# info Goods

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Poison from a black adder DC 11 primary damage 1d6 con secondary damage 1d6 con


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A barrel of cheap, bitter goblin liquor. (TSC24)


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When applied liberally, this special bugbear-formula fertilizer cause a plant to double in size over one month`s time. (TSC25)


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Grants a +4 bonus on next saving throw against disease. (TSC15)


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This single-use salve grants a +2 bonus on heal check. (TSC24)


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Instructions on creating pipes of sounding

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The research provided in the scroll allows such an item to be made for 50% the normal cost if done by a person with the proper skills and feats.  (POR


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This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell.


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This waterproof horn hold 2 pounds of smokepowder.


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Nararoot tea renders a woman infertile for d4 + 2 days.


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This is a normal wooden keg that holds 15 pounds of smokepowder.


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Small balls of assorted glass, flawed rock crystal or clay.  One bag is enough  to fill an area 5` square.


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This small bag contains herbs or a scented alchemical mixture to confound a creatures sense of smell.


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The set has `sticks` made from bones (usually those of a fowl) and a leather or metal canister for carrying them.


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This lightweight metal device looks like a small club or a light mace.  Each contains a reservoir that can hold up to 3 pints (3 flasks) of holy water


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Portable bed that can be slung between two trees or posts.


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A 10-foot-by-20 foot rectangle of light fabric to keep out ordinary vermin.


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A set consists of 32 pieces and a board in a wooden case.  A fine set has ebony and ivory pieces and a marble board.


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Common candlesticks are about 1 ft tall and can accommodate candles from 1 to 3 in in diameter.


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Made of wax mingled with aromatic herbs and burns for 8 hours. When burned by a character with the Heal skill while healing, provides a +1 bonus.


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Many religions have holy texts or formalized prayers and rituals for use by clerics and believers. A smaller version for traveling cleric.


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A hand-held candlestick is 4 in tall and includes a small guard to keep wax from dripping onto the hand that holds it.


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A narrow box that opens to form a traveling altar. Has room for small holy implements and vessels, a small altar cloth, and a compact prayer book.


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Robes for the worshippers of the Elder Elemental Eye.


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Symbol of the Earth temple of the Elder Elemental Eye.


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Illuminates a fifteen-foot radius. (A&EG21)


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Illuminates a twenty-foot radius. (A&EG21)


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A set consists of 32 pieces and a board in a wooden case.  A common set is made from humble materials, such as carved and dyed wood.


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A worthless necklace of bones and teeth.


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Symbol of the Water temple of the Elder Elemental Eye.


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Symbol of the Fire temple of the Elder Elemental Eye.


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Black iron triangle with inverted yellow Y.


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Symbol of the Air temple of the Elder Elemental Eye.


Name:
Large scorpion poison (both ends of orc double-axe


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A confidential message sealed with a wax symbol.


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Type: contact DC 16, DC to create: 20 (S&S25).


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This resembles an exquisite cymbal or flattened bell 3 or 4 inches across and emits a single musical note when struck.


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This harness is fitted with rings, hooks and ties for carrying weapons and equipment.  A reinforced hook hangs near the waist for a cable spool.


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A tall brass and silver smoking device featuring a water filled bowl to cool the smoke.


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A set of animal bones used for games or divination.


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If user makes a successful Disable Device check (DC 25) it can set off traps.  Makes sounds like normal footfall.


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Both sides of clothes are complete sets, can confer +5 bonus to Disguise checks as "alterations of minor details".


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1 foot long pole can be extended out to 11 feet (or any 1 foot increment).


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Provides +10 armor bonus against garrote attacks.


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Provides +4 armor bonus against garrote attacks.


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Up to 10 foot long pair of tongs, can carry up to 5 pounds.


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Can affect trap, lock, etc. from 5 feet away.  Imposes -2 penalty on any check which they are used.


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Can pick locks (1d10 rounds) up to DC 20 locks.


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Can pick locks (1d10 rounds) up to DC 25 locks.


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Can pick locks (1d10 rounds) up to DC 30 locks.


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Can pick locks (1d10 rounds) up to DC 35 locks.


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When examined, appears to be locked when unlocked and vice verse.


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Oil that can be used to protect items from water damage.


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Atk +10 melee (1d4+4/19-20 + poison, dagger); Search (DC20); Disable Device (DC20) (S&S34)


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Handy for looking around corners, signaling, avoiding gaze attacks, etc.  (POR 22)


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This guide is a detailed instruction manual on the process of enchanting magic weapons.  (POR 8)


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This pillow is made of embroidered Waterdavian silk and is stuffed with goose down.  (POR 8)


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Handle Animal +0; Spd: 50 (clumsy) Overall AC 3; Face 10x5 ft. Height 5 ft.; Crew 2. (S&F78)


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Ecclesiastical candles made of wax and are 1 to 6 feet long, averaging consistently about 3 inches in diameter. Burns for 2 inches per inch.


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4 ft long rod with two attachments: a wick holder to carry a flame for lighting candles, and a cup for extinguishing burning candles.


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A 6 inch candle that burns for 12 hours and is inscribed to indicate the passage of hours.


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A 6 inch candle that burns for 12 hours.


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Type: injury DC 17, DC to create: 20 (S&S25).


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Spell effect (Reflex [DC 14] negates, sepia snake sigil 5th level); Search (DC28); Disable Device (DC28) (S&S33).


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Spell Effect (Reflex [DC 14] half damage, lighting bolt [5d6, electrical] 5th level); Search (DC28); Disable Device (DC28) (S&S33).


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Walls move together (16d6, crushing (onset delay 2 rounds)); Search (DC22); Disable Device (DC20) (S&S36)


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Never-miss (onset-delay 2 rounds), Fort save [DC 15] resists; Search (DC20); Disable Device (DC16) (S&S34).


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Spell Effect (Reflex save [DC 13] half damage, 1d4+3, fire); Search (DC27); Disable Device (DC27) (S&S33).


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Atk +9 ranged touch (2d4 acid / round for 7 rounds); Search (DC27); Disable Device (DC27) (S&S35)


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Spell Effect (Reflex save [DC 14] half damage, 8d6, fire); Search (DC28); Disable Device (DC28) (S&S34).


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Spell Effect (acid fog [2d6/rounds acid for 11 rounds, electrical] 11th level); Search (DC28); Disable Device (DC28) (S&S34)


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70-ft deep (7d6, fall, reflex save [DC25] avoids); Search (DC27); Disable Device (DC18) (S&S35)


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20-ft deep (2d6, fall, reflex save [DC20] avoids); Search (DC18); Disable Device (DC15) (S&S33).


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Atk +10 melee (4d6, stone blocks); Search (DC25); Disable Device (DC20) (S&S33).


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Atk +12 ranged (1d8 + poison, arrow); Search (DC19); Disable Device (DC15) (S&S33).


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50-ft deep (2d6, fall, reflex save [DC20] avoids); Search (DC25); Disable Device (DC17) (S&S33).


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Spell Effect (Reflex save [DC 17] half damage, 9d6 fire; Search (DC30); Disable Device (DC30) (S&S34)


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Spell Effect (Reflex save [DC 16] half damage, 1d4+7, fire); Search (DC29); Disable Device (DC29) (S&S34).


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20-ft deep (2d6, fall, reflex save [DC20] avoids), Atk +10 melee (1d4 spikes per target for 1d4+2 each); Search (DC21); Disable Device (DC20) (S&S33).


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Atk +20 melee (6d6, spikes); Search (DC24); Disable Device (DC20) (S&S34)


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Atk +14 ranged (1d8+ poison); Search (DC20); Disable Device (DC16) (S&S34)


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A large string instrument 5 to 6 feet high.


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Combination of a harp and keyboard instrument.


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A natural horn made of bull horn or sometimes exotic beasts.


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A smaller, easier to manage version of the harp.


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A large keyboard-played instrument with large steam filled pipes to make music.


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A series of hollow reeds or tubes bundled together.


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A small instrument with a drum head on each side.


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Also known as the hookah, music is played with steam flowing through the instrument.


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A straight metal tube studded with finger holes.


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A flat soundbox with two sets of strings.


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Wood, metal or crystal pieces on strings and hung to let the wind play it.


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Usually hung outdoors, wind can play this harp-like instrument.


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Rocks or other natural items with holes bored and wind can pass through to make sound.


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Trap (CR 7), Lock Covered in Dragon Bile

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Poison (Fort save [DC 26] resists, 3d6 str); Search (DC27); Disable Device (DC16) (S&S35)


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Spell effect (will save [DC 11] half damage, 1d8+1); Search (DC26); Disable Device (DC26) (S&S32).


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Atk +16 (1d8+4 + poison, spike); Search (DC17); Disable Device (DC21) (S&S34).


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Spell Effect (Reflex [DC 19] negates, blade barrier 11th level); Search (DC31); Disable Device (DC31) (S&S34)


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Atk +10 ranged (1d6/x3); Search (DC20); Disable Device (DC20 (S&S32).


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Spell Effect (incendiary cloud (Reflex save [DC 22] half damage), 4d6/ rounds, 15 rounds, 15th level); Search (DC32); Disable Device (DC32) (S&S35)


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50-ft deep (5d6, fall reflex save [DC20] avoids) Atk +10 melee (1d4 spikes per target for 1d4+4+ poison); Search (DC16); Disable Device (DC25) (S&S36)


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Atk +15 ranged (1d4+4 + poison, dart); Search (DC21); Disable Device (DC22) (S&S33).


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Spell Effect (word of chaos, 13th level); Search (DC32); Disable Device (DC32) (S&S35)


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Atk +17 melee (1+ poison damage); Search (DC22); Disable Device (DC17) (S&S33).


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Atk +10 melee (2d6, wire); Search (DC22); Disable Device (DC15) (S&S32).


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100-ft deep (10d6, fall, reflex save [DC25] avoids); Search (DC25); Disable Device (DC25) (S&S36)


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Atk +5 melee (4d6, stone block); Search (DC20); Disable Device (DC20) (S&S32).


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Never-miss (onset-delay 3 rounds), Fort save [DC 18] resists; Search (DC21); Disable Device (DC21) (S&S35)


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Trap (CR 7), Evard`s Black Tentacles Trap

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Spell Effect (Atk +7, 1d4+7 tentacles [1d6+4, grapple] 7th level); Search (DC29); Disable Device (DC29) (S&S35)


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A favorite of the Giant races, a large horn 12-20 feet long.


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Never-miss (onset-delay 3 rounds); Search (DC20); Disable Device (DC25) (S&S35)


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Trap (CR 10), Forcecage and Summon Monster VII

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Spell Effect (Forcecage,13th level), (summon monster VII (hamatula), 13th level); Search (DC32); Disable Device (DC32) (S&S36)


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40-ft deep (4d6, fall, reflex save [DC20] avoids), Atk +10 melee (1d4 spikes per target for 1d4+4 each); Search (DC21); Disable Device (DC20) (S&S34).


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Never-miss (onset-delay 5 rounds); Search (DC17); Disable Device (DC23) (S&S33).


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5-ft cold aura (3d6, cold subdual); Search (DC22); Disable Device (DC16) (S&S32).


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Used for level 1 Transmutation Infusions


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Used for level 2 Transmutation Infusions


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Used for level 3 Transmutation Infusions


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Used for level 4 Transmutation Infusions


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Used for level 5 Transmutation Infusions


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Used for level 6 Transmutation Infusions


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Used for level 7 Transmutation Infusions


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Used for level 8 Transmutation Infusions


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Used for level 9 Transmutation Infusions


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Skills: n/a   Class: Com    Monthly Wages: 6 gp


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The plant material in this space snares anyone who enters the area like an entangle spell.  Reflex save (DC 11) allows to move at half speed.


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Thickness: 1 feet     Hardness: 10     HP: 36     Break DC: 27     Climb DC: 30


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Thickness: 6 inches     Hardness: 1     HP: 6     Break DC: 21     Climb DC: 25


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This has 6 stalls for Large Mounts and is kept as clean as most people`s kitchen.  It requires two grooms.


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Any character in this space can understand and communicate with animals (not bears, magical beasts, or vermin), as per a speak with animals spell.


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This large 4 ft radius orb keep the weather nasty around the stronghold for a 2 mile radius.


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Thickness: 1 foot     Hardness: 5     HP: 120     Break DC: 26     Climb DC: 21


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Anyone who speaks the proper command word received a +1 bonus on a single attack roll, saving throw, or skill check made in the next hour.


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This usually has multiple entrances and allows a user to fly at a speed of 90.


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Thickness: 6 inches      Hardness: 5     HP: 60     Break DC: 20     Climb DC: 21


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Residential, Basic Cluster        Size: 11.5

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This provides for all the needs of 30 people in comfort.  Staff: Cooks (2)  Upkeep - 6 gp per month.


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This is an extradimensional space that holds 7 people and rope and is undetectable once rope is inside.  You can see out but nothing can come in.


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Thickness: 1 foot     Hardness: 8     HP: 180     Break DC: 45     Climb DC: 15


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Anyone can cause it to levitate up or down at a rate of 20 feet per round.  It is 5 feet on a side and can lift 250 lbs of material.


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Skills: Profession (Scribe) +7 (Int)   Class: Exp     Monthly Wages: 9 gp


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Anyone can cause it to levitate in any direction at a rate of 20 feet per round.  It is 5 feet on a side and can lift 250 lbs of material.


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This features stalls for up to 6 Large mounts, a wooden water trough, tack, saddles, and hay covering the floor.  One groom is required.


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Skills: Ride +7 (Dex)  Class:  War    Monthly Wages:   12 gp


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Skills: Knowledge (Religion) +7 (Int)    Class:  Clr or Adp    Monthly Wages:   30 gp


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This area contains two smaller bedrooms with a connecting door.  The rooms include a bed, bureau, and wardrobe.  This component also includes a privy.


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Whenever anyone uses a divination spell to detect an aura within the chamber, the spell randomly designates another item or person to have the aura.


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Thickness: 5 feet    Hardness: 8     HP:  900     Break DC: 140     Climb DC: 20


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Detects undead creatures in a 60 ft radius.  Good creatures can be overwhelmed if the power of the undead is strong enough.


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Casts speak with dead on any corpse lain upon it.  This lasts for up to 5 minutes and the corpse can be asked up to 2 questions.


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Has all you need to host 20 guests and 12 mounts.  Staff: Cooks (2), grooms (2), servants (2).  Upkeep - 21 gp per month.


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Skills: Profession (Main) +5 (Wis)   Class: Com   Monthly Wages: 3 gp


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An aura of darkness surrounds all evil creatures in this hall, giving a +4 deflection bonus to AC and a +4 resistance on saves.


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Has a picture window, handsome shelves, backroom, and glass cases.  Two clerks are required.


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Bed of Wellness (remove blindness/deafness)

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Casts remove blindness/deafness on user (one effect per use)


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A circle between 3 and 20 feet wide that provides anyone inside with the benefits of a protect from good spell.


