Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Bull's Strength | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Str for 1 min./level. |
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The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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Continual Flame (M) | ||
Evocation [Light] | 1 standard action | SRD |
None - No | Adp 3, Arc 3, Clr 3, HotD 2, Sor/Wiz 2, Wmg 2 | V, S, M |
Permanent | Touch | General |
Effect: Magical, heatless flame | ||
Materials: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame. | ||
Makes a permanent, heatless torch. |
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A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. |
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Cure Moderate Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 2d8 damage +1/level (max +10). |
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When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Darkvision | ||
Transmutation | 1 standard action | SRD |
None - Yes (harmless) | Arc 3, BVal 3, Duskblade 2, HotD 2, Rgr 3, Sor/Wiz 2, VDarkness 1 | V, S, M |
1 hour/level | Touch | 6 hours |
Target: Creature touched | ||
See 60 ft. in total darkness. |
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The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Darkvision can be made permanent with a permanency spell. |
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Remove Paralysis | ||
Conjuration (Healing) | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, ChamGwyn 2, Clr 2, Hlr 1, HotD 2, Pal 2, Shu 2 | V, S |
Instant | Close | General |
Targets: Up to four creatures, no two of which can be more than 30 ft. apart | ||
Frees one or more creatures from paralysis or slow effect. |
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You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain. |
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Lesser Restoration | ||
Conjuration (Healing) | 3 rounds | SRD |
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, BVal 2, ChamGwyn 1, Clr 2, Drd 2, Hlr 2, HotD 2, Life 2, Pal 1, Renewal 2, SaveLife 2, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Dispels magical ability penalty or repairs 1d4 ability damage. |
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Lesser restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |