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Carobadanten

Neutral Good Neuter Half-Elf
13th Level Sorcerer

COMBAT

Defense
-------
    Armour Class
    	Total / Touch / Flat Footed
          23  /  12   /  23


    Hit Points
		Total: 96 
		..... ..... ..... .....
		..... ..... ..... .....
		..... ..... ..... .....
		..... ..... ..... .....
		..... ..... ..... .    

		Temp:  0
		-

	Conditions
		- 

	Effects
		-

	Saving Throws
		Fortitude:	+12
		Reflex:		+9
		Will:		+15

		+2 vs. enchantment spells and effects

Offense
-------
	Summary
		Initiative:		+4
		Speed:			30

		BAB:			+9/+4
		CMB:			+11/+6
		CMD:			23
		Melee Tohit:	+11/+6
		Ranged Tohit:	+9/+4
	
	Unarmed attack
		to hit:			+11/+6
		damage:			1d3+2
		critical:		20/x2
		reach:			5

	Mace of Smiting (2 handed)
		to hit:			+14/+9
		damage:			1d8+6
		critical:		20/x2
		reach:			5
		properties:		+5 against constructs
						critical destroys construct
						critical X4 against outsiders
						ignore hardness less than 20

	Mace of Smiting (1 handed)
		to hit:			+14/+9
		damage:			1d8+5
		critical:		20/x2
		reach:			5
		properties:		+5 against constructs
						critical destroys construct
						critical X4 against outsiders
						ignore hardness less than 20

	Silver Dagger, Masterwork:
		to hit:			+11/+6
		damage:			1d4+1
		critical:		19-20/x2
		properties:		10 hp/inch
						hardness 8

	Silver Dagger, Masterwork (Thrown):
		to hit:			+10/+5
		damage:			1d4+1
		critical:		19-20/x2
		range:			10 ft.
		properties:		10 hp/inch
						hardness 8

	Special Attacks
		Bleeding Touch (Sp)
			..... .
			As a melee touch attack, you can cause a living creature to 
			take 1d6 points of damage per round. This effect persists for 
			6 rounds or until stopped with a DC 15 Heal check or any 
			spell or effect that heals damage. You can use this ability 
			6 times per day. 

		Channel Positive Energy (Su)
			x.... ..
			You can unleash a wave of positive energy. You must choose to 
			deal 7d6 points of positive energy damage to undead creatures 
			or to heal living creatures of 7d6 points of damage. Creatures 
			that take damage from channeled energy receive a DC 20 Will 
			save to halve the damage. You can use this ability 7 times per 
			day. 

STATS

Abilities
---------
	Stat    Score   Mod		Curr	
	Str      12      +1      12      +1
	Dex      10      0       10       0
	Con      12      +1      12      +1
	Int      16      +3      18      +4
	Wis      17      +3      19      +4
	Cha      14      +2      14      +2

Skills
------
	Skill                   	Total   Rank  Stat  Misc
	Acrobatics					  3       0     0     3
	Appraise					  8       1     4     3
	Bluff						  2       0     2     0
	Climb						  0       1     1     0
	Craft (Untrained)			  4       0     4     0
	Diplomacy					 18      13     2     3
	Disguise					  2       0     2     0
	Escape Artist				 -2       0     0    -2
	Fly							 -2       0     0    -2
	Heal						 20      13     4     3
	Intimidate					  2       0     2     0
	Knowledge (Arcana)			  9       2     4     3
	Knowledge (History)			  8       1     4     3
	Knowledge (Local)			  5       1     4     0
	Knowledge (Nature)			  5       1     4     0
	Knowledge (Nobility)		  8       1     4     3
	Knowledge (Planes)			  8       1     4     3
	Knowledge (Religion)		 20      10     4     3
	Linguistics					  8       2     3     3
	Perception					 25      13     4     8
	Perform (Untrained)			  2       0     2     0
	Ride						 -1       1     0    -2
	Sense Motive				  9       2     4     3
	Spellcraft					 19      12     4     3
	Stealth						 -2       0     0    -2
	Survival					  7       3     4     0
	Swim						  2       3     1    -2
	Use Magic Device			  3       1     2     0

Feats
-----
	Channel Smite
		Description:
			You can channel your divine energy through your weapon.
		Benefit:
			Before you make a melee attack roll, you can choose to spend 
			one use of your channel energy ability as a swift action. If 
			you channel positive energy and you hit an undead creature, 
			that creature takes an amount of additional damage equal to 
			the damage dealt by your channel positive energy ability. If 
			you channel negative energy and you hit a living creature, 
			that creature takes an amount of additional damage equal to 
			the damage dealt by your channel negative energy ability. Your 
			target can make a Will save, as normal, to halve this 
			additional damage. If your attack misses, the channel energy 
			ability is still expended with no effect.
	  
	Combat Casting
		Description:
			You are adept at spellcasting when threatened or distracted.
		Benefit:
			You get a +4 bonus on concentration checks made to cast a 
			spell or use a spell-like ability when casting on the defensive 
			or while grappled.
	  
	Extra Channel
		Description:
			You can channel divine energy more often.
		Benefit:	  
			You can channel energy two additional times per day.

	Improved Channel
		Description:
			Your channeled energy is harder to resist.
		Benefit:
			Add 2 to the DC of saving throws made to resist the effects of 
			your channel energy ability. 

	Improved Initiative
		Description:
			Your quick reflexes allow you to react quickly to danger.
		Benefit:
			You get a +4 bonus on initiative checks.

	Lightning Reflexes
		Description:
			You have faster reflexes than normal.
		Benefit:
			You get a +2 bonus on all Reflex saving throws.

	Skill Focus (Perception)
		Description:
			You are particularly adept at your chosen skill.
		Benefit:
			You get a +3 bonus on all checks involving Perception. If you 
			have 10 or more ranks in Perception, this bonus increases 
			to +6.

	Turn Undead
		Description:
			Calling upon higher powers, you cause undead to flee from the 
			might of your unleashed divine energy.
		Benefit:
			You can, as a standard action, use one of your uses of channel 
			positive energy to cause all undead within 30 feet of you to 
			flee, as if panicked. Undead receive a Will save to negate the 
			effect. The DC for this Will save is equal to 10 + 1/2 your 
			cleric level + your Charisma modifier. Undead that fail their 
			save flee for 1 minute. Intelligent undead receive a new saving 
			throw each round to end the effect. If you use channel energy 
			in this way, it has no other effect (it does not heal or harm 
			nearby creatures).

Traits
------
	Adopted
		Description:
			You were adopted and raised by someone not of your race, and 
			raised in a society not your own.
		Benefit:
			As a result, you picked up a race trait from your adoptive 
			parents and society, and may immediately select a race trait 
			from your adoptive parents' race.
	Freedom Fighter
		Description:
			You’ve dedicated your life to fighting against oppression, 
			tyranny, and slavery.
		Benefit:
			You gain a +1 trait bonus on attack and damage rolls against 
			slavers or any creature holding someone against their will.
	Undead Slayer (Pharasma)
		Description:
			Instructed at a young age in the tenets of the faith of the 
			Goddess of Souls, you view the undead as abominations that must 
			be destroyed so their souls can journey beyond to be judged.
		Benefit:
			You gain a +1 trait bonus on weapon damage rolls against undead.

Special Qualities
-----------------
	Adaptability
		Half-elves receive Skill Focus as a bonus feat at 1st level.

	Aura
		Has as a particularly powerful Neutral (which is to say, no) aura.

	Bonus Spell Penetration (Outsiders) (2x)
		Add +1 on caster level checks made to overcome the spell resistance 
		of outsiders.

	Death's Embrace
		You heal damage instead of taking damage from channeled negative 
		energy. If the channeled negative energy targets undead, you heal 
		hit points just like undead in the area. 

	Elf Blood
		Half-elves count as both elves and humans for any effect related 
		to race. 

	Elven Immunities
		Half-elves are immune to magic sleep effects and get a +2 racial 
		saving throw bonus against enchantment spells and effects. 

	Keen Senses
		Half-elves receive a +2 racial bonus on Perception checks.

	Low-Light Vision
		You can see x2 as far as humans in low illumination. Characters 
		with low-light vision have eyes that are so sensitive to light 
		that they can see twice as far as normal in dim light. Low-Light 
		Vision is color vision. A spellcaster with low-light vision can 
		read a scroll as long as even the tiniest candle flame is next 
		to her as a source of light. Characters with low-light vision can 
		see outdoors on a moonlit night as well as they can during the day. 

	Multitalented
		Half-elves choose two favored classes at first level and gain +1 
		hit point or +1 skill point whenever they take a level in either 
		one of those classes. 

	Orisons
		You can prepare a number of orisons, or 0-level spells. These 
		spells are cast like any other spells, but they are not expended 
		when used and may be used again. 

	Spontaneous Casting
		You can channel stored spell energy into healing spells that you 
		did not prepare ahead of time. You can "lose" any prepared spell 
		that is not an orison or domain spell in order to cast any cure 
		spell of the same spell level or lower (a cure spell is any spell 
		with "Cure" in its name). 

	Touch the Spirit World
		..... .
		With a touch, you can empower a weapon to affect incorporeal 
		creatures. The weapon touched deals half damage to incorporeal 
		creatures, or full damage if it is a magic weapon. This benefit 
		lasts for 13 rounds. You can use this ability 6 times per day. 

	Ward Against Death
		You can emit a 30-foot aura that wards against death for 13 rounds 
		per day. Living creatures in this area are immune to death effects, 
		energy drain, and effects that cause negative levels. This ward 
		does not remove negative levels that a creature has already gained, 
		but the negative levels have no effect while the creature is 
		inside the warded area. These rounds do not need to be consecutive. 

MAGIC

Cleric Spells
-------------
	Level:		0		1		2		3		4		5		6		7		8		9
	Known:		-		-		-		-		-		-		-		-		-		-
	Per Day:	4		5+D		5+D		5+D		5+D		3+D		2+D		1+D		0		0
	DC:			14		15		16		17		18		19		20		21		22		23

	Level 0
		. 1: Guidance
		. 2: Guidance
		. 3: Resistance
		. 4: Stabilize

	Level 1
		. D: cause fear
		. 1: Bless
		. 2: Divine Favor
		. 3: Divine Favor
		. 4: Doom
		. 5: Magic Weapon

	Level 2
		. D: death knell
		. 1: Calm Emotions 
		. 2: Hold Person
		. 3: Hold Person
		. 4: Restoration (Lesser)
		. 5: Weapon of Awe

	Level 3
		. D: animate dead
		. 1: Dispel Magic
		. 2: Inflict Serious Wounds
		. 3: Prayer
		. 4: Wrathful Mantle
		. 5: 

	Level 4
		. D: death ward
		x 1: Blessing of Fervor
		. 2: Spiritual Ally
		. 3: Divine Power 
		. 4: Dismissal
		. 5: 

	Level 5
		. D: Slay Living
		. 1: Slay Living
		. 1: Breath of Life
		. 2: Flame Strike

	Level 6
		. D: antilife shield
		. 1: Harm
		. 2: Harm

	Level 7
		x D: destruction
		. 1: Inflict Serious Wounds (Mass)

EQUIPMENT

Inventory
---------
	Item                                   Location     Quantity  Weight
	Headband of Mental Prowess (INT/ WIS)	Equipped      1         1
	Amulet of Natural Armor +2				Equipped      1         0
	Assisting Glove							Equipped      1         1
	Mace of Smiting							Equipped      1        12
	Belt of Giant Strength					Equipped      1         1
	Bracers of Armor +2						Equipped      1         1
	Ring of Protection +2					Equipped      1         0
	Celestial Armor							Equipped      1        20
	Cloak of Resistance +3					Equipped      1         1
	Boots of Elvenkind						Equipped      1         1
	Silver Masterwork Dagger				Boot          1         1
	Waterskin with pure magic water			BoH           1         4
	Potion of Owl's Wisdom					Belt          1         0
	Potion of Cure Moderate Wounds			Belt          1         0

Details
-------
	Domineering Mace of Smiting
		adamantine
		+5 against constructs, critical destroys construct
		critical X4 against outsiders
		ignore hardness less than 20

	Celestial Armour
		use Fly 1/day

	Potion of Cure Moderate Wounds
		Cures 2d8+3

	Potion of Owl's Wisdom
		+4 enhancement bonus to Wisdom for 3 minutes

	Silver Masterwork Dagger
		10 hp/inch
		hardness 8

Funds
-----
	pp:		0
	gp:		8

DESCRIPTION

Name:       Carobadanten
Race:       Half-Elf
Classes:    Cleric (13)
Alignment:  Neutral Good

Vision:     Low-Light Vision
Speed:      Walk 30 ft.
Languages:  Common, Cyclops, Daemon, Dwarven, Elven, Giant, Halfling, Read Lips

XP:			315000 / 445000

Gender:			Neuter		Skin Tone:	Light Olive
Height:			5'11"		Weight:		143lbs			
Eyes			Blue		Hair:		Shaggy, Black with a Platinum streak
Dominant Hand:	Ambiextrous
Quirks:
Speech Style:
Quotes:

Background:
A half-elf cleric of Pharasma. As a child, their family was part of a 
commune of elves, humans, and half-elves that worshiped Pharasma. The 
commune was over-run by orcs when they were travelling through the 
mountains, their parents were killed, and they were neutered by an axe 
blow and left for dead. They spent several weeks living amongst the dead 
of their commune, until they were rescued by a band of halfling rangers 
that had been tracking the orcs.  The band took Carobadanten, and together 
the group rescued the remains of the commune, while slaughtering the orcs. 
The band adopted Carobadanten, and the remainder of the commune, and they 
continued their family's work with the halflings.

After travelling with the band of halflings for many years, the group 
settled, starting a small village in the hills near Magnamar. It was here that 
Carobadanten believed that he learned to speak with poultry (they cannot).

After a few years, Carobadanten left, still feeling the urge to travel and 
adventure.  They still attempted to travel back to the village regularly to 
visit their adopted clan and the remainder of the clerics from the original 
commune.

During one expedition, Carobadanten stumbled upon the entrance to the 
Runeforge completely by chance, after accidentally creating a small crack 
in the fabric of time and space. Very quickly, they walked through a patch 
of green fog, which caused a terrible transformation into a large goldfish.  

SPELLS AVAILABLE

Domain Spells
-------------
	Level 1
		cause fear (Death)
			Saves: Will partial	
			DC: 14	
			Casting: 1 standard action
			Duration: 1d4 rounds or 1 round; see text	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes	
			Effect: The affected creature becomes frightened.	
			Target: One living creature with 5 or fewer HD

		deathwatch (Repose) 
			Saves: None	DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: 30 ft.	
			Components: V, S
			SR: No	
			Effect: Using the powers of necromancy, you can determine the 
			condition of creatures near death within the spell's range.
			Target: Cone-shaped emanation

	Level 2
		death knell (Death)
			Saving: Will negates
			DC:
			Casting: 1 standard action
			Duration: instantaneous/10 minutes per HD of subject; see text 
			Range: Touch
			Components: V, S
			SR: yes
			Effect: You draw forth the ebbing life force of a creature and 
			use it to fuel your own power. Upon casting this spell, you 
			touch a living creature that has –1 or fewer hit points. If 
			the subject fails its saving throw, it dies, and you gain 1d8 
			temporary hit points and a +2 enhancement bonus to Strength. 
			Additionally, your effective caster level goes up by +1, 
			improving spell e ects dependent on caster level. This 
			increase in effective caster level does not grant you access 
			to more spells. These effects last for 10 minutes per HD of 
			the subject creature.
			Target: Living creature touched

		gentle repose (Repose)
			Saves: Will negates (object)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 days	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes (object)	
			Effect: You preserve the remains of a dead creature so that they 
			do not decay.	
			Target: Corpse touched

	Level 3
		animate dead (Death, Souls)
			Saves: none
			DC: 
			Casting: 1 standard action
			Duration: instantaneous
			Range: touch
			Components V, S, M (an onyx gem worth at least 25 gp per HD of the undead)
			SR: no	
			Effect: This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
			Target: one or more corpses touched

	Level 4
		death ward (Death, Repose)
			Saves: Will negates (harmless)	
			DC: 17	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The subject gains a +4 morale bonus on saves against all death spells and magical death effects.	
			Target: Living creature touched

	Level 5 
		slay living (Death, Repose)
			Saves: Fortitude partial	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: You can attempt to slay any one living creature.	
			Target: Living creature touched

	Level 6
		create undead (Death)
			Saves: None
			DC:
			Casting: 1 hour
			Duration: instantaneous
			range: close (25ft + 5ft/2 levels)
			Components: V, S, M (a clay pot filled with grave dirt and an onyx
			SR: No
			Effect: A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level.
			Target one corpse

		antilife shield (Souls)
			Components V, S, DF
			Casting Time 1 round
			Range 10 ft.
			Duration 1 min./level (D)
			Saving Throw none
			Spell Resistance yes 
			Effect: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
			Target: 10-ft.-radius emanation, centered on you