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A 7-in thick wall of ice lines the outer walls.  Each 10-ft square piece has 21 HP and requires a Str DC 17 to break.  Repairs in 1d4 minutes.


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Always has 6 gallons of water in it no matter how much is taken.  If completely emptied by being tipped, it ceases to work forever.


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Has a high-quality forge and provides a +2 bonus to Craft (armorsmithing, blacksmithing, and weaponsmithing).  One smith is required.


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A globe of invulnerability fills the entire stronghold space.


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Anyone in this hall can understand any spoken words heard no matter the language.  Similarly, the subject can speak in any language, one at a time.


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This consists of two smaller bedrooms with rough furnishings, such as a bed, chest, mirror, bench, and small table.


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Choose from: Small elemental, Fiendish dire bat, 1d3 fiendish hyenas.


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Illuminates creatures of chaotic alignment in a 60 ft radius.  Can overwhelm lawful creatures if the chaos is powerful enough.


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Army Base plus stables for 100 horses  Staff: Cooks (4), grooms (16), soldiers (100).  Upkeep - 684 gp per month.


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This 4-ft wide steel half-orb shed daylight in a 60-ft radius around itself.  The creator can choose to add shutters to block the light when closed.


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This features a polished stone altar, pews, and stained glass.  Up to 60 people can fit inside for a service and it requires an acolyte.


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Alchemist`s laboratory, Basic     Size:  1

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Vials, flasks, beakers, burners, crucibles, scales, measuring devices and other alchemical equipment fill this room. +2 bonus to Alchemy skill checks.


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Long, rough, rectangular tables and benches line this main hall, both at the edges and in the middle.  This seats 30 people comfortably.


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A radiance surrounds all good characters, granting them a +4 deflection bonus to AC and a +4 resistance to all saves.


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A circle between 3 and 20 feet wide that provides anyone inside with the benefits of a protect from chaos spell.


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Any creature that enters must immediately flee (Will DC 14 negates).


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All magical items are affected as if by Mordenkainen`s Disjunction.  Permanent magic items must make a Will save (DC 23) or be turned normal.


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Any character in this space can understand and communicate with all plants, like a speak with plants spell.


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This covers up 8 contiguous 5 ft squares on the surface of a liquid.


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This comes complete with wooden sign hanging from a pole. Includes rough shelves, sales counter, and back storage space. One clerk is required.


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This 5-ft touchstone grants damage reduction against ranged weapons of DR 10/+3 to any single creature standing upon it.


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Two smaller bedrooms containing a marble-topped bureau, and four-poster bed.  This component includes a privy and the room requires a valet.


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Has all you need to host 20 guests and a small dock.  Staff: Cooks (2), groom (1), laborers (2), servants (2).  Upkeep - 22.5 gp per month.


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The space is consecrated, as per the spell.  All checks to turn undead gain a +6 bonus and undead suffer at -2 penalty on attacks, damage, and saves.


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Allows you to quarter 100 infantry.  Staff: Cooks (4), soldiers (100).  Upkeep - 612 gp per month.


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Affordable only to the most puissant of royalty, it holds 30 guests and provides a Diplomacy bonus of +4.  6 servants are required.


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Every object (not living thing or items they carry) becomes invisible to sight and divination.  All items can be found by touch.


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This room features polished stone or wood floors with nice benches and impressive artwork.  It may serve as a waiting room, or meeting area.


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Choose from: large elemental, belker, 1d3 hound archons.


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A permanent wall of fire lines the outer walls.  If any 5-foot segment takes 20 or more points of cold damage, the flames are out for 1d4 minutes.


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This place serves wine, liqueur, and beer, as well as food from a kitchen.  The tables and booths can seat 20 people.  3 servants are required.


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This 3-foot wide steel half-orb sheds darkness in a 20-foot radius around itself.  The creator can choose to include a shutter to block darkness.


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This 5-ft wide orb creates hurricane-force winds around the stronghold at all times.


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A waiting room has an exquisite couch and polished desk, while a main office has another couch, chairs, and a marble desk.  A clerk is required.


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This rainbow-hued pattern captivates all who see it (Will DC 16 Negates) as if they were looking at a rainbow pattern.  Only affect 24 HD of creatures


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This ornate hall serves as the seat of authority for a powerful duke, crime lord, or respectable royalty.  Holding 20 guests, it requires 4 servants.


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Choose from: couatl, vrock, 1d3 formian taskmasters


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Choose from: greater elemental, elder salamander, 1d3 djinn


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Features an iron stove and good food.  Meals can be prepared for 30 people but 2 cooks are required.  Profession (cook) checks receive a +2 bonus.


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When any creature comes within 30 feet, a monster is summoned. Works 3 times a day.  Choose from: Celestial Dog, Fiendish Hawk.


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Those inside cannot speak deliberate and intentional lies unless they make a Will save (DC 13).


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Thickness: 6 feet     Hardness:  8     HP:  1080     Break DC: 164     Climb DC: 22


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This 5-ft touchstone grants damage reduction against ranged weapons of DR 10/+1 to any single creature standing upon it.


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When created this is keyed to a specific stronghold. Whenever touching a room on the map, the user knows the most direct route to it.


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Each creature entering becomes protected by a sanctuary spell. Anyone trying to attack a protected creature must make a Will save (DC 11) to do so.


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Any character that enters this space can understand and communicate with stone and rock, as per the stone tell spell.


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Skills: Spot +5 (Wis)    Class: War   Monthly Wages:  6 gp


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Thickness: 1 ft     Hardness: 5    HP: 120    Break DC: 26     Climb DC: 21     No cost for ground floor; -10% cost if forest terrain


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Each workplace contains tools and equipment dedicated to a single purpose, usually a specific Craft or Profession skill.


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Anyone can cause it to levitate in any direction at a rate of 20 feet per round.  It is 10 feet on a side and can lift 2000lbs of material.


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A continuously spinning blade barrier lines this space`s outer walls and inflict 11d6 points of slashing damage to anything passing in or out.


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This includes finely made tables surrounded by chairs.  The floor is flagstone or polished wood and the walls have murals.  This seats 30 people.


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5-ft touchstone grants a deflection bonus to AC of 4 points when one stands upon it.


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This shifts the attitude of any creatures entering to the most favorable as if affected by an emotion spell of the friendship variety (Will DC 14)


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Rudimentary kitchen centers around a fireplace or stove.  Includes basic foodstuffs and pots.  Can prepare a meal for 15 people, requires 1 cook.


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Casts speak with dead on any corpse lain upon it.  This lasts for up to 15 minutes and the corpse can be asked up to 7 questions.


Name:
Residential, Fancy Cluster        Size: 15

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This provides for all the needs of 30 people in luxury.  Staff: Cooks (2), servant (1)  Upkeep - 9 gp per month.


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This shows the stronghold and 1 mile of outlying area. It tracks up to 6 people for 18 hours at a time each.


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This pool forms a reflective surface which the user can scry on others.  Spells that can be cast with the greater scrying spell can be cast.


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Skills: n/a   Class: War     Monthly Wages: 6 gp


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Sometimes called a solar, this has a desk, some shelves for books, a chair, and a closet for storage.  The furnishings are rough, but sturdy.


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5-ft touchstone grants a deflection bonus to AC of 5 points when one stands upon it.


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When lit, it outlines any evil creature within 60 ft in a gray illumination. Good characters can be stunned if the evil is powerful enough.


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Thickness: 2 foot     Hardness: 8     HP: 360     Break DC: 45     Climb DC: 15


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This 4-foot die half-orb sheds deeper darkness in a 60-ft radius around itself. The creator can include a shutter that will block the darkness


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This shop speaks both of the wealth of you and your customers.  Two clerks and two guards per shift are required.


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Any creature entering this space falls under the influence of a slow spell (Will DC 14).


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This standard, sparsely furnished room has a simple wooden or metal tub and a chamber pot or two, along with some rough wooden benches for seating.


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Like the chamber of safely, except that ranged ammunition that misses turns around in midair and flies back to the original attacker.


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Any creature who enters becomes the subject of a suggestion spell ( Will DC 19 negates).  The suggestion is chosen when space is created.


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Illuminates lawful creatures in a 60 ft radius.  Chaotic creatures can be overwhelmed if the law is strong enough.


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Anyone passing through the stone rim of the well falls slowly to the bottom, as if under the effect of a feather fall spell.


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Anyone who enters must make a Will save (DC 14) or have any words they speak be unintelligible.


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This tree looks ordinary, but a user can step into it and teleport into another tree of the same species regardless of distance.


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The temperature is always 70 degrees F and fresh air magically circulates in and out of the room.


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Any creature entering this space becomes under the influence of haste spell effects.  Most tasks become completed in half the usual time.


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Has a desk, bookshelves, closet, and upholstered chairs for visitors.  The furnishings are of a higher quality.


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This master bedroom includes a walk-in closet and privy.  The furnishings are rough, but they include a straw bed, two chests, and a mirror.


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This has some grass with paths of cobblestones or brick.  A simple fountain sits in the center of the area and there are busts on pedestals.


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Thickness: 3 in     Hardness: 20      HP: 120     Break DC: 40     Climb DC: 25


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5-ft touchstone grants a deflection bonus to AC of 3 points when one stands upon it.


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Any literate creature in this space can automatically read magical inscriptions, as per a read magic spell.


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Skills: Spellcraft +5 (Int)    Class:  Clr, Drd, Sor, Wiz    Monthly Wages:   30 gp


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Has a walk-in closet filled with fine clothing and a tastefully adorned privy.  The bed has a handsome frame and quality linens.


Name:
Residential, Luxury Cluster        Size: 40

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This provides for the needs of 30 people in the lap of opulent extravagance.  Staff: Cooks (2), servants (3), valets (16)  Upkeep - 123 gp per month.


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Has an exquisite walk-in closet, a walk-in wardrobe for two individuals, and a four-poster bed with silk sheets.  The room requires a valet.


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Illuminates good creatures in a 60 ft radius.  Evil creatures can be overwhelmed if the good is strong enough.


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Features an altar set with gems, gilt-edges pews, stained glass windows, a prep room, and a supply closet.  Fits 60 people and requires 2 acolytes.


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Everyone in this space becomes undetectable to scrying and the room appears empty of people.


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Thickness: 3 inches     Hardness: 10     HP: 90     Break DC: 30     Climb DC: 25


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Skills: Alchemy +7 (Int)     Class:  Exp    Monthly Wages:   30 gp


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All sorts of pain-inducing devices fill this chamber to give a +2 bonus on Intimidate checks.  One guard per shift and 1 torturer are required.


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Skills: Craft (varies) +7 (Int)   Class: Exp    Monthly Wages: 12 gp


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Thickness: 6 inches     Hardness: 10     HP: 180     Break DC: 33     Climb DC: 25


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Anyone who enters this mist-filled space must make a Will save (DC 17) or fall victim to a mind-fog spell.  This lasts for 2d6 rounds after leaving.


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Anyone entering this room falls upward to a maximum height of 30 feet. If no ceiling exists, they hang in midair.


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Skills: n/a    Class: Com   Monthly Wages:  3 gp


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This banquet table seats 12 and delivers 3 magical meals per day, each working as a heroes` feast.


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This elegant area offers everything you need to add a bit of religion to your life.  Staff: Acolyte (1)  Upkeep - 30 gp per month.


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Thickness: 3 inches     Hardness: 1     HP: 3     Break DC: 18     Climb DC: 25


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The alignment of anyone in this space is undetectable.


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Choose from: Lantern archon, hell hound, 1d3 juvenile salamanders.


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Skills: Profession (Bartender or Innkeeper) +5 (Wis)  Class:  Com    Monthly Wages:   6 gp


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This includes shelves of every variety and a finished floor.


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Casts resurrection on any corpse (less than 90 years dead) laid upon it if a diamond worth 500 gp is placed over their heart.


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Within the walls of this chamber, the fly spell does not function, nor does the flight function of any magic item that has fly as a prereq.


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Thickness: 6 in     Hardness: 20      HP: 240     Break DC: 46     Climb DC: 25


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Thickness: 3 ft     Hardness: 3     HP: 60      Break DC: 23     Climb DC: 10


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Independent 30 ft tower with guard post.  Staff: Guards (6).  Upkeep - 36 gp per month.


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A prismatic wall surround the entire space, blinding anyone with less than 8 HD within 20 feet (Fort DC 22 negates). Only the creator can pass through


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This is capable of changing the appearance of terrain around a stronghold.  It cannot change structures and equipment, but can hide water.


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Thickness: 3 ft     Hardness: 8     HP: 540     Break DC: 92     Climb DC: 15


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This rough place serves drinks to rough people.  This can seat up to 20 people.  2 servant are required and the cost does not include food and drink.


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This space acts as if under an antilife spell.  Most living creatures cannot enter the space.


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Choose from: invisible stalker, blue slaad, 1d3 barbazus.


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If someone comes within 5 feet without the password, a mental or audible alarm is set off.


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A wall of thorns lines the exterior walls, causing 25 points (minus AC without Dex and Dodge bonuses) to any creature passing through.


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This pool forms a reflective surface which the user can scry on others, as per the scry spell. Some spells can be cast through.


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This is entirely paved with smooth-cut flagstones and may be roofed.  A fountain is in the center with statutory surrounding.  A servant is required.


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This 4-ft crystal orb maintains tornado-force winds around the outside of the stronghold at all times.


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This can accommodate up to two of the largest of vessels (warships or galleys) or 4 of the smaller craft.  Requires 4 laborers.


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With a command, it casts the fireworks version of pyrotechnics.  All those who see it within 120 ft are blinded (Will, DC 13) for 1d4+1 rounds.


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This space is immune to damage from a specific energy type, as are any occupants of the space if the damage comes from outside the zone.


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Any poisoned food or drink immediately begins glowing with a black illumination.  Seats 12.


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Every creature inside becomes invisible to sight and divination and an illusion is seen instead. Will (DC 22) to directly observe the true contents.


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Artwork depicting the glories of war cover the walls of this armory.  Has sufficient storage to equip 25 soldiers but does not include gear.


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Generally found only in dungeon strongholds, labyrinth components serve to confuse and bewilder foes, and perhaps trap them forever.


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A minor globe of invulnerability fills the entire stronghold space.


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Any creature that enters gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


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Skills: Perform +7    Class: Exp    Monthly Wages:  12 gp


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This glorified storage space allows you to display trophies won in your expeditions and adventures.


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This open area allows guards and soldiers to train in the art of war. With a trainer,  time here are half of normal.  Up to 8 people can train at once


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Any creature that enters this space instantly becomes visible.


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Extended dock that is equipped with lifts & rigging to hoist vessels out of the water for repair, overhauls, or new construction. Requires 6 laborers


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Sometimes called a bailey, this large open space is surfaced either with gravel or patches of grass.  It has no roof.  A rough bench or two sits here.


