranged~[TAG_RANGED_ATTACKS] attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage).
  TAG_SPELLS_VEIL_OF_SHADOW	TAG_SPELLS		TAG_ASSASSIN_2 TAG_BLACKGUARD_2 TAG_CLERIC_2 TAG_SORCERER_2 TAG_WIZARD_2 	Veil of Shadow	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION][Darkness]Level: ~Assassin~[TAG_ASSASSINS] 2, ~Blackguard~[TAG_BLACKGUARDS] 2, ~Cleric~[TAG_CLERICS] 2, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V,SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: NoYou speak the words of this spell, and tendrils of purple darkness rise from the ground, surrounding you and concealing you from your foes.Swirling wisps of darkness obscure your form, granting you ~concealment~[TAG_CONCEALMENT]. The 20% miss chance is in effect even if the attacker has darkvision.This spell effect is dispelled in daylight or in the area of a light spell of 3rd level or higher.~See invisibility~[TAG_SPELLS_SEE_INVISIBILITY] does not counter a veil of shadow's concealment effect, but a ~true seeing~[TAG_SPELLS_TRUE_SEEING] spell does.
  TAG_SPELLS_VISAGE_OF_THE_DEITY_LESSER	TAG_SPELLS		TAG_BLACKGUARD_4 TAG_CLERIC_3 TAG_PALADIN_4	Visage of the Deity, lesser	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Blackguard~[TAG_BLACKGUARDS] 4, ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelAs you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world.You gain a +4 ~enhancement~[TAG_ENHANCEMENT_BONUS] bonus to ~Charisma~[TAG_CHARISMA]. You also gain ~resistance~[TAG_SPECIAL_ABILITIES_RESISTANCE_TO_ENERGY] to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10 and fire 10 if you are evil.
  TAG_SPELLS_WAIL_OF_DOOM	TAG_SPELLS		TAG_BARD_5	Wail of Doom	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY][Fear]Mind-Affecting][Sonic]Level: ~Bard~[TAG_BARDS] 5Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: Instantaneous + 1 round/level; see textSaving Throw: ~Will~[TAG_WILL] partialSpell Resistance: YesAnyone caught in the area of this spell suffers excruciating pain and becomes demoralized. Each creature takes 1d4 points of damage per caster level (maximum 15d4) and becomes ~panicked~[TAG_PANICKED] for 1 round per caster level. A successful ~Will~[TAG_WILL] save halves the damage, reduces the panicked effect to ~shaken~[TAG_SHAKEN], and reduces the duration of the shaken effect to 1 round.
  TAG_SPELLS_WAR_CRY	TAG_SPELLS		TAG_BARD_2	War Cry	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT]Level: ~Bard~[TAG_BARDS] 2Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundYou jab your weapon into the air as if in triumph, letting out a cry of victory before you have even made your attack. Foes around you seem surprised by your display even as the feeling grows within you that you cannot fail.You gain a +4 ~morale~[TAG_MODIFIER_MORALE] bonus on ~attack rolls~[TAG_ATTACK_ROLL] and damage rolls made as part of a ~charge~[TAG_CHARGE]. If you deal damage with a charge attack, your foe must succeed on a ~Will~[TAG_WILL] save or become panicked for 1 round (spell resistance applies to this effect).
  TAG_SPELLS_WAVE_OF_GRIEF	TAG_SPELLS		TAG_BARD_2 TAG_BLACKGUARD_2 TAG_CLERIC_2	Wave of Grief	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT][Evil][Mind-Affecting]Level: ~Bard~[TAG_BARDS] 2, ~Blackguard~[TAG_BLACKGUARDS] 2, ~Cleric~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesEmitting a mournful wail, you send out a pulse of magic imbued with sorrow and sadness.All within the cone when the spell is cast take a -3 penalty on ~attack rolls~[TAG_ATTACK_ROLL], ~saving throws~[TAG_SAVING_THROW_DESC], ~ability checks~[TAG_ABILITIES], and ~skill checks~[TAG_USING_SKILLS].
  TAG_SPELLS_WEAPON_OF_THE_DEITY	TAG_SPELLS		TAG_BLACKGUARD_3 TAG_CLERIC_3 TAG_PALADIN_3	Weapon of the Deity	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Blackguard~[TAG_BLACKGUARDS] 3, ~Cleric~[TAG_CLERICS] 3, ~Paladin~[TAG_PALADINS] 3Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: NoWielding the weapon your deity favors, you call upon that divine force to imbue it with power.You must be holding your deity's favored weapon to cast this spell. You can use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two ends, as chosen by you. When you reach caster level 9th, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it becomes +5. The list below includes deities from the core pantheon as well as other deities described in D&D supplements, along with the five alignment components. If a cleric worshiping a different deity casts this spell, the DM should assign an appropriate weapon special ability of the same power level as those given here.DeitiesBahamut: +1 frost heavy pickBoccob: +1 spell storing quarterstaffCorellon Larethian: +1 keen longswordEhlonna: +1 frost longswordErythnul: +1 mighty cleaving morningstarFharlanghn: +1 defending quarterstaffGarl Glittergold: +1 throwing battleaxeGruumsh: +1 returning shortspearHeironeous: +1 shock longswordHextor: +1 mighty cleaving heavy flailKord: +1 mighty cleaving greatswordKurtulmak: +1 shock shortspearLolth: +1 keen whipMoradin: +1 throwing warhammerNerull: +1 keen scytheObad-Hai: +1 defending quarterstaffOlidammara: +1 keen rapierPelor: +1 flaming heavy maceSt. Cuthbert: +1 mighty cleaving heavy maceVecna: +1 frost daggerWee Jas: dagger of venomTiamat: +1 flaming heavy pickYondalla: +1 defending short swordAlignmentsGood: +1 frost warhammerEvil: +1 mighty cleaving light flailNeutral: +1 defending heavy maceLaw: +1 flaming longswordChaos: +1 shock battleaxe
  TAG_SPELLS_WOUNDING_WHISPERS	TAG_SPELLS		TAG_BARD_3	Wounding Whispers	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Bard~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelThe words of this spell produce hissing, sibilant echoes that spin around you, invoking doom upon those who dare to harm you.Any creature striking you with its body or a handheld weapon takes 1d6 points of sonic damage +1 point per caster level. If a creature has spell resistance, it applies to this damage. Weapons with reach, such as longspears, do not endanger their users in this way.You cannot use this spell to deal damage to another target (for instance, with an unarmed attack or by forcing the whispers against a target). Only if another creature touches you does the effect deal damage.
  TAG_SPELLS_WRAITHSTRIKE	TAG_SPELLS		TAG_ASSASSIN_3 TAG_SORCERER_2 TAG_WIZARD_2	Wraithstrike	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Assassin~[TAG_ASSASSINS] 3, ~Sorcerer~[TAG_SORCERERS]/~Wizard~[TAG_WIZARDS] 2Components: V, SCasting Time: ~Free action~[TAG_FREE_ACTION]Range: PersonalTarget: YouDuration: 1 roundBy presenting your weapon with an overly dramatic flourish and calling out with a sickly-sounding moan, you complete the spell. As you do so, your weapon becomes translucent almost to the point that you cannot see it, though it still weighs as heavily in your hand.While this spell is in effect, your ~melee attacks~[TAG_MELEE_ATTACKS] are resolved as melee ~touch attacks~[TAG_TOUCH_ATTACK] rather than normal melee attacks.
  