	Level 7
		destruction (Death, Repose)
			Saves: Fortitude partial	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, F
			SR: Yes	
			Effect: This spell instantly delivers 130 points of damage.	
			Target: One creature

	Level 8
		create greater undead (Death)
			Saves: None
			DC:
			Casting: 1 hour
			Duration: instantaneous
			range: close (25ft + 5ft/2 levels)
			Components: V, S, M (a clay pot filled with grave dirt and an onyx
			SR: No
			Effect: A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level.
			Target one corpse

		waves of exhaustion (Repose) 
			Casting Time 1 standard action
			Components V, S
			Range 60 ft.
			Area cone-shaped burst
			Duration instantaneous
			Saving Throw no
			Spell Resistance yes
			Effect: Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

	Level 9
		wail of the banshee (Death)
			Casting Time 1 standard action
			Components V
			Range close (25 ft. + 5 ft./2 levels)
			Target one living creature/level within a 40-ft.-radius spread
			Duration instantaneous
			Saving Throw Fortitude negates
			Spell Resistance yes
			Effect: When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

		trap the soul (Souls)
			Casting Time 1 standard action or see text
			Components V, S, M (gem worth 1,000 gp per HD of the trapped creature)
			Range close (25 ft. + 5 ft./2 levels)
			Target one creature
			Duration permanent; see text
			Saving Throw see text
			Spell Resistance yes; see text
			Effect: Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Cleric Spells
-------------
	Level 0
		Bleed (Necromancy)
			Saves: Will negates	
			DC: 13	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes	
			Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying.	
			Target: One living creature
			
		Create Water (Conjuration)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: No	
			Effect: This spell generates wholesome, drinkable water, just like clean rain water.	
			Target: Up to 26 gallons of water
			
		Detect Magic (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Concentration, up to 13 minutes [D]	
			Range: 60 ft.	
			Components: V, S
			SR: No	
			Effect: You detect magical auras.	
			Target: Cone-shaped emanation
			
		Detect Poison (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: No	
			Effect: You determine whether a creature, object, or area has been poisoned or is poisonous.	
			Target: One creature, one object, or a 5-ft. cube
			
		Guidance (Divination)
			Saves: Will negates (harmless)	
			DC: 13	
			Casting: 1 standard action
			Duration: 1 minute or until discharged	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: This spell imbues the subject with a touch of divine guidance.	
			Target: Creature touched
			
		Light (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, M/DF
			SR: No	
			Effect: This spell causes a touched object to glow like a torch.	
			Target: Object touched
			
		Mending (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 13	
			Casting: 10 minutes
			Duration: Instantaneous	
			Range: 10 ft.	
			Components: V, S
			SR: Yes (harmless, object)	
			Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object.	
			Target: One object of up to 13 lb.
			
		Purify Food and Drink (Transmutation)
			Saves: Will negates (object)	
			DC: 13	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: 10 ft.	
			Components: V, S
			SR: Yes (object)	
			Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.	
			Target: 13 cu. ft. of contaminated food and water
			
		Read Magic (Divination)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Personal	
			Components: V, S, F
			SR: 	
			Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.	
			Target: You
			
		Resistance (Abjuration)
			Saves: Will negates (harmless)	
			DC: 13	
			Casting: 1 standard action
			Duration: 1 minute	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes (harmless)	
			Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.	
			Target: Creature touched
			
		Spark (Evocation, FireSchool)
			Saves: Fortitude negates (object)	
			DC: 13	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V or S
			SR: Yes (object)	
			Effect: Ignites flammable objects.	
			Target: one Fine object
			
		Stabilize (Conjuration)
			Saves: Will negates (harmless)	
			DC: 13	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points.	
			Target: One living creature
			
		Virtue (Transmutation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 1 min.	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
			Target: Creature touched
	 
	Level 1
		Ant Haul (Transmutation)
			Saves: Fortitude negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 26 hours	
			Range: Touch	
			Components: V, S, M/DF (a small pulley)
			SR: Yes (harmless)	
			Effect: Triples carrying capacity of a creature.	
			Target: creature touched
			
		Bane (Enchantment)
			Saves: Will negates	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: 50 ft.	
			Components: V, S, DF
			SR: Yes	
			Effect: Bane fills your enemies with fear and doubt.	
			Target: 50-ft.-radius burst, centered on you
			
		Bless (Enchantment)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: 50 ft.	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: Bless fills your allies with courage.	
			Target: The caster and all allies within a 50-ft. burst, centered on the caster
			
		Bless Water (Transmutation)
			Saves: Will negates (object)	
			DC: 14	
			Casting: 1 minute
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M
			SR: Yes (object)	
			Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water.	
			Target: Flask of water touched
			
		Cause Fear (Necromancy)
			Saves: Will partial	
			DC: 14	
			Casting: 1 standard action
			Duration: 1d4 rounds or 1 round; see text	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes	
			Effect: The affected creature becomes frightened.	
			Target: One living creature with 5 or fewer HD
			
		Command (Enchantment)
			Saves: Will negates	
			DC: 14	
			Casting: 1 standard action
			Duration: 1 round	
			Range: Close (55 ft.)	
			Components: V
			SR: Yes	
			Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.	
			Target: One living creature
			
		Comprehend Languages (Divination)
			Saves: 	DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Personal	
			Components: V, S, M/DF
			SR: 	
			Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.	Target: You
			
		Cure Light Wounds (Conjuration)
			Saves: Will half (harmless); see text	
			DC: 14	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless); see text	
			Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.	
			Target: Creature touched
			
		Dancing Lantern (Transmutation, FireSchool)
			Saves: None	DC: 	
			Casting: 1 standard action
			Duration: 13 hours [D]	
			Range: Touch	
			Components: V, S, F (a lantern)
			SR: No	
			Effect: Animates a lantern that follows you.	
			Target: Animates one lantern
			
		Deathwatch (Necromancy)
			Saves: None	DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: 30 ft.	
			Components: V, S
			SR: No	
			Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
			Target: Cone-shaped emanation
			
		Detect Chaos (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Concentration, up to 130 minutes [D]	
			Range: 60 ft.	
			Components: V, S, DF
			SR: No	Effect: You can sense the auras of chaotic creatures.	
			Target: Cone-shaped emanation
			
		Detect Evil (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Concentration, up to 130 minutes [D]	
			Range: 60 ft.	
			Components: V, S, DF
			SR: No	Effect: You can sense the presence of evil.	
			Target: Cone-shaped emanation
			
		Detect Good (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Concentration, up to 130 minutes [D]	
			Range: 60 ft.	
			Components: V, S, DF
			SR: No	
			Effect: You can sense the presence of good.	
			Target: Cone-shaped emanation
			
		Detect Law (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Concentration, up to 130 minutes [D]	
			Range: 60 ft.	
			Components: V, S, DF
			SR: No	
			Effect: You can sense the auras of lawful creatures.	
			Target: Cone-shaped emanation
			
		Detect Undead (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Concentration, up to 13 minutes [D]	
			Range: 60 ft.	
			Components: V, S, M/DF
			SR: No	Effect: You can detect the aura that surrounds undead creatures.	
			Target: Cone-shaped emanation
			
		Divine Favor (Evocation)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 1 minute	
			Range: Personal	Components: V, S, DF
			SR: 	
			Effect: Calling upon the strength and wisdom of a deity, you gain a +3 luck bonus on attack and weapon damage rolls.	
			Target: You
			
		Doom (Necromancy)
			Saves: Will negates	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Medium (230 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.	
			Target: One living creature
			
		Endure Elements (Abjuration)
			Saves: Will negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 24 hours	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment.	
			Target: Creature touched
			
		Entropic Shield (Abjuration)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Personal	Components: V, S
			SR: 	
			Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.	
			Target: You
			
		Hide from Undead (Abjuration)
			Saves: Will negates (harmless); see text	
			DC: 14	
			Casting: 1 standard action
			Duration: 130 minutes [D]	
			Range: Touch	
			Components: V, S, DF
			SR: Yes	
			Effect: Undead cannot see, hear, or smell creatures warded by this spell.	
			Target: 13 creatures touched
			
		Inflict Light Wounds (Necromancy)
			Saves: Will half	
			DC: 14	Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+5 points of damage.	
			Target: Creature touched
			
		Magic Stone (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 14	
			Casting: 1 standard action
			Duration: 30 minutes or until discharged	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless, object)	
			Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.	
			Target: Up to three pebbles touched
			
		Magic Weapon (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless, object)	
			Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.	
			Target: Weapon touched
			
		Obscuring Mist (Conjuration, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: 20 ft.	
			Components: V, S
			SR: No	
			Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.	
			Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
			