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Polished shelves hold up to 3 different lots of books on specific subjects.


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This shows the stronghold and 1 mile of outlying area. It tracks up to 3 people for 9 hours at a time each.


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A glow surrounds all lawful characters, granting them a +4 deflection bonus to AC and a +4 resistance to all saves.


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This plain room features bare floors with a few benches.  It might serve as a waiting room, general meeting room, or all purpose room.


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This is a permanent version of Leomund`s tiny hut.


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Whenever someone enters, the walls scream causing deafness (Fort DC 16) for 2d6 rounds and 2d6 points of damage.


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Thickness: 1 foot     Hardness: 8     HP: 90     Break DC: 35     Climb DC: 20


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Racks of armor and weapons fill this simple room, which has enough space to hold equipment for 25 soldiers, though the price doesn`t include gear.


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Skills: n/a   Class: varies    Monthly Wages: 30 gp


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Thickness: 6 ft     Hardness: 8     HP: 1080     Break DC: 164     Climb DC: 15


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Thickness: 6 inches     Hardness: 15     HP: 180     Break DC: 41      Climb DC: 15


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Thickness: 2 foot     Hardness: 8     HP: 180     Break DC: 35     Climb DC: 15


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The tree looks ordinary, but when you enter the tree you are immediately teleported to a tree of the same species as if you had cast tree stride.


Name:
Wizard`s Research Cluster        Size: 5

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This area has everything a wizard wants for experiments and spell research. Staff: Alchemist (1), Apprentice Spellcaster (1)  Upkeep - 60 gp per month


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Any creature inside suffers a -2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage (Will DC 14 Negates)


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Skills: Knowledge (Architecture and Engineering) +7 (Int)    Class:  Exp    Monthly Wages:   15 gp


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This space and everyone and everything inside are difficult to detect by divination and detect spells.  DC 16 against a Caster Level check (1d20 + CL)


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A large tree that can transform into a treant and obey an 11-word trigger phrase given when created.  Must be within 300 ft of what it is to protect.


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This area has masterwork tools and equipment of a specific profession or craft and provides a +2 bonus to checks in that skill.


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Alchemist`s laboratory, Fancy     Size:  1

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With this laboratory, the alchemist has every tool he might ever need at his disposal. +4 bonus to Alchemy skill checks.


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Any humanoid entering becomes charmed by stronghold owner (Will DC 22 negates).  Maximum 30 HD of creatures at once.


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Skills: Craft (Any) +7 (Int)   Class: Exp   Monthly Wages: 9gp


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Sigils in the space glow when anyone uses any method of scrying into the room.


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This conceals all magical auras in a single space.  Works like Nystul`s undetectable aura.


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This is enchanted with a permanent version of gentle repose, preventing the remains of dead creatures from decaying. Its the ultimate meat preserver.


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Has a tub large enough for 2 or 3 people, a large fireplace for heating water, and many other luxurious amenities.  A servant and valet are required.


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Has a marble floor, well-built shelves, and quality cabinets.  One clerk is required.


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This 5-ft touchstone grants damage reduction against ranged weapons of DR 10/+5 to any single creature standing upon it.


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An aura surrounds all chaotic creatures providing a +4 deflection bonus to AC and a +4 resistance on saves.


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An antimagic field fills the entire space.


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A circle between 3 and 20 feet wide that provides anyone inside with the benefits of a protect from evil spell.


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This can support up to two rafts, keelboats, rowboats or longships, but not warships or galleys.  Requires two laborers.


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Thickness: 3 feet     Hardness:  8     HP:  540     Break DC: 92     Climb DC: 22


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This empty room has rough walls and an unfinished floor.


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Skills: Handle Animal +5 (Cha)    Class:  Com    Monthly Wages:   4.5 gp


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Skills: Profession (Cook) +5 (Wis)    Class: Com    Monthly Wages:  3 gp


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Thickness: 20 inches     Hardness: 10     HP: 60     Break DC: 35     Climb DC: 30


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This comes complete with a large tub, chamber pot under a chair, and a means of disposing the contents of the chamber pot easily.


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Any person entering this space is paralyzed for 1d6 +2 rounds and exudes a stench with a -2 penalty on attacks, damage, saves, skills, and abilities


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Anyone who enters this space can suddenly traverse walls and ceilings as if a spider climb spell had been cast on her.


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Consists of a small mystical library, a writing desk, and a lab table for experiments.  Provides a +2 Spellcraft bonus to see if a new spell is viable


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Holds up to 6 Large steeds in their own stalls and water and food. The floor is wood or stone and there is a fireplace. One groom is required.


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Treatise on the worship of Lolth and her nature


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Poison: Type Injury, DC20 [1d6 Con / 2d6 Con] (BoVD44)


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Poison: Type Injury, DC22 [Blindness / Blindness] (BoVD44)


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These beautiful, silver arms hang from a harness made from top-grade leather (SS55)


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Made for Desmodus who can not wear belts (SS48)


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All night hags carry this periapt, which instantly cures any disease contracted by the holder (SS57)


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An ordinary horse wearing these horseshoes may transform up to three times per day into a creature resembling a nightmare (SS57)


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Grigs are sprites known for lively fiddle music (SS57)


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When this flask of this magical substance is poured into a pool of water or similar fluid, liquid vortex creates a whirlpool (SS57)


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This is a bag containing dried leaves that, for 8 hours after it is found appear to be d% gold coins (SS56)


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This amulet causes a grey render within 50 feet to regard the wearer as a trusted friend and ally (SS58)


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Any creature with in the appropriate perform (pan pipes) skill can play these beautiful pan pipes (SS58)


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Sized for a tiny creature, this exceptional fiddle produces beautiful music when played (SS58)


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This small pouch comes suspended on a leather thong and is worn around the neck (SS58)


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Spell Effect (summon monster VI, 11th level); Search (DC31); Disable Device (DC31) (S&S35)


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20-ft deep (5d6, fall, reflex save [DC20] avoids); Search (DC18); Disable Device (DC25) (S&S33).


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Atk +18 ranged (1d4+1, dart, 1d8 darts per target); Search (DC19); Disable Device (DC25) (S&S34).


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20-ft deep (2d6, fall, reflex save [DC20] avoids); Search (DC24); Disable Device (DC19) (S&S32).


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Walls move together (12d6, crushing); Search (DC20); Disable Device (DC22) (S&S34)


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Atk+16 melee (2d4+8/x4 + poison, scythe); Search (DC24); Disable Device (DC19) (S&S35)


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Spell effect (Will save [DC 13] negates bane 3rd level); Search (DC27); Disable Device (DC27) (S&S33).


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Spell effect (Reflex save [DC11] half damage, 1d4, fire); Search (DC26); Disable Device (DC26) (S&S32).


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A wind instrument with an air bladder and pipes.


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A string instrument that is cross between a banjo with a tambourine-like body.


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A large bell, typically hung in a tower or other high place.


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A percussion instrument, using sticks between the fingers to make a click and clack sound.


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A reed (wind) instrument favored by treants.


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Classic percussion instrument, typically a skin covering a hollow body.


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Percussion instrument, looks like a pair of small drums.


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Percussion instrument also known as a timpani drum.


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String instrument that uses a hammer to play the notes.


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Classic string instrument, played with a bow.


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Wind instrument, a thin hollow tube with finger holes.


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Percussion instrument, typically hung and played with a hammer.


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Spell Effect (power word, stun, 13th level); Search (DC32); Disable Device (DC32) (S&S35)


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Spell Effect (Reflex [DC 14] half damage, lighting bolt [10d6, electrical] 10th level); Search (DC28); Disable Device (DC28) (S&S34)


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40-ft deep (4d6, fall, reflex save [DC25] avoids); Search (DC26); Disable Device (DC25) (S&S34)


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20ft fall (2d6, fall, reflex save [DC20] avoids); reflex save (DC15) avoids; Search (DC20); Disable Device (DC23) (S&S32).


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Atk +8 ranged touch (energy drain (Fort save [DC23] negates (2d4 levels), 17th level); Search (DC34); Disable Device (DC34) (S&S36)


Name:
Trap (CR 1), Doorknob Smeared with Contact Poison

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Poison (Fort save [DC 13] resists, paralysis); Search (DC19); Disable Device (DC19) (S&S32).


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Ceiling move down (12d6, crushing), onset delay (1 round); Search (DC20); Disable Device (DC16) (S&S35)


Name:
Trap (CR 7), Fusillade of Greenblood Darts

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Atk +18 ranged (1d4+1+ poison, dart, 1d8 darts per target); Search (DC25); Disable Device (DC25) (S&S35)


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Atk +8 ranged (1d4+ poison, dart); Search (DC20); Disable Device (DC18) (S&S32).


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Spell Effect (Reflex [DC 19] half damage, chain lighting [11d6, electrical] 11th level); Search (DC31); Disable Device (DC31) (S&S35)


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Atk +15 melee (1d12+8 /x3, greataxe ); Search (DC15); Disable Device (DC27) (S&S33).


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Spell Effect (Reflex [DC 14] half damage, [8d8 sonic] 16th level); Search (DC28); Disable Device (DC28) (S&S34)


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30-ft deep (3d6 fall, reflex save [DC20] avoids); Search (DC24); Disable Device (DC18) (S&S33).


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Never-miss (onset-delay 1 round), Fort save [DC 15] resists; Search (DC25); Disable Device (DC20) (S&S36)


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Atk +10 melee (2d4/ x4, scythe); Search (DC22); Disable Device (DC22) (S&S32).


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Spell Effect (Reflex [DC 14] half damage, [2d8 acid] 5th level); Search (DC28); Disable Device (DC28) (S&S33).


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Spell effect (3d6, cold subdual); Search (DC22); Disable Device (DC16) (S&S33).


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Atk+20 melee (2d4+8/x4, scythe); Search (DC21); Disable Device (DC18) (S&S33).


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Spell Effect (prismatic spray, (Reflex, Fort or Will save [DC 20] depending on effect) 13th level); Search (DC32); Disable Device (DC32) (S&S35)


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Spell Effect (Wail of the banshee, (Fort save [DC 23] negates, up to 17 creatures) 17th level); Search (DC34); Disable Device (DC34) (S&S36)


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Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Search (DC15); Disable Device (DC18) (S&S33).


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Atk +10 melee (2d6, rock); Search (DC20); Disable Device (DC22) (S&S32).


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100-ft deep (10d6, fall, reflex save [DC20] avoids); Search (DC27); Disable Device (DC18) (S&S35)


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Used for level 0 Transmutation Infusions


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Detects magical creatures in a 60 ft radius.  There is no negative result of overwhelming.


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One spellcaster can gain a +4 bonus to Spellcraft checks; up to 4 at a time can gain +2 bonus.  One apprentice is required.


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Skills: Diplomacy +5 (Cha)   Class: War (Lvl 2)   Monthly Wages: 18 gp


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Plain wooden shelves of books fill this room with one or two small tables.  This can hold two different lots of book on specific subjects.


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Designed especially for performances with acoustics and artistic appreciation in mind, this seats 30 people.  +2 to perform checks in this space.


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Base item for trap. Add exotic materials for trap qualities.


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This 5-ft touchstone grants damage reduction against ranged weapons of DR 10/+4 to any single creature standing upon it.


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The space is desecrated, as per the spell.  All turn undead checks suffer a -6 penalty and undead gain a +2 bonus on attacks, damage, and saves.


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Thickness:  6 inches     Hardness:  30     HP: 420      Break DC: 72     Climb DC: 25


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Anyone entering must make a Will save (DC 17) or fall victim to feeblemind spell.  Arcane spellcasters suffer a -4 penalty on saving throws.


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Skills: Diplomacy +7 (Cha), Profession (Butler) +7 (Wis)  Class:  Exp    Monthly Wages:   15 gp


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More like a museum than a storage space, trophies are in glass cases with engraved descriptions.  A guard is required.


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Allows guards to keep watch upon the surroundings. If part of exterior wall it includes arrow slits instead of a window. Requires 1 guard per shift.


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This 4-ft orb keeps the weather in a two-mile radius around the stronghold mild and pleasant no matter the time of year.


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This permanent unseen servant is anchored to this space and cannot leave.  Anyone inside can command the helped.


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Features an anvil, forge, and full set of metalworking tools.  One smith is required.


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Any message (up to 25 words) spoken travels through the wind to any known location within three miles, as per the whispering wind spell.


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This 5-ft touchstone grants damage reduction against ranged weapons of DR 10/+2 to any single creature standing upon it.


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Thickness: 2 ft     Hardness: 6     HP: 120      Break DC: 25     Climb DC: 10


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Thickness: 3 inches     Hardness: 15     HP: 90     Break DC: 35      Climb DC: 15


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Whenever opened, it produces simple, nourishing food for 5 people.  Food becomes inedible after 24 hours.


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Anything in this chamber gains damage reduction 10/+1 against ranged weapons.


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Up to 6 medium-size prisoners can be kept in a shared cell. In 2 or 4 small cells, 1 or 2 medium prisoners can be kept in each. One guard is required.


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This serves as the primary entrance to the stronghold, and includes a gate and drawbridge (if adjacent to a moat).


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Skills: n/a   Class: Com     Monthly Wages: 3 gp


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This table (seats 12) automatically purifies any food and drink put on it as per the purify food and drink spell.


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This 6-ft wide crystal  maintains tornado-force winds around the outside of your stronghold at all times.


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By stepping onto this platform, the user is immediately transported to any other locale which they have a reliable description of.


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This disguises up to 20 contiguous spaces with a mirage arcana effect. Includes audible, visual, tactile, and olfactory elements, but not creatures.


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This area allows rogues to practice their skills of theft and breaking and entering. When used with a trainer, training skills are half of normal.


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When rang, it activates a guards and wards spell.  It can protect up to 6 contiguous stronghold space.


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Any creature in this space gains a +4 moral bonus against fear effects that last for 10 minutes after leaving the room.


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Any subject missing a limb or any other extremity will find himself restored after 2d10+3 rounds, or 4 if the body part is available and touching.


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Provides a +2 circumstance bonus on Fortitude saves against exposure to high heat.  Has no effect with normal or magical fires. (A&EG36)


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Can hold Small or Tiny bladed weapons. (A&EG36)


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Can hold one Tiny item such as a dagger or wand.  Requires a move-equivalent action to retrieve an item. (A&EG36)


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Huge vehicle; Handle Animal +4; Spd: Drawn (clumsy) Overall AC 3; Face 10x10 ft. Height 10 ft.; Crew 1+7. (A&EG56)


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Analyze dweomer cast by an 11th level caster. (A&EG64)


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Continual flame cast by a 3rd level caster. (A&EG64)


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Control weather cast by an 11th level caster. (A&EG64)


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Cure light wounds cast by a 1st level caster. (A&EG64)


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Cure moderate wounds cast by a 3rd level caster. (A&EG64)


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Cure critical wounds cast by a 7th level caster. (A&EG64)


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Cure serious wounds cast by a 5th level caster. (A&EG64)


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Fabricate cast by a 9th level caster. (A&EG64)


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Gate cast by a 17th level caster. (A&EG64)


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Greater restoration cast by a 13th level caster. (A&EG64)


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Heal cast by an 11th level caster. (A&EG64)


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Identify cast by a 1st level caster. (A&EG64)


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Legend lore cast by an 11th level caster. (A&EG64)


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Lesser restoration cast by 3rd level caster. (A&EG64)


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Move earth cast by an 11th level caster. (A&EG64)


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Permanency cast by a 9th level caster.  Cost is base, actual cost varies by spell. (A&EG64)


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Plane shift cast by a 9th level caster. (A&EG64)


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Raise dead cast by a 9th level caster. (A&EG64)


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Regenerate cast by a 13th level caster. (A&EG64)


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Reincarnate cast by a 7th level caster. (A&EG64)


Name:
Remove blindness/deafness (Caster Level 5)

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Remove blindness/deafness cast by a 5th level caster. (A&EG64)


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Remove curse cast by a 5th level caster. (A&EG64)


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Remove disease cast by a 5th level caster. (A&EG64)


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A kit of prods, light whips, treats and other items helpful to train animals.  Grants a +2 circumstance bonus on Handles Animal checks. (A&EG28)


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A kit of items to help forge documents.  Grants a +2 circumstance bonus on Forgery checks, good for 10 uses. (A&EG28)


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A collection of paints, toys and other colorful items that grants a +2 bonus on Perform (comedy, buffoonery) or Disguise checks. (A&EG28)


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A kit containing tools to navigate at sea.  Grants a +2 bonus to Intuit Direction, Wilderness Lore and Profession (cartographer). (A&EG28)


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A kit containing mirrors, crystals and other items granting a +2 bonus to scrying checks (still requires the Scrying spell or Crystal Ball). (A&EG28)


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A kit containing a snorkel, crude flippers and goggle.  Grants a +2 bonus (snorkel is already included) to swim checks. (A&EG28)


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Padding and protection to help protect the trainer while dealing with dangerous animals. (A&EG29)


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Prevents damage from ordinary vermin.  Grants a +6 AC armor bonus against stinging and biting attacks from creatures that are Fine. (A&EG29)


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Protects the wearer from the sun.  Eliminates the -4 penalty on Fortitude saves for wearing heavy clothes in hot or extreme heat. (A&EG29)


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Protects the wearer from extreme heat. Prevents 3 points of heat damage per round and eliminates -4 penalty on Fortitude saves. (A&EG29)


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Clothes for underground explorers. (A&EG30)


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Leather apron for cooking, tanning or other professions. (A&EG29)


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Belt made of fine silk or other expensive and exotic materials. (A&EG29)


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Buckle made of common materials. (A&EG29)


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Buckle made of finer metals.  Cost is for standard buckle found. (A&EG29)


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Tight-fitting garment of black silk that provides a +2 bonus to Hide checks while in light that provides 1/2 concealment or better. (A&EG30)


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Standard calf to knee high boots. (A&EG29)


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Tall boots that cover the entire legs, usually used to keep legs from getting wet while in shallow water.  (A&EG29)


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Boots built and shaped to be used in stirrups. (A&EG29)


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High boots that have storage spaces in the heels.  Each can hold one or two Fine objects, while the inside can hold one thin, flat object.  (A&EG30)


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Breeches or pants made of burlap.  (A&EG29)


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Breeches or pants made of coarse cotton.  (A&EG29)


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Breeches or pants made of common leather.  (A&EG29)


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Breeches or pants made of wool. (A&EG29)


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Breeches or pants made of velvet. (A&EG29)


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Breeches or pants made of fine silk. (A&EG29)


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Bustle used in women`s fashion. (A&EG29)


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Cape worn that comes down to the waist. (A&EG29)


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Cape worn that comes down to the legs. (A&EG29)


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Chemise (shirt) made of burlap.  (A&EG29)


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Chemise (shirt) made of coarse cotton.  (A&EG29)


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Coat, jacket or jerkin made of cotton. (A&EG29)


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Coat, jacket or jerkin made of leather. (A&EG29)


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Coat, jacket or jerkin made of wool. (A&EG29)


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This is a permanent version of Leomund`s Secure shelter.


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By stepping onto this platform, the user is immediately transported to any other locale within 680 feet, as per the spell dimension door.


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This platform casts heal onto any creature that steps onto it.  If undead, it is a harm spell that removes all but 1d4 HP.


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Has all you need to host 20 guests and 12 mounts.  Staff: Cooks (4), guards (20), torturer (1).  Upkeep - 141 gp per month.


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Anyone can cause it to levitate up or down at a rate of 20 feet per round.  It is 10 feet on a side and can lift 2000 lbs of material.


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The space is affected by a mind blank spell. No one inside can be affected by anything that detects, influence, or read emotions and thoughts.


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Six slots are in each components, consisting of a bed, table, chest, mirror, and chair.  A privy is also part of this component.


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This is a place of breathtaking luxury with the finest linens, art, and libations.  4 servants are required.


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Upon entering, a subject must make a Will save (DC 13) or fall into fits of laughter for 3 rounds. Creatures with Int under 2 are unaffected.


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Thickness: 1 foot     Hardness: 8     HP: 90     Break DC: 35     Climb DC: 15


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A full time librarian is required to tend the books from up to 6 lots of individual subjects. Sages can be aid with Knowledge skill checks.


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A circle between 3 and 20 feet wide that provides anyone inside with the benefits of a protect from law spell.


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5-ft touchstone grants a deflection bonus to AC of 2 points when one stands upon it.


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Casts raise dead upon any corpse (less than 9 days dead) laid upon it is you place a diamond worth at least 500 gp over the corpse`s heart.


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Skills: Craft (any) +7 (Int)  Class:  Exp    Monthly Wages:   18 gp


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Choose from: formian warrior, adult salamander, 1d3 hound archons.


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It frightens any creature with less than 6 HD. A frightened creatures flees or suffers a -2 penalty on attacks, damage, and saves for 5 rounds.


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All sounds made within this space are negated.  A Will (DC 13) save allows for a character to speak normally.


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Cannot be entered by vermin with 2 or fewer HD.  With 3 or more, they must make a Will save (DC 16) and take 2d6 damage.


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Raw fabric, Arms and Armor, Foodstuffs and mundane equipment


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A book detailing the worship of Kiaransalee


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Treatise on the outer plane where the Drow pantheon resides


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Injury DC 17; Initial: Unconsciousness (1 minute); Secondary Unconsciousness 2d4 hours


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This sticky adhesive substance drains away heat when exposed to air or moisture  (SS47)


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An elaborately carved wooden drum set at one end of a intricately engraves rood made of the same material (SS55)


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Coveys of hags create these magic gems (SS57)


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This crude necklace appears to be made from the finger bones of humanoids strung on a leather thong (SS56)


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These magic gloves provide a humanoid fingers and thumbs for the wearer (SS57)


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This woodwind instrument is crafted to resemble the throat of a living creature (SS56)


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These goggles have dark lenses that appear opaque until worn (SS57)


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This tube duplicates the effect of a gibbering mouther`s spittle (SS47)


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Drow arrow poison is a injury poison that cause unconscious (SS47)


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Drinking a vial provides a +1 circumstance bonus on Handle Animal checks and Animal Empathy checks during the next day. (A&EG34)


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Absorbs up to 5 points of cold-based damage then becomes useless.  Becomes ineffective after 1 hour. (A&EG35)


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A variety of colors are available, burns as a normal torch. (A&EG35)


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Fills a five-foot square area.  Vermin must succeed on a Fortitude save (DC 15) or not be able to pass through.  Lasts one minute. (A&EG35)


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A wound caused by a weapon coated with this item continues to bleed for 2 rounds, dealing 1 point of damage each round. (A&EG35)


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Provides a +2 circumstance bonus on attempts to teach an animal a task. (A&EG35)


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Provides a +1 circumstance bonus on Hide checks made in a forest. (A&EG35)


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Provides a +2 circumstance bonus on Listen checks made through a door or other relatively thin, solid object. (A&EG36)


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Targets are considered two range increments closer, has not affect on the first two range increments. (A&EG36)


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Items inside are considered 10% less weight than normal.  Retrieving an item is a full-round action that provokes an attack of opportunity. (A&EG36)


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Coat, jacket or jerkin made of velvet. (A&EG29)


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Coat, jacket or jerkin made of silk.  (A&EG29)


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Coat, jacket or jerkin made of fur. (A&EG29)


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Cloak made of fine fur, cost is average price.  (A&EG29)


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Codpiece usually made of thin iron.  (A&EG29)


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Leather collar with metal spikes around the length.  (A&EG29)


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Doublet or vest made of cotton.  (A&EG29)


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Doublet or vest made of leather.  (A&EG29)


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Doublet or vest made of velvet.  (A&EG29)


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Doublet or vest made of brocade. (A&EG29)


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A peasant`s dress made of coarse wool or linen. (A&EG29)


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A commoner`s dress made of fine wool or linen. (A&EG29)


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A fine dress made of velvet or sometimes silk. (A&EG29)


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An exquisite dress made for the richest of nobles. (A&EG29)


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A heavy undergarment worn under normal clothes to protect from the cold.  Grants a +1 bonus to Fortitude saving throws against cold. (A&EG30)


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An undergarment with wires and strings to hold a particular shape. (A&EG29)


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Gloves, usually knitted, without individual fingers. (A&EG29)


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A metal pot helm with a slot similar to a bullseye lantern.  Holds one candle and provides light in a 10` cone. (A&EG30)


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A tall headwrap of cloth, usually cotton or wool. (A&EG29)


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A thin piece of cloth covering the waist. (A&EG29)


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A shirt to sleep in made of silk. (A&EG29)


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A robe made of coarse or fine cotton. (A&EG29)


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Pads to protect the knees while working. (A&EG29)


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Pads to protect the elbows while working. (A&EG29)


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Pads to protect the shins while working. (A&EG29)


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Shirt made of coarse or fine cotton. (A&EG29)


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Soft shoes that provide little protection to the feet. (A&EG29)


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Shoes designed to be danced in. (A&EG29)


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Daily wages for mounted skirmishers with leather, composite short bow, light mace and light war horse. (A&EG66)


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Daily wages for light foot soldiers with leather armor, small wooden shield, battleaxe and throwing axe. (A&EG66)


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Daily wages for light foot soldiers with studded leather, large wooden shield, shortspear and light hammer. (A&EG66)


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Daily wages for light foot soldiers with studded leather, longspear and short sword. (A&EG66)


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Daily wages for light foot soldiers with leather armor, heavy crossbow and dagger. (A&EG66)


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Daily wages for light foot soldiers with leather armor, longbow and dagger. (A&EG66)


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Daily wages for light foot soldiers with leather armor, composite longbow and dagger. (A&EG66)


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Daily wages for light mounted soldiers with studded leather, small wooden shield, shortspear, light flail and light warhorse. (A&EG66)


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Daily wages for light mounted soldiers with studded leather, small wooden shield, light lance, light mace and light warhorse. (A&EG66)


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Daily wages for light mounted soldiers with leather armor, buckler, scimitar, dagger and light warhorse. (A&EG66)


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Daily wages for medium foot soldiers with scale mail, halberd and morningstar. (A&EG66)


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Daily wages for medium foot soldiers with scale mail, ranseur and longsword. (A&EG66)


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Daily wages for medium foot soldiers with scale mail, small steel shield, longsword and dagger. (A&EG66)


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Daily wages for medium foot soldiers with chainmail, longspear and short sword. (A&EG66)


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Daily wages for medium foot soldiers with splint mail, guisarme and heavy pick. (A&EG66)


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Daily wages for medium foot soldiers with breastplate, small steel shield, warhammer and dagger. (A&EG66)


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Medium mounted soldier, type 1 (per day)

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Daily wages for medium mounted soldiers with chainmail, small steel shield, longsword, dagger and heavy warhorse. (A&EG66)


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Daily wage for a troglodyte mercenary with longspear and javelins (3). (A&EG66)


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Daily wage for a bugbear mercenary with leather armor, small wooden shield, morningstar and javelins (3). (A&EG66)


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Daily wage for an ogre mercenary with hide armor and huge greatclub. (A&EG66)


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Colossal vehicle; Profession (Sailor) -6; Spd: 20 ft. (nautical poor); Overall AC -3; Face 130x20 ft. Height 20 ft.;Crew 40.(A&EG59)


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Armor plating the increases the hit points & hardness of any vehicle. HP: 30, Hardness: 15 (A&EG48)


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Colossal vehicle; Profession (sailor) +2; Spd: Wind x 15 ft. (nautical average); Overall AC -3; Face 90x30 ft. Height 10 ft.; Crew 20 (A&EG52)


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Huge vehicle; Profession (miner) +4; Spd: Burrow 10 ft. (clumsy); Overall AC 3; Face 10x20 ft. Height 10 ft.; Crew 5+10. (A&EG58)


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Colossal vehicle; Profession (Sailor) +4; Spd: fly 40 ft. (poor), Wind x20 ft. (average); Overall AC -3; Face 80x20 ft. Height 10 ft.;Crew 20.(A&EG59)


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A Catapult that can be mounted on a vehicle with any flat 10x10 foot section of deck or roof. (A&EG48)


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Large vehicle; Profession (pilot) +0; Spd: Fly 30 ft. (poor); Overall AC 4; Face 5x15 ft. Height 5 ft.; Crew 1. (A&EG54)


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Daily wage for a centaur mercenary with large wooden shield, heavy lance and mighty (+4) composite longbow. (A&EG66)


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Daily wage for a minotaur mercenary with huge great axe. (A&EG66)


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Daily wage for a pixie mercenary with dagger and composite shortbow. (A&EG66)


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Daily wage for a hill giant mercenary with hide, Huge greatclub, rocks. (A&EG66)


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Daily wage for an ogre mage mercenary with chain shirt, Huge greatsword and Huge longbow. (A&EG66)


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Daily wage for a merfolk mercenary with trident and heavy crossbow. (A&EG66)


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Daily wage for a sahuagin with a trident and heavy crossbow. (A&EG66)


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Distant relative of the camel, tend to pull carts and the like.  Small characters find them usable as mounts. (A&EG81)


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A mount that can be found used by dwarves. (A&EG81)


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Used sometimes by halfling paladins, strong mounts with good fighting ability. (A&EG81)


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Used by remote barbarian tribes used by one or two people for transportation. (A&EG82)


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Difficult to control and train, these can hold up to six medium size passengers. (A&EG82)


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Used almost exclusively in the Underdark. (A&EG82)


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A very dangerous animal to use as a mount, they can turn on its rider in a moment of weakness. (A&EG82)


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Found only in rare locales, these are sometimes used by dwarves. (A&EG82)


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Mount found among the ranks of goblins and sometimes orcs and hobgoblins. (A&EG83)