		Protection from Chaos (Abjuration)
			Saves: Will negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Touch	
			Components: V, S, M/DF
			SR: No; see text	
			Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.	
			Target: Creature touched
			
		Protection from Evil (Abjuration)
			Saves: Will negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Touch	
			Components: V, S, M/DF
			SR: No; see text	
			Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.	
			Target: Creature touched
			
		Protection from Law (Abjuration)
			Saves: Will negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Touch	
			Components: V, S, M/DF
			SR: No; see text	
			Effect: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.	
			Target: Creature touched
			
		Remove Fear (Abjuration)
			Saves: Will negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 10 minutes; see text	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless)	
			Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.	
			Target: 4 creatures, no two of which can be more than 30 ft. apart
			
		Sanctuary (Abjuration)
			Saves: Will negates	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Touch	
			Components: V, S, DF
			SR: No	
			Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.	
			Target: Creature touched
			
		Shield of Faith (Abjuration)
			Saves: Will negates (harmless)	
			DC: 14	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, M
			SR: Yes (harmless)	
			Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks.	
			Target: Creature touched
			
		Summon Monster I (Conjuration)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell summons an extraplanar creature.	
			Target: One summoned creature
	 
	Level 2
		Aid (Enchantment)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 10 temporary hit points.	
			Target: Living creature touched
			
		Align Weapon (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless, object)	
			Effect: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose.	
			Target: Weapon touched or 50 projectiles [all of which must be together at the time of casting]
			
		Augury (Divination)
			Saves: 	
			DC: 	
			Casting: 1 minute
			Duration: Instantaneous	
			Range: Personal	
			Components: V, S, M, F
			SR: 	
			Effect: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.	
			Target: You
			
		Bear's Endurance (Transmutation)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes	
			Effect: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.	
			Target: Creature touched
			
		Blessing of Courage and Life (Conjuration)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes [see below]	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: Grants a +2 bonus on saves vs. fear and death.	
			Target: one living creature
			
		Bull's Strength (Transmutation)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes (harmless)	
			Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength.	
			Target: Creature touched
			
		Calm Emotions (Enchantment)
			Saves: Will negates	
			DC: 15	
			Casting: 1 standard action
			Duration: Concentration, up to 13 rounds [D]	
			Range: Medium (230 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: This spell calms agitated creatures.	
			Target: Creatures in a 20-ft.-radius spread
			
		Consecrate (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 26 hours	
			Range: Close (55 ft.)	
			Components: V, S, M, DF
			SR: No	
			Effect: This spell blesses an area with positive energy.	
			Target: 20-ft.-radius emanation
			
		Cure Moderate Wounds (Conjuration)
			Saves: Will half (harmless) or Will half; see text	
			DC: 15	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless) or yes; see text	
			Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage.	
			Target: Creature touched
			
		Darkness (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Touch	
			Components: V, M/DF
			SR: No	
			Effect: This spell causes an object to radiate darkness out to a 20-foot radius.	
			Target: Object touched
			
		Delay Poison (Conjuration)
			Saves: Fortitude negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 hours	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The subject becomes temporarily immune to poison.	
			Target: Creature touched
			
		Eagle's Splendor (Transmutation)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes	
			Effect: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.	
			Target: Creature touched
			
		Enthrall (Enchantment)
			Saves: Will negates; see text	
			DC: 15	
			Casting: 1 round
			Duration: 1 hour or less	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: Yes	
			Effect: If you have the attention of a group of creatures, you can use this spell to hold them enthralled.	
			Target: Any number of creatures
			
		Find Traps (Divination)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Personal	Components: V, S
			SR: 	
			Effect: You gain intuitive insight into the workings of traps.	
			Target: You
			
		Gentle Repose (Necromancy)
			
			
		Ghostbane Dirge (Transmutation)
			Saves: Will negates	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Close (55 ft.)	
			Components: V, S, M/DF (an old reed from a wind instrument)
			SR: Yes	
			Effect: Incorporeal creature takes half damage from nonmagical weapons.	
			Target: one incorporeal creature
			
		Grace (Abjuration)
			Saves: 	
			DC: 	
			Casting: 1 swift action
			Duration: see text	
			Range: Personal	
			Components: V
			SR: 	
			Effect: Movement doesn't provoke attacks of opportunity.	
			Target: You
			
		Hold Person (Enchantment)
			Saves: Will negates; see text	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 rounds [D]; see text	
			Range: Medium (230 ft.)	
			Components: V, S, F/DF
			SR: Yes	
			Effect: The subject becomes paralyzed and freezes in place.	
			Target: One humanoid creature
			
		Inflict Moderate Wounds (Necromancy)
			Saves: Will half	
			DC: 15	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: When laying your hand upon a creature, you channel negative energy that deals 2d8+10 points of damage.	
			Target: Creature touched
			
		Instant Armor (Conjuration)
			Saves: 	DC: 	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Personal	Components: V, S, DF
			SR: 	
			Effect: Summon armor temporarily replacing your current attire.	
			Target: You
			
		Make Whole (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 15	
			Casting: 10 minutes
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless, object)	
			Effect: This spell functions as mending, except that it repairs 5d6 points of damage when cast on a construct creature.	
			Target: One object of up to 130 cu. ft. or one construct creature of any size
			
		Owl's Wisdom (Transmutation)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes	
			Effect: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.	
			Target: Creature touched
			
		Remove Paralysis (Conjuration)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless)	
			Effect: You can free one or more creatures from the effects of temporary paralysis or related magic.	
			Target: Up to four creatures, no two of which can be more than 30 ft. apart
			
		Resist Energy (Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: Fortitude negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.	
			Target: Creature touched
			
		Restoration (Lesser) (Conjuration)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 3 rounds
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.	
			Target: Creature touched
			
		Share Language (Divination)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 24 hours	
			Range: Touch	
			Components: V, S, M (a page from a dictionary)
			SR: Yes (harmless)	
			Effect: Subject understands chosen language.	
			Target: creature touched
			
		Shatter (Evocation, EarthSchool)
			Saves: Will negates (object); Will negates (object) or Fortitude half; see text	
			DC: 15	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, M/DF
			SR: Yes	
			Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.	
			Target: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature
			
		Shield Other (Abjuration)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 hours [D]	
			Range: Close (55 ft.)	
			Components: V, S, F
			SR: Yes (harmless)	
			Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.	
			Target: One creature
			
		Silence (Illusion)
			Saves: Will negates; see text or none (object)	
			DC: 15	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Long (920 ft.)	
			Components: V, S
			SR: Yes; see text or no (object)	
			Effect: Upon the casting of this spell, complete silence prevails in the affected area.	
			Target: 20-ft.-radius emanation centered on a creature, object, or point in space
			
		Sound Burst (Evocation)
			Saves: Fortitude partial	
			DC: 15	
			Casting: 1 standard action
			Duration: Instantaneous	Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: Yes	
			Effect: You blast an area with a tremendous cacophony.	
			Target: 10-ft.-radius spread
			
		Spiritual Weapon (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 rounds [D]	
			Range: Medium (230 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+4 force damage per hit.	
			Target: Magic weapon of force
			
		Status (Divination)
			Saves: Will negates (harmless)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 hours	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition.	
			Target: 4 living creatures
			
		Summon Monster II (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.	
			Target: One summoned creature
			
		Undetectable Alignment (Abjuration)
			Saves: Will negates (object)	
			DC: 15	
			Casting: 1 standard action
			Duration: 24 hours	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (object)	
			Effect: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.	
			Target: One creature or object

		Weapon of Awe (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless, object)	
			Effect: Weapon gets +2 on damage rolls.	
			Target: weapon touched
			
		Zone of Truth (Enchantment)
			Saves: Will negates	
			DC: 15	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies.	
			Target: 20-ft.-radius emanation
			
	Level 3
		Bestow Curse (Necromancy)
			Saves: Will negates	
			DC: 16	
			Casting: 1 standard action
			Duration: Permanent	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: You place a curse on the subject.	
			Target: Creature touched
			
		Blindness/Deafness (Necromancy)
			Saves: Fortitude negates	
			DC: 16	
			Casting: 1 standard action
			Duration: Permanent [D]	
			Range: Medium (230 ft.)	
			Components: V
			SR: Yes	
			Effect: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.	
			Target: One living creature
			
		Blood Biography (Divination)
			Saves: Will negates (see text)	
			DC: 16	
			Casting: 1 minute
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M/DF (a scrap of parchment)
			SR: No	
			Effect: Learn about a creature with its blood.	
			Target: one creature's blood or one bloodstain
			