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A dangerous version of the ostrich sometimes used as a mount and pack animal when horses are not available. (A&EG83)


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A couatl can become an advisor and mount to those worthy. (A&EG84)


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The cost is for a young gelatinous cube.  Requires an Amulet of Ooze Riding to be used as a mount. (A&EG85)


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A malicious and difficult mount to control in combat. (A&EG85)


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A nightmare mount, cost is for a young nightmare only, nightmares cannot be trained only coerced. (A&EG86)


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A purple worm mount, cost is for a young purple worm only, purple worms have only been trained by mind-flayers. (A&EG86)


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Short leather skirt to protect the waistline. (A&EG29)


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Outer covering, usually depicting a crest of some sort. (A&EG29)


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Fine, full body covering made of velvet. (A&EG29)


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Expensive, full body covering made of silk. (A&EG29)


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Specially made vest to carry up to ten knives and daggers. (A&EG30)


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Gargantuan vehicle; Profession (sailor) +0; Spd: Wind x10 ft., Oars 10 ft (nautical good); Overall AC 1; Face 60x20 ft. Height 10 ft.; Crew 15 (A&EG52


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Colossal vehicle; Profession (sailor) -2; Spd: Wind x15 ft. (nautical poor); Overall AC -3; Face 130x20 ft. Height 20 ft.; Crew 200. (A&EG54)


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Daily wages for foot skirmishers with padded armor, buckler, sling and halfspear. (A&EG66)


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Daily wages for foot skirmishers with padded armor, throwing axes (3) and dagger. (A&EG66)


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Daily wages for foot skirmishers with leather armor, large wooden shield, javelins (5) and short sword. (A&EG66)


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Daily wages for foot skirmishers with padded armor, shortbow and light mace. (A&EG66)


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Daily wages for foot skirmishers with leather armor, light crossbow and handaxe. (A&EG66)


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Daily wages for foot skirmishers with studded leather, buckler, shortbow and scimitar. (A&EG66)


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Daily wages for mounted skirmishers with studded leather, sling, light pick and light war horse. (A&EG66)


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Daily wages for mounted skirmishers with studded leather, small wooden shield, javelins (5), short sword, light war horse. (A&EG66)


Name:
Medium mounted soldier, type 2 (per day)

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Daily wages for medium mounted soldiers with scale mail, sm. wooden shield, trident, short sword, heavy warhorse and studded leather barding. (A&EG66)


Name:
Medium mounted soldier, type 3 (per day)

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Daily wages for medium mounted soldiers with breastplate, small steel shield, light flail, light pick, heavy warhorse and leather barding. (A&EG66)


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Daily wages for heavy foot soldiers with splint mail, great sword and dagger. (A&EG66)


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Daily wages for heavy foot soldiers with splint mail, large steel shield, heavy mace and short sword. (A&EG66)


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Daily wages for heavy foot soldiers with banded mail, heavy flail and dagger. (A&EG66)


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Daily wages for heavy foot soldiers with banded mail, large steel shield, battleaxe and throwing axe. (A&EG66)


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Daily wages for heavy foot soldiers with splint mail, great axe and short sword. (A&EG66)


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Daily wages for heavy mounted soldiers with banded mail, large steel shield, warhammer, short sword, heavy warhorse and scale barding. (A&EG66)


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Daily wages for heavy mounted soldiers with half-plate, large steel shield, heavy pick, battleaxe, heavy warhorse and chainmail barding. (A&EG66)


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Daily wages for heavy mounted soldiers with half-plate, large steel shield, heavy lance, longsword, heavy warhorse and chainmail barding. (A&EG66)


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Daily wage for a goblin mercenary with studded leather, morningstar and javelins (3). (A&EG66)


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Daily wage for a kobold mercenary with leather armor, halfspear and light crossbow. (A&EG66)


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Daily wage for an aasimar mercenary with scale male, large steel shield, longsword and light crossbow. (A&EG66)


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Daily wage for a gnoll mercenary with scale mail, light wooden shield, battle axe and short sword. (A&EG66)


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Daily wage for a hobgoblin mercenary with leather armor, small wooden shield, longsword and javelins (3). (A&EG66)


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Daily wage for an orc mercenary with scale armor, great axe and javelins (3). (A&EG66)


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Daily wage for a tiefling mercenary with studded leather, small steel shield, rapier and light crossbow. (A&EG66)


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Daily wage for a triton with a trident and heavy crossbow. (A&EG66)


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Medium vehicle; Handle Animal +2; Spd: Drawn (poor) Overall AC 4; Face 5x10 ft. Height 5 ft.; Crew 1. (A&EG56)


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Huge vehicle; Handle Animal +2; Spd: 40 ft. (poor); Overall AC 3; Face 10x10 ft. Height 15 ft.; Crew 1-2. (A&EG58)


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Colossal vehicle; Handle Animal +0; Spd: 120 ft. (poor); Overall AC 3; Face 15x10 ft. Height 10 ft.;Crew 1+5.(A&EG59)


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Blink dog guard, price includes training. (A&EG74)


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Ethereal marauder guard, price includes training. (A&EG74)


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No price on gargoyles, must be convinced or greased to serving someone. (A&EG74)


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Hell hound guard, price includes training. (A&EG74)


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Krenshar guard, price includes training. (A&EG75)


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Manticore guard, price includes training. (A&EG75)


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No price on mimics, must be convinced or greased to serving someone. (A&EG75)


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Otyugh guard, price includes training. (A&EG75)


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Phantom fungus guard, price includes training. (A&EG76)


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Rust monster guard or mount, price includes training. (A&EG76/86)


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Sea lion guard, price includes training. (A&EG76)


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Shadow mastiff guard, price includes training. (A&EG76)


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Shocker lizard guard, price includes training. (A&EG76)


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Vargouille guard, price includes training. (A&EG76)


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Climbdog guard, price includes training. (A&EG76)


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Thudhunter guard, price includes training. (A&EG77)


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Common mount favored in the desert, hard to control in battle. (A&EG80)


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Mount especially for Small characters. (A&EG80)


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Mount that can be difficult to ride in combat. (A&EG80)


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A skeletal horse, there is no cost as it must be raised via an animate dead spell or other means and commanded. (A&EG86)


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A tendriculos mount raised from a seedling. (A&EG87)


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An equine mount is a construct.  Requires caster to also pay 750 xp and cast animate objects, geas/quest, limited wish, phantom steed and shatter.


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There is no cost to train a Zaratan, only coercion is successful. (A&EG88)


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A large whale-like creature that "swims" in air. (A&EG88)


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A giant ant, useful for Small characters and smaller as a mount. (A&EG90)


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A giant praying mantis, capable of carrying large loads. (A&EG90)


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A giant wasp that can difficult to control in combat. (A&EG90)


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A Huge scorpion, capable of being a mount for medium-sized creatures. (A&EG90)


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A Huge spider, capable of carrying large loads. (A&EG90)


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A Large dragonfly capable of carrying a rider, requires an exotic saddle. (A&EG90)


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A Large firefly requires an exotic saddle. (A&EG91)


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An unusual mount, the Girallon can carry a large load and needs an exotic saddle. (A&EG91)


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A gray render does not require a saddle, cost assumes that the render does not bond with its trainer. (A&EG91)


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A very unusual mount, ogres sometimes serves as mounts for goblins and the like. (A&EG91)


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A bunker attached to the deck of a vehicle that provides protection for defenders, and provides a siege platform. (A&EG49)


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Colossal vehicle; Profession (sailor) -2; Spd: Oars 5 ft. (nautical clumsy); Overall AC -3; Face 100x40 ft. Height 10 ft.; Crew 10. (A&EG54)


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Huge vehicle; Handle Animal +2; Spd: Drawn (poor) Overall AC 3; Face 15x10 ft. Height 5 ft.; Crew 1+3. (A&EG57)


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Available cargo space can be converted for opulent passenger use. Two tons of capacity can be converted to hold 1 medium passenger comfortably.(A&E49)


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A seat or box, usually with a canopy, that can hold up to four medium-sized riders and be placed on the back of a Huge or larger creature. (A&EG78)


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A long creature that is two sizes larger than its rider can carry its rider in one of these saddles. (A&EG79)


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Huge vehicle; Handle Animal +4; Spd: Drawn (clumsy) Overall AC 3; Face 10x10 ft. Height 30 ft.; Crew 3+25. (A&EG56)


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A bottle of elven moondrop, DC 13 to resist intoxication. (A&EG31)


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A gallon of dragonbite bitter, DC 12 to resist intoxication.  (A&EG30)


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A gallon of dwarfhead stout, DC 13 to resist intoxication. (A&EG30)


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A gallon of elven mead, DC 12 to resist intoxication. (A&EG31)


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A gallon of gnome golden light, DC 11 to resist intoxication. (A&EG30)


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A gallon of goblin thudrud, DC 12 to resist intoxication. (A&EG32)


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A gallon of plush brown ale, DC 11 to resist intoxication. (A&EG31)


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A bottle of frostwine, DC 13 to resist intoxication. (A&EG30)


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A bottle of elven aleeian wine, DC 11 to resist intoxication. (A&EG30)


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A bottle of dwarven garnet wine, DC 13 to resist intoxication. (A&EG30)


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A bottle of mushroom wine, DC 11-12 to resist intoxication.  Price is for cheapest mushroom wine. (A&EG31)


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A bottle of frenzywater, DC 15 to resist intoxication, those with the ability must roll a Will save DC 15 or fly into a rage. (A&EG30)


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Provides enough food for a medium-sized humanoid for one day.  Requires twice as much water. (A&EG33)


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A Ballista that can be mounted on a vehicle with any flat 5x10 foot section of deck or roof. (A&EG48)


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Armor plating the increases the hit points & hardness of any vehicle. HP: 40, Hardness: 20 (A&EG48)


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Huge vehicle; Handle Animal +0; Spd: Drawn (poor) Overall AC 3; Face 15x10 ft. Height 10 ft.; Crew 1+5. (A&EG55)


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Colossal vehicle; Profession (sailor) +0; Spd: Wind x 10 ft. (nautical poor); Overall AC -3; Face 70x20 ft. Height 10 ft.; Crew 20+40 (A&EG52)


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Provides a +1 circumstance bonus using Wilderness Lore when hunting for creatures that are type "animal" (A&EG21)


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An armor maintenance kit grants a +2 circumstance bonus on Craft (armorsmithing) checks to repair armor. (A&EG21)


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A climber`s ratchet that can prevent movement up or down.  Grants a +1 bonus on climb checks when using a rope. (A&EG21)


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Used to display a personal, family or royal crest, the banner grants a +2 circumstance bonus on Spot checks to be seen. (A&EG21)


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A roll of barbed steel wire designed to keep things in or out. (A&EG21)


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Can be used to cut through chains, thin metal and iron bars.  Deals 15 points of damage to objects no thinker than 1 inch in diameter. (A&EG21)


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Comes with a clasp a very simple lock (DC 20 Open Lock check to open). (A&EG21)


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Can make a thin beer, DC 10 Fortitude save to resist intoxication. (A&EG21)


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Holds one diminutive creature, has a Hardness of 10 and 10 hp. (A&EG21)


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Holds one tiny or two diminutive creatures, has a Hardness of 10 and 15 hp. (A&EG21)


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Holds one small, two tiny or four diminutive creatures, has a Hardness of 10 and 30 hp. (A&EG21)


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Holds one medium, two small, four tiny or eight diminutive creatures, has a Hardness of 10 and 30 hp. (A&EG21)


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Holds one large, two medium, four small, eight tiny or sixteen diminutive creatures, has a Hardness of 10 and 30 hp. (A&EG21)


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A bottle of orc kragg, DC 14 to resist intoxication.  Nauseates anyone who is not orc or goblin blooded. (A&EG31)


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Similar to alchemist`s fire but applied to weapons lasts 1d6 rounds, provides light as a torch, the weapon deals 1 point of fire damage. (A&EG33)


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Sling bullet, deals 1d4 acid damage in addition to normal damage.  -2 penalty on the attack roll. (A&EG33)


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Sling bullet, deals 1d4 fire damage in addition to normal damage.  -2 penalty on the attack roll. (A&EG33)


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Sling bullet, deals 1d4 holy water damage in addition to normal damage.  -2 penalty on the attack roll. (A&EG33)


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Characters within 20` of this burning candle, gain a +1 circumstance bonus to Alchemy, Appraise, Decipher Script, forgery, Scry and Search checks.


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Characters within 20 feet of this candle heal at twice the rate they normally would.  This stacks with a person`s Heal skill ability. (A&EG33)


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Dulls the senses and provides a +4 alchemical bonus on Fortitude saves against odors (such as a troglodyte`s stench). (A&EG33)


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Cannot be seen with normal vision more than 10 feet away.  Glows brightly when viewed with darkvision. (A&EG33)


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Makes eight tapers, two pillar candles or twelve votive candles.  Requires Craft (candlemaking) to use properly. (A&EG21)


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Nonmonstrous vermin will not approach within a 5-foot radius of a burning candle.  Lasts for 1 hour. (A&EG21)


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Small crane that can be broken down for transportation.  Equivalent of a Str 22 person (lift/drag 1,040 lb.) (A&EG21)


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Small crane that can be broken down for transportation.  Equivalent of a Str 24 person (lift/drag 1,400 lb.) (A&EG21)


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Small crane that can be broken down for transportation.  Equivalent of a Str 28 person (lift/drag 2,400 lb.) (A&EG21)


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These provide a +1 circumstance bonus on saves vs. sonic attacks but impose a -4 penalty to listen checks when worn. (A&EG22)


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Short razors that fit over the fingers, they grant a +1 circumstance bonus to Pick Pocket checks. (A&EG22)


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Grants a +1 circumstance bonus on Wilderness Lore checks when fishing. (A&EG22)


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Inflatable bladders grant a +2 circumstance bonus on Swim checks to stay afloat. (A&EG22)


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Specially designed to capture small flying game.  Grants a +1 circumstance bonus to Wilderness Lore checks to capture these animals. (A&EG22)


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Small foldable wooden board and pieces for games.  Price is for common games. (A&EG22)


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This allows you to cut through glass panes.  To use it quietly requires a Dex check DC 15 or else the glass shatters with a load crash. (A&EG23)


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Acts as a normal grappling hook except that when folded up, it increases the DC by +4 for Search checks to find it. (A&EG23)


HelpText:
A rope ladder with two small grappling hooks on one end.  DC for climb checks above 10 are reduced to 10. (A&EG23)


HelpText:
It can cut metal, ignoring the hardness of any normal metal object.  Deals 1 point of damage per 2 rounds of sawing.  Lasts 20 rounds. (A&EG23)


HelpText:
It can cut metal, ignoring the hardness of any normal metal object.  Deals 1 point of damage per 2 rounds of sawing.  Lasts 40 rounds. (A&EG23)


HelpText:
Injury DC 17, Initial 2d6 Con, Secondary 2d6 Con, DC 25 Craft, Trap CR Modifier +5 (A&EG37)


HelpText:
Contact DC 19, Initial 0, Secondary Transform, DC 30 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Contact DC 16, Initial 1d4 Str, Secondary 2d4 Str, DC 20 Craft, Trap CR Modifier +5 (A&EG37)


HelpText:
Contact DC 13, Initial 1d4 Str + 1d4 Con, Secondary 0, DC 15 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Contact DC 20, Initial 1 Wis, Secondary 2d4 Wis, DC 25 Craft, Trap CR Modifier +6 (A&EG37)


HelpText:
Contact DC 15, Initial Dazzled, Secondary 1d4 Int, DC 20 Craft, Trap CR Modifier +4 (A&EG37)


HelpText:
Contact DC 16, Initial 2d12 hp, Secondary 1d6 Con, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Contact DC 13, Initial Slowed, Secondary 1d4 Dex, DC 15 Craft, Trap CR Modifier +2 (A&EG37)


HelpText:
Contact DC 12, Initial 0, Secondary Blindness, DC 25 Craft, Trap CR Modifier +2 (A&EG37)


HelpText:
Contact DC 16, Initial 1d2 Con, Secondary 1d2 Con, DC15 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Ingested DC 14, Initial 1d4 Wis, Gain +2 Con bonus, Secondary 2d6 Wis, DC 20 Craft, Trap CR Modifier +0 (A&EG37)


HelpText:
Ingested DC 14, Initial 1d4 Con, Gain +2 Dex Bonus, Secondary 1d6 Con, DC 20 Craft, Trap CR Modifier +0 (A&EG37)


HelpText:
Ingested DC 12, Initial 1 Dex, Secondary 1d4 Dex, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


HelpText:
Ingested DC 14, Initial 1d4 Dex, Gain +2 Str bonus, Secondary 1d6 Con, DC 20 Craft, Trap CR Modifier +0 (A&EG37)


HelpText:
Ingested DC 11, Initial Can`t Speak, Secondary 2d6 Con, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


HelpText:
Ingested DC 15, Initial Nausea, Secondary 1d4 Con, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


HelpText:
Inhaled DC 12, Initial 1d4 Con, Secondary 1d4 Con, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Inhaled DC 12, Initial Confusion, Secondary 1d4 Wis, DC 20 Craft, Trap CR Modifier +2 (A&EG37)


HelpText:
Inhaled DC 18, Initial 1 Con permanent, Secondary 3d6 Con, DC 25 Craft, Trap CR Modifier +6 (A&EG37)


HelpText:
Inhaled DC 15, Initial 1d6 Cha, Secondary 1d6 Cha, DC 25 Craft, Trap CR Modifier +6 (A&EG37)


HelpText:
Can withstand up to 1,200 degrees Fahrenheit even when a hot item is placed directly on it.  Designed for use in alchemists` or wizards` lab. (A&EG23)


HelpText:
Nonmagical religious texts of various types.  Price reflects common types of texts. (A&EG23)


HelpText:
Grants a +1 Climb and Move Silently checks but a -2 penalty on Balance, Escape Artist, Hide, Jump, Pick Pocket and Tumble checks. (A&EG23)


HelpText:
Grants a +1 circumstance Climb check in mountainous and/or icy terrain.  If used as a weapon, acts as a hand axe with a -2 penalty. (A&EG23)


HelpText:
Colossal vehicle; Profession (pilot) -4; Spd: Wind x 20 ft. (clumsy); Overall AC -3; Face 40x10 ft. Height 10 ft.; Crew 10. (A&EG55)


HelpText:
Injury DC 11, Initial 1d2 Str, Secondary Fatigue, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


HelpText:
Injury DC 11, Initial 2d4 Con, Secondary Unconscious, DC 15 Craft, Trap CR Modifier +2 (A&EG37)


HelpText:
Injury DC 15, Initial Paralysis, Secondary 2d4 Con, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Injury DC 20, Initial 1d6 Con, Secondary 2d6 Con, DC 25 Craft, Trap CR Modifier +5 (A&EG37)


HelpText:
Injury DC 15, Initial 1 Con permanent, Secondary 0, DC 20 Craft, Trap CR Modifier +2 (A&EG37)


HelpText:
Injury DC 18, Initial 1d6 Dex, Secondary 1d6, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Injury DC 20, Initial 1d4 Con, Secondary Paralysis, DC 20 Craft, Trap CR Modifier +4 (A&EG37)


HelpText:
Injury DC 13, Initial 1d2 Wis, Secondary 1d2 Wis, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


HelpText:
Injury DC 18, Initial 1d6 Str, Secondary 1d6 Str, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Injury DC 17, Initial 2d6 Dex, Secondary 0, DC 25 Craft, Trap CR Modifier +5 (A&EG37)


HelpText:
Injury DC 14, Initial 1d2 Cha, Secondary 1d4 Cha, DC 15 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Injury DC 17, Initial 1 Str permanent, Secondary 2d6 Str, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


HelpText:
Injury DC 12, Initial 1d2 Str + 1d2 Dex, Secondary 1d2 Str, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


HelpText:
Injury DC 16, Initial Dazed, Secondary 2d6 Int, DC 20 Craft, Trap CR Modifier +5 (A&EG37)


HelpText:
Inhaled DC 15, Initial 1d4 Int, Secondary 1d6 Dex + 1 Dex Permanent, DC 25 Craft, Trap CR Modifier +4 (A&EG37)


HelpText:
Inhaled DC 18, Initial Lose Scent, Secondary 1d4 Wis, DC 20 Craft, Trap CR Modifier +4 (A&EG37)


HelpText:
Inhaled DC 18, Initial 0, SecondaryBlindness, DC 35 Craft, Trap CR Modifier +4 (A&EG37)


HelpText:
Armor plating the increases the hit points & hardness of any vehicle. HP: 10, Hardness: 5 (A&EG48)


HelpText:
Huge vehicle; Profession (sailor) +2; Spd: Oars 15 ft (nautical good); Overall AC 3; Face 20x10 ft. Height 5 ft.; Crew 4+4 (A&EG52)


HelpText:
Colossal vehicle; Profession (sailor) +0; Spd: Oars 10 ft. (nautical average); Overall AC -3; Face 80x30 ft. Height 15 ft.; Crew 80+60. (A&EG52)


HelpText:
This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.


# info Language

HelpText:
Simple and direct language of the dwarves. Has a unique runic script.


HelpText:
Language of the slaad. Has no written alphabet.


HelpText:
A language used by devils and evil outsiders. Has a unique alphabet.


HelpText:
Language of water-based creatures. Uses the elven alphabet.


HelpText:
A language of good outsiders. Has a unique alphabet.


HelpText:
Language of the umber hulk. Has no written alphabet.


HelpText:
Language of ettins, ogres, and giants. Uses the dwarven alphabet.


HelpText:
A secret language jealously guarded by the Druids who use it. Has a unique alphabet.


HelpText:
The high-pitched whine of the marauder may or may not be a language.


HelpText:
Language of the treant. Has no written alphabet.


HelpText:
Language of the elves. A fluid language of subtle intonations and intricate grammar.


HelpText:
Language of the halflings, who are loath to share it with others. Uses the common alphabet.


HelpText:
Language of the gnolls. Uses the common alphabet.


HelpText:
Language of the kuo-toa and some svirfneblin. Has no written alphabet.


HelpText:
The language of earth-based creatures, such as xorn. Uses the dwarven alphabet.


HelpText:
A pidgin of Orc, Goblin, and Giant. Uses the Dwarven alphabet.


HelpText:
Language of the yuan-ti. Has no written alphabet.


HelpText:
Language of subterranean cultures, such as drow and mind flayers. Uses the elven alphabet.


HelpText:
Language of the eye tyrants. Has no written alphabet.


HelpText:
Language of the gnomes. Known for a rich technical vocabulary. Uses the dwarven alphabet.


HelpText:
Language of the orcs, most frequently seen in graffiti. Uses the dwarven alphabet.


HelpText:
Language of the drider, drow, and svirfneblin. Has no written alphabet.


HelpText:
Language of demons and chaotic evil outsiders (extra-planar beings). Has a unique alphabet.


HelpText:
Language of the blink dogs. Has no written alphabet.


HelpText:
Language of the formian race. Has no written alphabet.


HelpText:
Language of the worg and barghest. Has no written alphabet.


HelpText:
Language of air-based creatures. Uses the draconic alphabet.


HelpText:
Language of goblins, hobgoblins, and bugbears. Uses the dwarven alphabet.


HelpText:
Language of the sphinx. Has no written alphabet.


HelpText:
A tongue shared by all those who take part in the culture at large. Has a unique alphabet.


HelpText:
An ancient language spoken by kobolds, lizardfolk, wizards, and dragons. Has a unique alphabet.


HelpText:
The howlers` vocalizations may or may not be a language.


HelpText:
Language of the aboleth. Has no written alphabet.


HelpText:
The language of dryads and pixies. Uses the elven alphabet.


HelpText:
Language of fire-based creatures. Uses the draconic alphabet.


HelpText:
Dead Language. Elven High Magic language. Alphabet: Hamarfae


HelpText:
Spoken in: Damara, the Great Dale, Impiltur, the Moonsea, Narfell, Thesk, Vaasa, the Vast. Alphabet: Dethek


HelpText:
Spoken in: Aglarond, Altumbel. Alphabet: Espruar


HelpText:
Spoken in: Black Jungle, Mhair Jungle, Samarach, Tashalar, Thindol. Alphabet: Dethek


HelpText:
Dead Language. Old common. Alphabet: Thorass


HelpText:
Spoken in: Lake of Steam, Lapaliiya, Sespech, the Shaar. Alphabet: Dethek


HelpText:
Dead Language. The old High Wyrm tongue. Alphabet: Draconic


HelpText:
Dead Language. A precursor of Tuigan. Alphabet: Imaskari


HelpText:
Spoken in: Halruaa, Nimbral. Alphabet: Draconic


HelpText:
Spoken in: Luskan, Mintarn, the Moonshaes, the Savage North, Ruathym, the Uthgardt barbarians. Alphabet: Thorass


HelpText:
Dead Language. Netherese noble tongue. Alphabet: Draconic


HelpText:
Spoken in: Inner Sea (aquatic trade language) Alphabet: Aquan


HelpText:
Spoken in: Zakhara, the Bedine. Alphabet: Thorass


HelpText:
Dead Language. Archaic orc language. Alphabet: Dethek


HelpText:
This dialect is shared by the wolf and tiger nomads and bears some resemblance to Ancient Baklunish LGG 12


HelpText:
Olman slaves taken by the Sea Princes or Scarlet Brotherhood speak this strange tongue. LGG 12


HelpText:
Only Suel natives of the Amedio Jungle speak this corrupt form of Ancient Suloise. LGG 12


HelpText:
This High Oeridian dialect of Common is spoken in rural areas of Nyrond. LGG 12


HelpText:
An old Oeridian tribal language spoken only by officials of the Iron League. LGG 12


HelpText:
An ancient and widespread language, rarely spoken, used by the Scarlet Brotherhood. LGG 12


HelpText:
This Old Oeridian tribal tongue is known to rural folk near the Furyondy-Veluna border. LGG 12


HelpText:
A young language, used in the far east. LGG 12


HelpText:
Also known as Fruz, is Ancient Suloise with Flan admixture, spoken by Ice, Snow, and Frost Barbarians. LGG 12


HelpText:
The language of the Thennee, also called "Rhennee cant" because it borrows many terms from other languages. LGG 12


HelpText:
This obscure dialect of Suloise was spoken in the Lendore Isles by humans before they were deported by elves. LGG 12


HelpText:
A peculiar new tongue that only high and aquatic elves of the Lendore Isles know. LGG 12


HelpText:
The language of the Uli is a debased form of colloquial Baklunish. LGG 12


HelpText:
This widespread dialect of Old High Oeridian has local admixtures. LGG 12


HelpText:
An old language spoken by the Tenha in a corrupt form, and Rovers of the barrens have a strange version of it. LGG 12


HelpText:
An ancestor of Common, it is the standard literary language, & is often used in Religion, Mythology, and Poetry. LGG 11


HelpText:
Spoken in: Everywhere on Faerun`s surface (trade language). Alphabet: Thorass


HelpText:
Language of the nations of Salkiria and Thurkasia. (GW28)


HelpText:
Language of the nation of Bezareene. (GW28)


HelpText:
Language of the nation of Tereppek. (GW28)


HelpText:
Spoken in: Great Glacier. Alphabet: Thorass


HelpText:
Spoken in: Durpar, Estagund, Var, Veldorn. Alphabet: Thorass


HelpText:
Spoken in: Amn, Chondath, Cormyr, Dalelands, Dragon Coast, Civilized North, Sembia, and more. Alphabet: Thorass


HelpText:
Spoken in: Hordelands. Alphabet: Thorass


HelpText:
Dead Language. A precursor of Halruaan. Alphabet: Draconic


HelpText:
Secret language of the Githzerai. Highly similar to the Githyanki language. Has its own written alphabet.


HelpText:
Secret language of the Githyanki. Highly similar to the Githyanki language. Has its own written alphabet.


HelpText:
Language of Tako.  Relies on tentacle movements and coloration changes.


HelpText:
Language of the Hengeyokai.  Uses the common alphabet.


HelpText:
Language of the Bakemono and Shadowlands Ogres.  Uses the dwarven alphabet.


HelpText:
Language of the Buso.  Has no written alphabet.


HelpText:
Language of the Kappa.  Uses the common alphabet.


HelpText:
Language of the Nezumi.  Uses the common alphabet.


HelpText:
Language of the Shadowlands creatures.  Uses the common alphabet.


HelpText:
Language of the Spirit Folk, celestials and dragons.  Uses the Draconic alphabet.


HelpText:
Language of the Tasloi.  Uses the common alphabet.


HelpText:
Language of the Tengu.  Uses the common alphabet.


HelpText:
Language of the Vanara.  Uses the common alphabet.


HelpText:
Language of the Yeti.  Has no written alphabet.


HelpText:
Language of Rokugani.  Equivalent to common.


HelpText:
Language of Shinomen Naga.  Relies heavily on a telepathic bond.


HelpText:
Language of the desmodu. It includes both ultrasonic and subsonic utterances, and non-desmodu cannot speak it.


HelpText:
Spoken in: Underdark (trade language). Alphabet: Espruar


HelpText:
Special series of hand signals developed by the Drow, can effectively communicate nearly any concept. Has no written alp


HelpText:
Spoken in: Mulhorand, Murhom, Semphar. Alphabet: Celestial


# info Potions

HelpText:
This potion causes the drinker to become charmed (as per the spell) with the first creature they see (DMG191).


HelpText:
This oil adds a +30 bonus to all Escape Artist checks.  If poured on the ground, it is treated as a grease spell lasting 8 hours (DMG191).