		Continual Flame (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Permanent	
			Range: Touch	
			Components: V, S, M
			SR: No	
			Effect: A flame, equivalent in brightness to a torch, springs forth from an object that you touch.	
			Target: Object touched
			
		Create Food and Water (Conjuration)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: 24 hours; see text	
			Range: Close (55 ft.)	
			Components: V, S
			SR: No	
			Effect: The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.	
			Target: Food and water to sustain 39 humans or 13 horses for 24 hours
			
		Cure Serious Wounds (Conjuration)
			Saves: Will half (harmless) or Will half; see text	
			DC: 16	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless) or yes; see text	
			Effect: When laying your hand upon a living creature, you channel positive energy that cures 3d8+13 points of damage.	
			Target: Creature touched
			
		Daylight (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 130 minutes [D]	
			Range: Touch	
			Components: V, S
			SR: No	
			Effect: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.	
			Target: Object touched
			
		Deeper Darkness (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Touch	
			Components: V, M/DF
			SR: No	
			Effect: This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps.	
			Target: Object touched
			
		Dispel Magic (Abjuration)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: No	
			Effect: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.	
			Target: One spellcaster, creature, or object
			
		Elemental Speech (Divination, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Personal	
			Components: V, S, M (iron filings)
			SR: 	
			Effect: Enables you to speak to elementals and some creatures.	
			Target: You
			
		Enter Image (Transmutation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: concentration	
			Range: 650 ft.	
			Components: V, S, M/DF (a drop of paint and a ball of clay)
			SR: No	
			Effect: Transfers your consciousness to an object bearing your likeness.	
			Target: transfer consciousness to any object bearing your likeness
			
		Glyph of Warding (Abjuration)
			Saves: See text	
			DC: 16	
			Casting: 10 minutes
			Duration: Permanent until discharged [D]	
			Range: Touch	
			Components: V, S, M
			SR: No (object) and yes; see text	
			Effect: This powerful inscription harms those who enter, pass, or open the warded area or object.	
			Target: Object touched or up to 65 sq. ft.
			
		Guiding Star (Divination)
			Saves: 	
			DC: 	
			Casting: 1 minute
			Duration: 13 days [D]	
			Range: Personal	
			Components: V, S, M (a spool of thread or string)
			SR: 	
			Effect: Know approximate distance from where you cast this spell.	
			Target: You
			
		Helping Hand (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 hours	
			Range: 5 miles	
			Components: V, S, DF
			SR: No	
			Effect: You create the ghostly image of a hand, which you can send to find a creature within 5 miles.	
			Target: Ghostly hand
			
		Inflict Serious Wounds (Necromancy)
			Saves: Will half	
			DC: 16	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: When laying your hand upon a creature, you channel negative energy that deals 3d8+13 points of damage.	
			Target: Creature touched
			
		Invisibility Purge (Evocation)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Personal	Components: V, S
			SR: 	
			Effect: You surround yourself with a sphere of power with a radius of 65 feet that negates all forms of invisibility.	
			Target: You
			
		Locate Object (Divination)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Long (920 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: You sense the direction of a well-known or clearly visualized object.	
			Target: Circle, centered on you, with a radius of 920 ft.
			
		Magic Circle against Chaos (Abjuration)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: No; see text	
			Effect: All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either.	
			Target: 10-ft.-radius emanation from touched creature
			
		Magic Circle against Evil (Abjuration)
			Saves: Will negates (harmless)	
			DC: 16	Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: No; see text	
			Effect: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.	
			Target: 10-ft.-radius emanation from touched creature
			
		Magic Circle against Law (Abjuration)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, S, M/DF
			SR: No; see text	
			Effect: All creatures within the area gain the effects of a protection from law spell, and lawfull summoned creatures cannot enter the area either.	
			Target: 10-ft.-radius emanation from touched creature
			
		Magic Vestment (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 16	
			Casting: 1 standard action
			Duration: 13 hours	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless, object)	
			Effect: You imbue a suit of armor or a shield with an enhancement bonus of +3.	
			Target: Armor or shield touched

		Meld into Stone (Transmutation)
			Saves: 	DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Personal	
			Components: V, S, DF
			SR: 	
			Effect: Meld into stone enables you to meld your body and possessions into a single block of stone.	
			Target: You
			
		Nap Stack (Necromancy)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 minute
			Duration: 8 hours	
			Range: 30 ft.	
			Components: V, S, M (a little silk pillow worth 100 gp)
			SR: Yes (harmless)	
			Effect: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.	
			Target: 30-ft.-radius emanation
			
		Obscure Object (Abjuration)
			Saves: Will negates (object)	
			DC: 16	Casting: 1 standard action
			Duration: 8 hours [D]	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes (object)	
			Effect: This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball.	
			Target: One object touched of up to 1300 lbs.
			
		Prayer (Enchantment)
			Saves: None	DC: 	
			Casting: 1 standard action
			Duration: 13 rounds	Range: 40 ft.	
			Components: V, S, DF
			SR: Yes	
			Effect: You bring special favor upon yourself and your allies while bringing disfavor to your enemies.	
			Target: All allies and foes within a 40-ft.-radius burst centered on you
			
		Protection from Energy (Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: Fortitude negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: 130 minutes or until discharged	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: Protection from energy grants temporary immunity to the type of energy you specify when you cast it.	
			Target: Creature touched
			
		Remove Blindness/Deafness (Conjuration)
			Saves: Fortitude negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Remove blindness/deafness cures blindness or deafness.	
			Target: Creature touched
			
		Remove Curse (Abjuration)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Remove curse can remove all curses on an object or a creature.	
			Target: Creature or object touched
			
		Remove Disease (Conjuration)
			Saves: Fortitude negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Remove disease can cure all diseases from which the subject is suffering.	
			Target: Creature touched
			
		Sacred Bond (Conjuration)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 round
			Duration: 130 minutes [D]	
			Range: Touch; see text	
			Components: V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target)
			SR: Yes (harmless)	
			Effect: Cast touch healing spells from a distance.	
			Target: creature touched
			
		Searing Light (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: Yes	
			Effect: Focusing divine power like a ray of the sun, you project a blast of light from your open palm dealing 5d8 points of damage.	
			Target: Ray
			
		Speak with Dead (Necromancy)
			Saves: Will negates; see text	
			DC: 16	
			Casting: 10 minutes
			Duration: 13 minutes	
			Range: 10 ft.	
			Components: V, S, DF
			SR: No	
			Effect: You grant the semblance of life to a corpse, allowing it to answer questions.	
			Target: One dead creature
			
		Stone Shape (Transmutation, EarthSchool)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M/DF
			SR: No	
			Effect: You can form an existing piece of stone into any shape that suits your purpose.	
			Target: Stone or stone object touched, up to 23 cu. ft.
			
		Summon Monster III (Conjuration)
			Saves: None	DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell functions like summon monster I, except that you can  summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.	
			Target: One summoned creature
			
		Water Breathing (Transmutation, WaterSchool)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: 26 hours; see text	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes (harmless)	
			Effect: The transmuted creatures can breathe water freely.	
			Target: Living creatures touched
			
		Water Walk (Transmutation)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: 130 minutes [D]	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The transmuted creatures can tread on any liquid as if it were firm ground.	
			Target: 13 touched creatures
			
		Wind Wall (Evocation, AirSchool)
			Saves: None; see text	
			DC: 16	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Medium (230 ft.)	
			Components: V, S, M/DF
			SR: Yes	
			Effect: An invisible vertical curtain of wind appears.	
			Target: Wall up to 130 ft. long and 65 ft. high [S]
			
		Wrathful Mantle (Evocation)
			Saves: Will negates (harmless)	
			DC: 16	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch or 5 ft.; see text	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: Subject shines and gets 3 on all saves.	
			Target: creature touched or all creatures within 5 ft.; see text
	 
	Level 4
		Air Walk (Transmutation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The subject can tread on air as if walking on solid ground.	
			Target: Creature [Gargantuan or smaller] touched
			
		Blessing of Fervor (Transmutation)
			Saves: Fortitude negates (harmless)	
			DC: 17	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: Gives allies a choice of benefits.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Chaos Hammer (Evocation)
			Saves: Will partial; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous [1d6 rounds]; see text	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: Yes	
			Effect: You unleash chaotic power to smite your enemies in the form of a multicolored explosion of leaping, ricocheting energy.	
			Target: 20-ft.-radius burst
			
		Control Water (Transmutation)
			Saves: None; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: 130 minutes [D]	
			Range: Long (920 ft.)	
			Components: V, S, M/DF
			SR: No	
			Effect: This spell has two different applications, both of which control water in different ways.	
			Target: Water in a volume of 130 ft. by 130 ft. by 26 ft. [S]
			