HelpText:
This potion grants a +2 competence bonus to attacks, saves and skill checks for 1 hour (DMG191).


HelpText:
This potion adds a 1d4+1 enhancement bonus to CHA for 3 hours (DMG191).


HelpText:
Make a Fort save (DC16) or take 1d10 points of temporary CON damage.  1 minute later, save again or suffer the same (DMG235).


HelpText:
This potion allows the drinker to breathe fire up to three times, dealing 3d6 damage on a single target up to 25 feet away (DMG191).


HelpText:
This potion forces the drinker to tell the truth for 10 minutes (Will negates, DC12). (DMG192)


HelpText:
This potion grants a +10 circumstance bonus to Move Silently checks for 1 hour (DMG192).


HelpText:
Items treated with this oil age at a much slower rate, 1 day for every year. Items treated gain a +1 resistance bonus to all saves (DMG191).


HelpText:
This potion enables the drinker to speak fluently and tells lies believably for 1 hour (DMG191).


HelpText:
This potion grants a +10 circumstance bonus to Swim checks for 1 hour (DMG192).


HelpText:
This potion grants a +10 circumstance bonus to Search checks for 1 hour (DMG192).


HelpText:
This potion adds a 1d4+1 enhancement bonus to WIS for 3 hours (DMG192).


HelpText:
This potion adds a 1d4+1 enhancement bonus to INT for 3 hours (DMG191).


HelpText:
This potion grants a +10 competence bonus to Hide checks for 1 hour (DMG191).


HelpText:
This potion grants 1d10+3 temporary hit points for 3 hours (S&F77).


HelpText:
This potion grants the drinker +1d6 fire damage to her unarmed attacks for 3 minutes (S&F77).


HelpText:
This elixir grants you the breath weapon of that type of dragon (MagFR157)


HelpText:
You salve grants you spell resistance of 17 (MagFR165)


HelpText:
This potion renders the character drinking it sterile for one month (MagFR145)


HelpText:
This salve can be used to do the following, dispel magic, fly, darkvision, greater mage hand, cure serious wounds (MagFR163)


HelpText:
Used to transform a dragon into a dracolich.  Poisonous to non-dragons (ingested, DC 25, initial 2d6 Con, secondary 2d6 Con).  (POR 78)


HelpText:
This potion grants damage reduction of 10/+5.  Expires after preventing 70 points of damage or 70 minutes.


HelpText:
This potion grants +1d8 temp HP, +2 to STR , +4 bonus on one Profession, Craft or Knowledge check and adds +1 caster level for 10 (S&S56).


HelpText:
This potion grants an intuitive empathy with animals for 1 hour. (MOTW29)


HelpText:
This potion grants a +10 circumstance bonus on Wilderness Lore checks for 1 hour. (MOTW29)


HelpText:
This potion grants a +10 circumstance bonus on Intuit Direction checks for 1 hour. (MOTW29)


HelpText:
When broken on a surface it acts as a darkness spell. If poured carefully onto an object, it radiates a magical field for one day. (BoC27)


HelpText:
When imbibed, it grants low-light vision, the scent ability, and +2 circumstance bonus on all checks for 1 hour (A&EG123)


HelpText:
This aquamarine potion is the opposite of the fire breath potion (A&EG123)


HelpText:
The drinker gains a +2 natural armor bonus and darkvision up to 60 ft. and last for up to 1 hour (A&EG123)


HelpText:
The drinker gains a +1 natural armor bonus, touch deals 1d8+1, +3 bonus on the touch attack and last for up to 1 hour (A&EG123)


HelpText:
The drinker gains a +1 natural armor bonus, 1d6 points of piercing damage when doing a grapple attack  and last for up to 1 hour (A&G123)


HelpText:
The drinker gains a +3 natural armor bonus and darkvision up to 30 ft. and last for up to 1 hour (A&EG123)


HelpText:
This potion causes 1d4 giant ants within 60` of the imbiber must make a DC 13 Will save or follow the him wherever he goes (A&EG90).


HelpText:
This potent liquid is the equivalent of 4 potions of cure light wounds (MagFR163)


HelpText:
When rubbed on a corpse or skeleton this oil will animate the remains (MagFR145)


HelpText:
The drinker of this potion glows with a daylight spell and can cast sunbeam (MagFR157)


HelpText:
The Wild Dwarves of Chult use this greasy ointment, which protects one slathered in it with 5th level Barkskin. (RoFR172)


# info Race Special Attack

Name:
Breath Weapon Type: %d ft. Cone of Repulsion Gas


Name:
Breath Weapon Type: %d ft. Cone of Paralyzing Gas


Name:
Breath Weapon Type: %d ft. Cone of Sleep


Name:
Breath Weapon Type: %d ft. Cone of Steam


Name:
Breath Weapon Type: %d ft. Line of Lightning


Name:
Breath Weapon Type: %d ft. Cone of Caustic Liquid


Name:
Breath Weapon Type: %d ft. Cone of Corrosive Gas


Name:
Breath Weapon Type: %d ft. Cloud of Poisonous Gas


Name:
Breath Weapon Type: %d ft. Cone of Slow Gas


Name:
Breath Weapon Type: %d ft. Cone of Magma


Name:
Breath Weapon Type: %d ft. Cone of Weakening Gas


Name:
Breath Weapon Type: %d ft. Cone of Salt Crystals


Name:
Breath Weapon: %d ft. Prismatic Spray (DC %d)


Name:
Spell-like Abilities: At will - Two stolen spells


Name:
Create/Destroy Water (Sp): %d/day  DC: %d


Name:
Breath Weapon: %d ft. Cone of Force %dd12 (DC %d)


Name:
Breath Weapon Type: %d ft. Cone of Lightning


Name:
Spell-like Abilities gain +15 to Caster Level


Name:
Caster level for existing Spell-like abilities +15


# info Race Special Quality

Name:
Vulnerability: Energy Damage Weapons (Ex)


Name:
+%d Fort. Saves vs. Spells and Spell-like Effects


Name:
+%d Reflex Saves vs. Spells and Spell-like Effects


Name:
Vulnerability: Blessed Crossbow Bolts (Ex)


Name:
+%d Saves vs. Spells and Spell-like Effects


Name:
+%d Saves vs. Enchantment Spells and Effects


Name:
+%d Will Saves vs. Spells and Spell-like Effects


Name:
Immunity: Reflex Save-Based Attacks (Ex)


Name:
Immunity: Fortitude Save-Based Attacks (Ex)


Name:
Immunity: Death from Massive Damage (Ex)


Name:
Immunity: Ability Damage (Physical Scores)


Name:
Vulnerable to Water-Affecting Spells (Ex)


Name:
Speak directly to all beings within %d miles


Name:
Alternate Form (Su) (hybrid 3/day 1 hour)


Name:
Alternate Form (Su) (humanoid 3/day 1 hour)


Name:
Spell Resistance (Ex): 10 + Racial Hit Dice


Name:
+%d Will Saves vs Divination Spells & Effects


Name:
Immune to desmodu special abilities (Ex)


Name:
Power Resistance (Ex): 5 + Character Level


Name:
Cannot be raised; resurrection works if willing


# info Ranger Favored Enemy

Name:
Organization: Church of Ulutiu (Slumbering)


Name:
Organization: Church of Berronar Truesilver


Name:
Organization: Church of Clangeddin Silverbeard


Name:
Organization: Church of Dugmaren Brightmantle


Name:
Organization: Church of Corellon Larethian


Name:
Organization: Church of Fenmarel Mestarine


Name:
Organization: Church of Rillifane Rallathil


Name:
Organization: Church of Sehanine Moonbow


Name:
Organization: Church of Solonor Thelandira


Name:
Organization: Church of Baervan Wildwanderer


Name:
Organization: Church of Baravar Cloakshadow


Name:
Organization: Church of Callarduran Smoothhands


Name:
Organization: Church of Flandal Steelskin


Name:
Organization: Church of Gaerdal Ironhand


Name:
Organization: Church of Garl Glittergold


Name:
Organization: Church of Segojan Earthcaller


Name:
Organization: Knights of the Shield, the


Name:
Organization: League of the Silver Marches


Name:
Organization: Church of Deneir, Church of


Name:
Organization: Church of Eldath, Church of


Name:
Organization: Church of Finder Wyvernspur


Name:
Organization: Church of Gwaeron Windstrom


# info Rings

HelpText:
The ring provides continual sustenance to the wearer, and the wearer needs only 2 hours of sleep per night.  (DMG195).


HelpText:
A ring which holds one spell of 1st through 6th level.  That spell is countered when cast on the wearer (DMG193).


HelpText:
On command, this ring gives the wearer the ability to see through 20 feet of solid matter.  10 feet for metal and stone (DMG195).


HelpText:
A cursed item. Acts like a ring of feather falling, but the wearer suffers -4 to DEX and 20% spell failure (DMG234).


HelpText:
Dancing lights, Light, Ball lightning, and Shooting stars abilities at night, and Faerie fire and Spark shower abilities while underground (DMG194).


HelpText:
The wearer can magically blend in with her surroundings.  +15 to Hide Checks (DMG192).


HelpText:
Upon command, the ring acts exactly like the spell of the same name (DMG195).


HelpText:
The wearer is protected from one type of energy damage (fire, cold, etc). Subtract 30 points of damage per round (DMG193).


HelpText:
The wearer of this ring doubles third level arcane spells prepared.(DMG195).


HelpText:
The ring grants three wishes to the wearer, as per the spell of the same name (DMG195).


HelpText:
The wearer of this ring doubles fourth level arcane spells prepared.(DMG195).


HelpText:
When activated, a wall of force the size of a large shield comes into being.  The force shield is +2 to AC with no check penalty (DMG194).


HelpText:
A ring that contains up to 10 levels of spells that the wearer can cast (DMG194).


HelpText:
The wearer receives a +10 competence bonus to Swim checks (DMG195).


HelpText:
The ring acts exactly like the spell of the same name (DMG195).


HelpText:
A powerful ring with multiple talents.  Burning hands, Pyrotechnics, Wall of fire, Flame strike, among others (DMG193).


HelpText:
The wearer of this ring is treated as if they had the Monk evasion class feature (DMG193).


HelpText:
The wearer can befriend up to 12 HD of animals, as per the spell Animal Friendship (DMG192).


HelpText:
Upon command, the ring acts exactly like the spell of the same name (DMG194).


HelpText:
The wearer of this ring doubles first level arcane spells prepared(DMG195).


HelpText:
The wearer of the ring can endure cold as if she had endure elements (cold) cast upon her (5 points of damage/round) (DMG195).


HelpText:
The wearer is protected from one type of energy damage (fire, cold, etc). Subtract 15 points of damage per round (DMG193).


HelpText:
A pair of rings.  Each ring can bestow a shield other spell on the wearer of the ring`s mate. (DMG194).


HelpText:
A ring with charges.  Expend 1, 2 or 3 charges to deal 1d6, 2d6 or 3d6 of damage, respectively.  The ring has additional powers as well (DMG194).


HelpText:
The ring acts exactly like the spell of the same name (DMG194).


HelpText:
The wearer heals 1 hp per level every hour.  Loss of limb or organ is also regenerated (DMG194).


HelpText:
A powerful ring with multiple talents.  Meld into stone, Stoneshape, Stoneskin, Passwall, among others (DMG193).


HelpText:
When rubbed, the ring calls forth a Djinni for 1 hour per day of faithful service (DMG193).


HelpText:
A powerful ring with multiple talents.  Water walk, Water breathing, Wall of ice, Ice storm, among others (DMG193).


HelpText:
The wearer receives a +5 deflection bonus to AC (DMG194).


HelpText:
The wearer receives a +1 deflection bonus to AC (DMG194).


HelpText:
The wearer is immune to detect thoughts, discern lies and alignment checks (DMG194).


HelpText:
The ring acts exactly like the spell of the same name, if the wearer ever falls more than 3 feet (DMG193).


HelpText:
The wearer of this ring doubles second level arcane spells prepared (DMG195).


HelpText:
A powerful ring with multiple talents.  Feather fall, Gust of Wind, Wind wall, Air walk, among others (DMG193).


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The wearer receives a +3 deflection bonus to AC (DMG194).


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The wearer receives a +4 deflection bonus to AC (DMG194).


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The wearer receives a +10 competence bonus to Climb checks (DMG192).


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On command, the wearer will blink, as per the spell (DMG192).


HelpText:
The wearer receives a +2 deflection bonus to AC (DMG194).


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The ring acts exactly like the spell of the same name, reflecting spells back on the caster  (DMG194).


HelpText:
As if bestowed with the spell of the same name, the wearer receives a +30 bonus to Jump checks (DMG192).


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This ring protects the wearer as if it were a mage armor spell (+4 armor bonus to AC) S&F77.


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This ring provides a character a touch attack that deals 1d8+3 electrical damage (S&F77).


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The wearer is able to Legend lore and Stone tell 1 per tenday, and can find magic traps like a rogue (MagFR146)


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This ring provides its wearer with spell resistance 17 (MagFR145)


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The wearer is invisible to darkvision (MagFR146)


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This dull gray ring allows the wearer to bestow weeping, crippling sadness by touch. (BoVD113)


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When worn by a spell caster, 1 point of damage per spell level from each of the caster`s damaging spells is vile damage. (BoVD113)


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When wearing this ring you kill a 10 level humanoid you gain the ability to function as if under the spell of free action for the day (BoVD118)


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This iron ring, once put on, cannot be removed except by the wearer of the master ring keyed to it. (BoVD113)


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The wearer of this iron ring can deal 3d6 points of damage per round as a free action to anyone wearing a slave ring 3 times per day. (BoVD113)


HelpText:
A powerful ring with multiple talents (A&EG124).


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When used draws any loose metal object to you (A&EG124)


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The wearer is under a continuous misdirection effect, redirecting divination spells that reveal auras cast upon him (A&EG125)


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Ghost touch item. When worn by an incorporeal creature, it causes that creature to manifest fully as long as the ring is worn. (GW67)


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Sets of 6; 1 master & 5 servant. Functions like amulet of inescapable location. (Udrk 71)


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1/day the wearer can activate Neutralize Poison on themselves. (Udrk 71)


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On command this ring gives benefits of Detect Thoughts spell. (Udrk 71)


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The wearer of this ring is granted the benefits of a holy aura. (ELH136)


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This ring grants the wearer a deflection bonus equal to its plus value. (ELH136)


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The wearer of this ring is granted the benefits of elemental resistance of 15 but for all types. (ELH136)


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The wearer of this adamantine band  continually provides the wearer with immunity to that type of energy. (ELH135)


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The wearer of this jagged metal ring is constantly sheathed in a cloak of chaos effect. (ELH135)


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The wearer of this ring doubles 8th level arcane spells prepared. (ELH136)


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The wearer of this ring doubles 7th level arcane spells prepared. (ELH136)


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The wearer of this blue-black ring is constantly sheathed in a shield of law effect. (ELH135)


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The wearer of this ring doubles 5th level arcane spells prepared. (ELH136)


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The wearer of this ring doubles 6th level arcane spells prepared. (ELH136)


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This ring allows the wear to communicate with dragons, create a dragon figment, and transmit a call to a named dracolich.  (POR 78)


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Constantly confers the benefits of the spell Positive Energy Protection (BBS46).