		Cure Critical Wounds (Conjuration)
			Saves: Will half (harmless); see text	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless); see text	
			Effect: When laying your hand upon a living creature, you channel positive energy that cures 4d8+13 points of damage.	
			Target: Creature touched
			
		Death Ward (Necromancy)
			Saves: Will negates (harmless)	
			DC: 17	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The subject gains a +4 morale bonus on saves against all death spells and magical death effects.	
			Target: Living creature touched
			
		Dimensional Anchor (Abjuration)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: Yes (object)	
			Effect: A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.	
			Target: Ray
			
		Discern Lies (Divination)
			Saves: Will negates	
			DC: 17	
			Casting: 1 standard action
			Duration: Concentration, up to 13 rounds	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: No	
			Effect: You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Dismissal (Abjuration)
			Saves: Will negates; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: This spell forces an extraplanar creature back to its proper plane if it fails a Will save.	
			Target: One extraplanar creature
			
		Divination (Divination)
			Saves: 	DC: 	
			Casting: 10 minutes
			Duration: Instantaneous	
			Range: Personal	
			Components: V, S, M
			SR: 	
			Effect: A divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week.	
			Target: You
			
		Divine Power (Evocation)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Personal	
			Components: V, S, DF
			SR: 	
			Effect: You imbue yourself with strength and skill in combat and gain a +4 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks.	
			Target: You
			
		Freedom of Movement (Abjuration)
			Saves: Will negates (harmless)	
			DC: 17	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Personal or touch	
			Components: V, S, M, DF
			SR: Yes (harmless)	
			Effect: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.	
			Target: You or creature touched
			
		Giant Vermin (Transmutation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts.	
			Target: 1 or more vermin, no two of which can be more than 30 ft. apart
			
		Holy Smite (Evocation)
			Saves: Will partial; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous [1 round]; see text	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: Yes
			Effect: You draw down holy power to smite your enemies.	
			Target: 20-ft.-radius burst
			
		Imbue with Spell Ability (Evocation)
			Saves: Will negates (harmless)	
			DC: 17	
			Casting: 10 minutes
			Duration: Permanent until discharged [D]	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: You transfer some of your currently prepared spells, and the ability to cast them, to another creature.	
			Target: Creature touched; see text
			
		Inflict Critical Wounds (Necromancy)
			Saves: Will half	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: When laying your hand upon a creature, you channel negative energy that deals 4d8+13 points of damage.	
			Target: Creature touched
			
		Magic Weapon (Greater) (Transmutation)
			Saves: Will negates (harmless, object)	
			DC: 17	Casting: 1 standard action
			Duration: 13 hours	
			Range: Close (55 ft.)	
			Components: V, S, M/DF
			SR: Yes (harmless, object)	
			Effect: This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +3.	
			Target: One weapon or 50 projectiles [all of which must be together at the time of casting]
			
		Neutralize Poison (Conjuration)
			Saves: Will negates (harmless, object)	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous or 130 minutes; see text	
			Range: Touch	
			Components: V, S, M/DF
			SR: Yes (harmless, object)	
			Effect: You detoxify any sort of venom in the creature or object touched.	
			Target: Creature or object of up to 13 cu. ft. touched
			
		Order's Wrath (Evocation)
			Saves: Will partial; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous [1 round]; see text	
			Range: Medium (230 ft.)	Components: V, S
			SR: Yes	
			Effect: You channel lawful power to smite enemies.	
			Target: Nonlawful creatures within a burst that fills a 30-ft. cube
			
		Planar Adaptation (Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 hours [D]	
			Range: Personal	Components: V
			SR: 	
			Effect: Resist harmful effects of other plane.	
			Target: You
			
		Planar Ally (Lesser) (Conjuration)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, M, DF
			SR: No	
			Effect: By casting this spell, you request your deity to send you an outsider [of 6 HD or less] of the deity's choice.	
			Target: One called outsider of 6 HD or less
			
		Poison (Necromancy)
			Saves: Fortitude negates; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: Instantaneous; see text	
			Range: Touch	
			Components: V, S, DF
			SR: Yes	
			Effect: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.	
			Target: Living creature touched
			
		Repel Vermin (Abjuration)
			Saves: None or Will negates; see text	
			DC: 17	
			Casting: 1 standard action
			Duration: 130 minutes [D]	
			Range: 10 ft.	
			Components: V, S, DF
			SR: Yes	
			Effect: An invisible barrier holds back vermin.	
			Target: 10-ft.-radius emanation centered on you
			
		Rest Eternal (Necromancy)
			Saves: None	DC: 	
			Casting: 1 round
			Duration: permanent	
			Range: Touch	
			Components: V, S, M/DF (ashes and a vial of holy or unholy water)
			SR: No	
			Effect: Dead creature cannot be revived.	
			Target: one dead creature touched
			
		Restoration (Conjuration)
			Saves: Will negates (harmless)	
			DC: 17	Casting: 3 rounds
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M
			SR: Yes (harmless)	
			Effect: This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level.	
			Target: Creature touched
			
		Sending (Evocation)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: 1 round; see text	
			Range: See text	
			Components: V, S, M/DF
			SR: No	
			Effect: You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject.	
			Target: One creature
			
		Spell Immunity (Abjuration)
			Saves: Will negates (harmless)	
			DC: 17	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The warded creature is immune to the effects of one specified spell for every four levels you have.	
			Target: Creature touched
			
		Spiritual Ally (Evocation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 rounds [D]	
			Range: Medium (230 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: Creates a divine ally to aid you.	
			Target: spiritual ally of force
			
		Summon Monster IV (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.	
			Target: One summoned creature
			
		Tongues (Divination)
			Saves: Will negates (harmless)	
			DC: 17	
			Casting: 1 standard action
			Duration: 130 minutes	
			Range: Touch	
			Components: V, M/DF
			SR: No	
			Effect: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.	
			Target: Creature touched		 
	 
	Level 5
		Atonement (Abjuration)
			Saves: None	
			DC: 	
			Casting: 1 hour
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M, F/DF
			SR: Yes	
			Effect: This spell removes the burden of misdeeds from the subject.	
			Target: Living creature touched
			
		Break Enchantment (Abjuration)
			Saves: See text	
			DC: 18	
			Casting: 1 minute
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: No	
			Effect: This spell frees victims from enchantments, transmutations, and curses.	
			Target: Up to one creature per level, all within 30 ft. of each other
			
		Breath of Life (Conjuration)
			Saves: Will negates (harmless) or Will half, see text	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless) or yes, see text	
			Effect: This spell cures 5d8+13 points of damage	
			Target: Creature touched
			
		Cleanse (Evocation)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Personal	
			Components: S, DF
			SR: 	
			Effect: Cures 4d8+13 damage and also removes several afflictions.	
			Target: You
			
		Command (Greater) (Enchantment)
			Saves: Will negates	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Close (55 ft.)	
			Components: V
			SR: Yes	
			Effect: This spell functions like command, except that up to 13 creatures may be affected, and the activities continue beyond 1 round.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Commune (Divination)
			Saves: 	
			DC: 	
			Casting: 10 minutes
			Duration: 13 rounds	
			Range: Personal	Components: V, S, M, DF
			SR: 	
			Effect: You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no.	
			Target: You
			
		Cure Light Wounds (Mass) (Conjuration)
			Saves: Will half (harmless) or Will half; see text	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless) or yes; see text	
			Effect: You channel positive energy to cure 1d8+13 points of damage points on each selected creature.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Dispel Chaos (Abjuration)
			Saves: See text	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds or until discharged, whichever comes first	
			Range: Touch	
			Components: V, S, DF
			SR: See text	
			Effect: Shimmering, blue lawful energy surrounds you granting a +4 deflection bonus to AC against attacks by chaotic creatures and you can choose to drive chaotic creatures back to their home plane on making a successful melee touch attack.	
			Target: You and a touched chaotic creature from another plane, or you and an enchantment or chaotic spell on a touched creature or object
			
		Dispel Evil (Abjuration)
			Saves: See text	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds or until discharged, whichever comes first	
			Range: Touch	
			Components: V, S, DF
			SR: See text	
			Effect: Shimmering, white holy energy surrounds you granting a +4 deflection bonus to AC against attacks by evil creatures and you can choose to drive evil creatures back to their home plane on making a successful melee touch attack.	
			Target: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
			
		Dispel Law (Abjuration)
			Saves: See text	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds or until discharged, whichever comes first	
			Range: Touch	
			Components: V, S, DF
			SR: See text	
			Effect: Flickering, yellow chaotic energy surrounds you granting a +4 deflection bonus to AC against attacks by lawful creatures and you can choose to drive lawful creatures back to their home plane on making a successful melee touch attack.	
			Target: You and a touched lawful creature from another plane, or you and an enchantment or lawful spell on a touched creature or object
			
		Disrupting Weapon (Transmutation)
			Saves: Will negates (harmless, object); see text	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless, object)	
			Effect: This spell makes a melee weapon deadly to undead.	
			Target: One melee weapon
			
		Flame Strike (Evocation)
			Saves: Reflex half	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Medium (230 ft.)	
			Components: V, S, DF
			SR: Yes	
			Effect: A flame strike evokes a vertical column of divine fire dealing 13d6 points of damage.	
			Target: Cylinder 10
			
		Ghostbane Dirge, Mass (Transmutation)
			Saves: Will negates	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Close (55 ft.)	
			Components: V, S, M/DF (an old reed from a wind instrument)
			SR: Yes	
			Effect: As ghostbane dirge, but affecting multiple creatures.	
			Target: 13 incorporeal creatures, no two of which can be more than 30 ft. apart
			
		Hallow (Evocation)
			Saves: See text	
			DC: 18	
			Casting: 24 hours
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M, DF
			SR: See text	
			Effect: Hallow makes a particular site, building, or structure a holy site.	
			Target: 40-ft. radius emanating from the touched point
			
		Inflict Light Wounds (Mass) (Necromancy)
			Saves: Will half	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes	
			Effect: Negative energy spreads out in all directions from the point of origin, dealing 1d8+13 points of damage to nearby living enemies.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Insect Plague (Conjuration)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 minutes	
			Range: Long (920 ft.)	
			Components: V, S, DF
			SR: No	
			Effect: You summon a number of swarms of wasps.	
			Target: One swarm of wasps per three levels, each of which must be adjacent to at least one other swarm
			
		Life Bubble (Abjuration)
			Saves: Will negates (harmless)	
			DC: 18	
			Casting: 1 standard action
			Duration: 26 hours; see text	
			Range: Touch	
			Components: V, S, M/DF (a bit of eggshell)
			SR: Yes (harmless)	
			Effect: Protects creatures from sustained environmental effects.	
			Target: up to 13 creatures touched
			
		Mark of Justice (Necromancy)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: Permanent; see text	
			Range: Touch	
			Components: V, S, DF
			SR: Yes	
			Effect: You mark a subject and state some behavior on the part of the subject that will activate the mark.	
			Target: Creature touched
			
		Pillar of Life (Conjuration)
			Saves: None	DC: 	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Medium (230 ft.)	
			Components: V, S, DF
			SR: No	
			Effect: Created pillar heals 2d8 + 13.	
			Target: 5-ft.-square pillar of positive energy, 20 ft. high
			
		Plane Shift (Conjuration)
			Saves: Will negates	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, F
			SR: Yes	
			Effect: You move yourself or some other creature to another plane of existence or alternate dimension.	
			Target: Creature touched, or up to eight willing creatures joining hands
			
		Raise Dead (Conjuration)
			Saves: None, see text	
			DC: 18	
			Casting: 1 minute
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M, DF
			SR: Yes (harmless)	
			Effect: You restore life to a deceased creature.	
			Target: Dead creature touched
			
		Righteous Might (Transmutation)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 rounds [D]	
			Range: Personal	
			Components: V, S, DF
			SR: 	
			Effect: Your height immediately doubles, and your weight increases by a factor of eight.	
			Target: You
			
		Scrying (Divination)
			Saves: Will negates	
			DC: 18	
			Casting: 1 hour
			Duration: 13 minutes	
			Range: See text	
			Components: V, S, M/DF, F
			SR: Yes	
			Effect: You can observe a creature at any distance.	
			Target: Magical sensor
			
		Slay Living (Necromancy)
			Saves: Fortitude partial	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: You can attempt to slay any one living creature.	
			Target: Living creature touched
			
		Snake Staff (Transmutation)
			Saves: Will negates (object)	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Medium (230 ft.)	
			Components: V, S, M (a knife suitable for whittling)
			SR: Yes (object)	
			Effect: Transforms wood into snakes to fight for you.	
			Target: 1 or more pieces of wood, no two of which can be more than 30 ft. apart
			
		Spell Resistance (Abjuration)
			Saves: Will negates (harmless)	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The target gains spell resistance equal to 25.	
			Target: Creature touched
			
		Summon Monster V (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.	
			Target: One summoned creature
			
		Symbol of Sleep (Enchantment)
			Saves: Will negates	
			DC: 18	
			Casting: 
			Duration: See text	
			Range: 0 ft.; see text	
			Components: V, S, M
			SR: Yes	
			Effect: This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 *o 10 minutes.	
			Target: One symbol
			
		Treasure Stitching (Transmutation)
			Saves: Fortitude negates (object)	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 days [D]	
			Range: Close (55 ft.)	
			Components: V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth 100 gp)
			SR: Yes (object)	
			Effect: Objects on cloth become embroidered.	
			Target: all objects on cloth
			
		True Seeing (Divination)
			Saves: Will negates (harmless)	
			DC: 18	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Touch	
			Components: V, S, M
			SR: Yes (harmless)	
			Effect: You confer on the subject the ability to see all things as they actually are.	
			Target: Creature touched
			
		Wall of Stone (Conjuration, EarthSchool)
			Saves: See text	
			DC: 18	
			Casting: 1 standard action
			Duration: Instantaneous
			Range: Medium (230 ft.)	
			Components: V, S, M/DF
			SR: No	
			Effect: This spell creates a wall of rock that merges into adjoining rock surfaces.	
			Target: Stone wall whose area is up to 13 5-ft. squares [S]
			
	Level 6
		Animate Objects (Transmutation)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: 13 rounds	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: No	
			Effect: You imbue inanimate objects with mobility and a semblance of life.	
			Target: 13 Small objects; see text
			
		Antilife Shell (Abjuration)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 minutes [D]	
			Range: 10 ft.	
			Components: V, S, DF
			SR: Yes	
			Effect: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.	
			Target: 10-ft.-radius emanation, centered on you
			
		Banishment (Abjuration)
			Saves: Will negates	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, F
			SR: Yes	
			Effect: A banishment spell enables you to force extraplanar creatures out of your home plane.	
			Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
			
		Bear's Endurance (Mass) (Transmutation)
			Saves: Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Close (55 ft.)	
			Components: V, S, M/DF
			SR: Yes	
			Effect: Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.	
			Target: One creature/level, no two of which can be more than 30ft. apart
			
		Blade Barrier (Evocation)
			Saves: Reflex half or Reflex negates; see text	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 minutes [D]	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: Yes	
			Effect: An immobile, vertical curtain of whirling blades shaped of pure force springs into existence dealing 13d6 points of damage to any creature passing through.	
			Target: Wall of whirling blades up to 260ft. long, or a ringed wall of whirling blades with a radius of up to 32 ft.; either form is 20 ft. high
			
		Bull's Strength (Mass) (Transmutation)
			Saves: Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Close (55 ft.)	
			Components: V, S, M/DF
			SR: Yes (harmless)	
			Effect: This spell functions like bull's strength, except that it affects multiple creatures.	
			Target: 13 creatures, no two of which can be more than 30ft. apart
			
		Cure Moderate Wounds (Mass) (Conjuration)
			Saves: Will half (harmless); see text	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless); see text	
			Effect: You channel positive energy to cure 2d8+13 points of damage points on each selected creature.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Dispel Magic (Greater) (Abjuration)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Medium (230 ft.)	
			Components: V, S
			SR: No	
			Effect: This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.	
			Target: One spellcaster, creature, or object; or a 20-ft.- radius burst
			
		Eagle's Splendor (Mass) (Transmutation)
			Saves: Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Close (55 ft.)	
			Components: V, S, M/DF
			SR: Yes	
			Effect: This spell functions like eagle's splendor, except that it affects multiple creatures.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Find the Path (Divination)
			Saves: None or Will negates (harmless)	
			DC: 19	
			Casting: 3 rounds
			Duration: 130 minutes	
			Range: Personal or touch	
			Components: V, S, F
			SR: No or yes (harmless)	
			Effect: The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon.	
			Target: You or creature touched
			
		Forbiddance (Abjuration)
			Saves: See text	
			DC: 19	
			Casting: 6 rounds
			Duration: Permanent	
			Range: Medium (230 ft.)	
			Components: V, S, M, DF
			SR: Yes	
			Effect: Forbiddance seals an area against all planar travel into or within it.	
			Target: 13 60-ft. cubes [S]
			
		Geas/Quest (Enchantment)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: 13 days or until discharged [D]	
			Range: Close (55 ft.)	
			Components: V
			SR: Yes	
			Effect: This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.	
			Target: One living creature
			
		Glyph of Warding (Greater) (Abjuration)
			Saves: See text	
			DC: 19	
			Casting: 10 minutes
			Duration: Permanent until discharged [D]	
			Range: Touch	
			Components: V, S, M
			SR: No (object) and yes; see text	
			Effect: This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.	
			Target: Object touched or up to 65 sq. ft.
			
		Harm (Necromancy)
			Saves: Will half; see text	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes	
			Effect: Harm charges a subject with negative energy that deals 130 points of damage.	
			Target: Creature touched
			
		Heal (Conjuration)
			Saves: Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.	
			Target: Creature touched
			
		Heroes' Feast (Conjuration)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: 1 hour plus 12 hours; see text	
			Range: Close (55 ft.)	
			Components: V, S, DF
			SR: No	
			Effect: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink.	
			Target: Feast for 13 creatures
			
		Inflict Moderate Wounds (Mass) (Necromancy)
			Saves: Will half	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes	Effect: Negative energy spreads out in all directions from the point of origin, dealing 2d8+13 points of damage to nearby living enemies.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Owl's Wisdom (Mass) (Transmutation)
			Saves: Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 minutes	
			Range: Close (55 ft.)	
			Components: V, S, M/DF
			SR: Yes	
			Effect: This spell functions like owl's wisdom, except that it affects multiple creatures.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Planar Adaptation, Mass (Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 hours [D]	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes (harmless)	
			Effect: Resist harmful effects of other plane.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Planar Ally (Conjuration)
			Saves: None	
			DC: 	
			Casting: 10 minutes
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, M, DF
			SR: No	
			Effect: This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12.	
			Target: One or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
			
		Summon Monster VI (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	
			Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of thesame kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.	
			Target: One summoned creature
			
		Symbol of Fear (Necromancy)
			Saves: Will negates	
			DC: 19	
			Casting: 
			Duration: See text	
			Range: 0 ft.; see text	
			Components: V, S, M
			SR: Yes	
			Effect: This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.	
			Target: One symbol
			
		Symbol of Persuasion (Enchantment)
			Saves: Will negates	
			DC: 19	
			Casting: 10 minutes
			Duration: See text	
			Range: 0 ft.; see text	
			Components: V, S, M
			SR: Yes	
			Effect: This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster for 1 hour per caster level.	
			Target: One symbol
			
		Undeath to Death (Necromancy)
			Saves: Will negates	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	Range: Medium (230 ft.)	
			Components: V, S, M/DF
			SR: Yes	
			Effect: This spell functions like circle of death, except that it destroys undead creatures as noted above.	
			Target: Several undead creatures within a 40-ft.-radius burst
			
		Wind Walk (Transmutation)
			Saves: No and Will negates (harmless)	
			DC: 19	
			Casting: 1 standard action
			Duration: 13 hours [D]; see text	
			Range: Touch	
			Components: V, S, DF
			SR: No and yes (harmless)	
			Effect: You alter the substance of your body to a cloudlike vapor and move through the air, possibly at great speed.	
			Target: You and 4 touched creatures
			
		Word of Recall (Conjuration)
			Saves: None or Will negates (harmless, object); Spell	
			DC: 19	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Unlimited	
			Components: V
			SR: No or yes (harmless, object)	
			Effect: Word of recall teleports you instantly back to your sanctuary when the word is uttered.	
			Target: You and touched objects or other willing creatures
	 
	Level 7
		Control Weather (Transmutation, AirSchool, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 10 minutes; see text
			Duration: 4d12 hours; see text	
			Range: 2 miles	
			Components: V, S
			SR: No	
			Effect: You change the weather in the local area.	
			Target: 2-mile-radius circle, centered on you; see text
			
		Cure Serious Wounds (Mass) (Conjuration)
			Saves: Will half (harmless); see text	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous
			Range: Touch	
			Components: V, S
			SR: Yes (harmless); see text	
			Effect: You channel positive energy to cure 3d8+13 points of damage points on each selected creature.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Destruction (Necromancy)
			Saves: Fortitude partial	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S, F
			SR: Yes	
			Effect: This spell instantly delivers 130 points of damage.	
			Target: One creature
			
		Dictum (Evocation)
			Saves: None or Will negates; see text	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: 40 ft.	
			Components: V
			SR: Yes	
			Effect: Any nonlawful creature within the area of a dictum spell suffers ill effects.	
			Target: Nonlawful creatures in a 40-ft.-radius spread centered on you
			
		Ethereal Jaunt (Transmutation)
			Saves: 	
			DC: 	
			Casting: 1 standard action
			Duration: 13 rounds [D]	
			Range: Personal	
			Components: V, S
			SR: 	
			Effect: You become ethereal, along with your equipment.	
			Target: You
			
		Holy Word (Evocation)
			Saves: Will partial	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: 40 ft.	
			Components: V
			SR: Yes	
			Effect: Any nongood creature within the area of a holy word spell suffers ill effects.	
			Target: Nongood creatures in a 40-ft.-radius spread centered on you
			
		Inflict Serious Wounds (Mass) (Necromancy)
			Saves: Will half	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: Close (55 ft.)	
			Components: V, S
			SR: Yes	
			Effect: Negative energy spreads out in all directions from the point of origin, dealing 3d8+13 points of damage to nearby living enemies.	
			Target: 13 creatures, no two of which can be more than 30 ft. apart
			
		Refuge (Conjuration)
			Saves: None	
			DC: 	
			Casting: 1 standard action
			Duration: Permanent until discharged	
			Range: Touch	
			Components: V, S, M
			SR: No	
			Effect: When you cast this spell, you create powerful magic in a specially prepared object.	
			Target: Object touched
			
		Regenerate (Conjuration)
			Saves: Fortitude negates (harmless)	
			DC: 20	
			Casting: 3 full rounds
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, DF
			SR: Yes (harmless)	
			Effect: The subject's severed body members [fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures], broken bones, and ruined organs grow back	
			Target: Living creature touched
			
		Repulsion (Abjuration)
			Saves: Will negates	
			DC: 20	
			Casting: 1 standard action
			Duration: 13 rounds [D]	
			Range: Up to 130 ft.	
			Components: V, S, F/DF
			SR: Yes	
			Effect: An invisible, mobile field surrounds you and prevents creatures from approaching you.	
			Target: Up to 130-ft.-radius emanation centered on you
			
		Restoration (Greater) (Conjuration)
			Saves: Will negates (harmless)	
			DC: 20	
			Casting: 3 rounds
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M
			SR: Yes (harmless)	
			Effect: This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature.	
			Target: Creature touched
			
		Resurrection (Conjuration)
			Saves: None, see text	
			DC: 20	
			Casting: 1 minute
			Duration: Instantaneous	
			Range: Touch	
			Components: V, S, M, DF
			SR: Yes (harmless)	
			Effect: This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.	
			Target: Dead creature touched
			
		Scrying (Greater) (Divination)
			Saves: Will negates	
			DC: 20	
			Casting: 1 standard action
			Duration: 13 hours	
			Range: See text	
			Components: V, S
			SR: Yes
			Effect: This spell functions like scrying, except as noted above.	
			Target: Magical sensor
			
		Summon Monster VII (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
			Saves: None	
			DC: 	
			Casting: 1 round
			Duration: 13 rounds [D]	Range: Close (55 ft.)	
			Components: V, S, F/DF
			SR: No	
			Effect: This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.	
			Target: One summoned creature
			
		Symbol of Stunning (Enchantment)
			Saves: Will negates	
			DC: 20	
			Casting: 
			Duration: See text	
			Range: 0 ft.; see text	
			Components: V, S, M
			SR: Yes	
			Effect: This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.	
			Target: One symbol
			
		Symbol of Weakness (Necromancy)
			Saves: Will negates	
			DC: 20	
			Casting: 
			Duration: See text	
			Range: 0 ft.; see text	
			Components: V, S, M
			SR: Yes	
			Effect: This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.	
			Target: One symbol
			
		Word of Chaos (Evocation)
			Saves: None or Will negates; see text	
			DC: 20	
			Casting: 1 standard action
			Duration: Instantaneous	
			Range: 40 ft.	
			Components: V
			SR: Yes	
			Effect: Any nonchaotic creature within the area of a word of chaos spell suffers ill effects.	
			Target: Nonchaotic creatures in a 40-ft.-radius spread centered on you