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A ring which holds one spell of 1st through 9th level.  That spell is countered when cast on the wearer (BBS46).


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Allows the wearer to see invisible, astral, or ethereal creatures within 130 feet.


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1/day, creates Silence effect about the wearer, and allows the wearer to cast 3 spells as though using the Silent Spell Feat.


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1/day, creates Silence effect about the wearer, and allows the wearer to cast 3 spells of up to 3rd level as though using the Silent Spell Feat.


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1/day, creates Silence effect about the wearer, and allows the wearer to cast 3 spells of up to 6th level as though using the Silent Spell Feat.


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This ring allows the wearer to see ethereal creatures


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When worn, each melee attack made by the wearer deals 1 extra point of vile damage. (BoVD113)


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This ring grants a +2 to bluff, diplomacy and sense motive checks (SS54)


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This ring allows the wearer to speak a command word and instantly grow (SS54)


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These two rings when worn in a set, grants a +4 armor bonus and is harmful to the touch (A&EG124)


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Acts as a ring of spell storing but the spell can not be cast out of the ring (A&EG125)


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Allows the user to talk to any other with the same ring with in one mile (A&EG125)


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The wear of this ring grants +5 competence bonus on open locks checks and cast knock three times a day (A&EG125)


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+1 enhancement bonus on attack and damage rolls (A&EG125)


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3 times a day the wearer can affect someone with shocking grasp and once a day can use shout spell (A&EG125)


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Mark of the Favored is AL LN; SV Fort +9, Ref +9, Will +12; Str -, Dex -, Con -, Int 15, Wis 16, Cha 7, Ego 20 (A&EG142)


HelpText:
This ring has 25 charges of Neutralize poison (LoD181)


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This plain band of black iron grants its wearer damage reduction 10/+5. (ELH136)


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The wearer of this ring is granted the benefits of a sequester spell. (ELH136)


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A ring with one of ten different powers each day. (ELH154)


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The wearer of this ring doubles 9th level arcane spells prepared. (ELH136)


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The wearer of this ring is granted the benefits of elemental resistance of 30 but for all types. (ELH136)


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The wearer of this ring is the same as the ring of Ironskin but any weapon that hits the wearer has a chance of shattering. (ELH136)


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Teleport 3x/day in UnderMountain; negate arcane lock/non-prismatic barriers; acts ring of freedom; absorbs magic missiles/electricity (ELH295)


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The wearer of this ring is granted fast healing of 3. (ELH136)


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The wearer of this ring constantly sheathed in an unholy aura. (ELH136)


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When worn, it functions as a ring of immunity for all types of energy - fire, cold, electricity, acid, and sonic. (ELH136)


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Continually grants user a +10 bonus to Stabilize Self checks.


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Continually grants user a +10 bonus to Autohypnosis checks.


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The wearer is able to communicate with any dragon, 1/day silent image, You can call a named dracolich or evil dragon (MagFR146)


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The ring will cast heal every time the wearer drops below 0 hit points, but only has nine charges (MagFR146)


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The wearer can cast light 1/ round, and detect poison on command by touch  (MagFR147)


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The wearer is immune to all types of infections and diseases (MagFR146)


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This ring gives you a +2 resistance bonus on saves and +2 deflection bonus on AC (MagFR146)


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The wearer is immune to energy drain and ability drain (MagFR146)


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The wearer is a wear of all spells being cast in 60 ft  (MagFR147)


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The wearer is able to to attack unarmed as if armed doing 1d8 damage (MagFR146)


# info Rods

HelpText:
Acts as a +1 light mace. A successful melee touch attack deals 1d4 temporary STR and 1d4 temporary CON damage (Fort save, DC 14) (DMG199).


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A rod that can douse fires of varying intensity.  The rod has 10 charges, renewed each day.  A fire creature can take 6d6 damage if attacked (DMG197).


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Upon activation, this rod will point at the nearest mass of minerals, up to 30 feet away (DMG197).


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Acts as a +1 heavy mace. The head of the rod becomes that of a serpent, doing 1d10 points of temporary CON damage (Fort save, DC 14) (DMG198).


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3 times per day, this rod can negate the effects of a magic item for 2d4 rounds (DMG197).


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When this single-use rod touches another magic item, it drains that item of all magical properties (DC 19) (DMG196).


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Acts as a +2 light mace. Can also call forth a lightning bolt, thunderclap (as per the shout spell), and add`l electrical damage (DMG198).


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When activated, the rod will remain fixed in space.  The rod can support up to 8000 pounds (DMG197).


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Upon activation, this rod will point at the nearest hostile creature up to 60 feet away. It can be used up to 3 times/day (DMG197).


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A rod which can take on the characteristics of one of many magical weapons. The rod can also cast hold person, fear, among others (DMG197).


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A rod that acts as a +1 light mace. The holder can detect evil/good/chaos/law/magic, discern lies & see invisibility, among others (DMG196).


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A rod that absorbs spells cast at the wielder.  Energy thus stored can be used to cast spells.  50 levels stored (DMG196).


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This rod acts as a +2 quarterstaff. Upon command it can grow to an obedient,  25 foot huge constrictor snake. (DMG198).


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Upon activation this rod changes to a +3 dire flail (DMG197).


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Each time the rod is used, it generates any number of weird effects.  Consult your DM or DMG199 for a table of these effects (DMG199).


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Upon activation, this rod commands up to 300 hit dice of creatures within 120 feet. After 500 minutes of use, the rod crumbles (DMG198).


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The possessor of this rod gains a +4 enhancement bonus to CHA. Once per day, the rod garbs the wielder in fine clothing and jewels (DMG198).


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This rod creates a nondimensional paradise where the wielder and others can rest, heal and feast in abundance.  Sorry, no naked chicks (DMG198).


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A rod that allows it bearer to channel energy at four levels higher than normal, and cast Command 3 times per day. ((DotF25))


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The user of this rod can cast up to three spells per day as though using the Silent Spell feat. (T&B76)


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The user of this rod can cast up to three spells per day as though using the Extend Spell feat. (T&B76)


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Once per day the wielder can summon horrible little creatures of greenish energy that look like miniscule imps or quasits. (BoVD114)


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This black, slightly twisted metal rod sprays a cone of acid up to 30 feet. (BoVD113)


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All celestials within 60 feet of the rod take a -4 profane penalty on attack and damage rolls, saving throws, and skill checks. (BoVD113)


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This rod allows a willing user to draw a fiend or malevolent ghost into himself for possession. (BoVD114)


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This rod can Hold monster once per day (A&EG154)


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This rod gives the wielder resistance 15 and can be used as a +1 Light mace (A&EG154)


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This rod when within  60 ft. of a construct with no Int., you can take control  and override any commands (A&EG125)


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3/day you can make a silk strand shoot out of the rod and entangle a creature (MagFR148)


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the bearer gains a deflection bonus to AC, 1/day may use Empower Spell (MagFR148)


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Similar to a rod of lordly might, this rod has combat and utilitarian features (MagFR148)


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This rod protects you from one type of energy (MagFR148)


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The rod of tuning is a powerful magic device that serves to ward against outsiders in addition to it mundane function (MagFR149)


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On command, the rod of whips grows a magic tendril of force from one end that functions as a whip. (MagFR149)


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this staff can make a 2-foot-diameter mirrorlike area at its top end (MagFR148)


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This silver metal rod fires a sphere of sticky material that acts as a tanglefoot bag (MagFR149)


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The rod of sphere can, 3/day create a 4-foot-diameter spherical bubble that last for 2 hours (MagFR148)


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When held, the bearer gets a +4 resistance bonus on all saving throws against sonic effects (MagFR148)


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This rod acts as a minor cloak of displacement, 2/day can use jump and knock, 1/day make a ward that repels open water (MagFR148)


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Animate dead + rebuke &/or command undead at +4 levels. (Undrk 71)


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At will, negate the effects of faerzness in a 10-ft radius for up to 1 hr/day (Dispellable) (Undrk 72)


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This rod can command the obedience and fealty of creatures within 360 feet. (ELH138)


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This rod can absorbs a maximum of 150 spell levels. (ELH137)


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All within 20` of the weilder must Will Sv (DC 17) or suffer nightmare spell next time they sleep.  Cast Wail of Banshee 3x/day (DC 23). (ELH139)


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This rod acts as a telescope; allows true seeing; Special functions are Map, Passage, Pass Without Trace. (ELH139)


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This rod can make siege Engines and become a battering Ram. (ELH137)


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This rod can drain items of all magical properties. (ELH137)


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This rod can become a silver dragon of Wyrm size. (ELH140)


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This rod can become a blue dragon of Wyrm size. (ELH140)


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This rod creates a nondimensional space where up to 1000 people can stay. (ELH139)


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This rod can become a green dragon of Wyrm size. (ELH140)


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This rod gives its wielder a +8 Charisma for as long as she carries the item. (ELH138)


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This rod can become a white dragon of Wyrm size. (ELH140)


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This rod can become a black dragon of Wyrm size. (ELH140)


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This rod can become a brass dragon of Wyrm size. (ELH140)


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This rod grants you powers to be better protected. (ELH139)


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This rod gives its wielder a pool of experience points to draw from to cast spells. (ELH138)


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This rod is useful for the construction and defense of fortifications. (ELH139)


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This rod is similar to a rod of lordly might although it is far more powerful. (ELH137)


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This rod can become a gold dragon of Wyrm size. (ELH140)


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At will rebuke/control undead at +4 levels; cast animate dead (42 HD) which don`t count toward limit) or slay living (DC 25) at will. (ELH139)


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This rod negates magic items for 2d4 rounds. (ELH138)


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This rod gives its wielder a +10 insight bonus on spellcraft checks. (ELH138)


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This rod can become a copper dragon of Wyrm size. (ELH140)


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This rod can become a red dragon of Wyrm size. (ELH140)


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This rod can become a bronze dragon of Wyrm size. (ELH140)


HelpText:
The user of this rod can cast up to three spells per day as though using the Maximize Spell feat. (T&B76)


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The user of this rod can cast up to three spells per day as though using the Cooperative Spell feat. (T&B76)


HelpText:
The user of this rod can cast up to three spells per day as though using the Empower Spell feat. (T&B76)


HelpText:
The user of this rod can cast up to three spells per day as though using the Quicken Spell feat. (T&B76)


HelpText:
The user of this rod can cast up to three spells per day as though using the Energy Substitution feat. (T&B76)


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The user of this rod can cast up to three spells per day as though using the Enlarge Spell feat. (T&B76)


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The user of this rod can cast up to three spells per day as though using the Sculpt Spell feat. (T&B76)


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This rod has may powers with three limbs (A&EG126)


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These two rods can find each other (A&EG126)


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This rod has may powers with six limbs (A&EG126)


HelpText:
The user of this rod can cast up to three spells per day as though using the Chain Spell feat. (T&B76)


HelpText:
As Rod of Absorption, but creates a backlash of negative energy dealing 1d6 points of damage/spell level to the caster of the spell (Will save half)


HelpText:
A rod of embassy is keyed to each plane and makes you no longer an outsider (A&EG125)


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May use the following  powers 5 times a day, Blast of force, Wall of Force, Blade of force (A&E126)


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If you use a touch attack against a incorporeal creatures, you do 2d4 points of damage, and become incorporeal your self once a day (A&EG126)


HelpText:
With this rod you can mimic any voice or sound (A&EG126)


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Anyone stuck with this rod is paralysis unless you save vs Fort (DC 25) (A&EG126)


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This rod can animate tress among other things (A&EG126)


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This rod breaks up into 4 peaces and set up a alarm and detect scrying  at its edge (A&EG126)


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This rod can Control weather, whirlwind, and greater restoration each once per day, and can be used as a +5/+5 quarter staff (A&EG154)


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This rod can Wind walk once per day, and can be used as a +4/+4 quarterstaff (A&EG154)


HelpText:
This rod can Heal once per day (A&EG154)


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This rod can Slow 5 times a day(A&EG154)


HelpText:
This rod can Haste once per day (A&EG154)


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This rod can Shapechange once a day, can be used as +3/+3 quarterstaff (A&EG154)


HelpText:
Minion of the Serpent Lord is AL NE; SV Fort +7, Ref +7, Will +9; Str -, Dex -, Con -, Int 17, Wis 15, Cha 17, Ego 13 (A&EG142)


HelpText:
This rod can True seeing once per day (A&EG154)


HelpText:
This rod can Cure light wounds 5 times a day (A&EG154)


HelpText:
This rod can Gust of wind 5 times per day (A&EG154)


HelpText:
This rod can Control winds 2 times a day, and can be used as a +2 Heavy mace (A&EG154)


HelpText:
This rod pulses in the weilders hand and points to the nearest portal w/in 60 ft. (undrk 72)


HelpText:
Wielder continuously protected by spiderskin (+2 nat AC/poison/hide). Freedom of move in a web environment (Undrk 72)


HelpText:
A small sturdy rod, or mini portable ram,  that utterly destroys a portal (Fort save DC 20 negates) (Undrk 75)


HelpText:
Made of white birch, it points to the nearest source of potable water within 520 ft. (Undrk 72)


HelpText:
This rod give you one extra spell slot per casting level (MagFR171)


# info Shield

HelpText:
A large shield is too heavy for you to use your shield hand for anything else.


HelpText:
You can carry other items in the same hand, but not use weapons with it.


HelpText:
Massive wooden shield nearly as tall as you. Provides cover instead of an AC bonus.


HelpText:
Small metal shield that straps to arm. You can use bow or crossbow with no penalty.


HelpText:
A large shield made from mithral (DMG183).


HelpText:
A nonmagical shield made from darkwood (DMG183).


HelpText:
A +1 large steel shield. Three times per day it can fire a single spine for 1d10 damage (DMG183).


HelpText:
A +2 large steel shield that can bite attack at the wielder`s base attack bonus and 2d6 damage (DMG183).


HelpText:
A large nonmagical shield, with a natural +1 enhancement bonus (DMG183).


HelpText:
A +3 round, large wooden shield. Once per day it can be commanded to fly for up to two hours (DMG183).


HelpText:
A +1 small wooden shield that has a small leather strip on the back.  This strip can hold one spell (DMG183).


HelpText:
A +1 large steel shield that upon command can annihilate one large (or smaller) object or creature (DMG182).


HelpText:
Tessen acts like much like a buckler, through you cannot wield a weapon in the same hand (AO77).


HelpText:
Kappa Shell functions much like a tower shield


HelpText:
Chahar-aina can be worn over other types of armor (OA75)


HelpText:
These +1 arrow deflection large shields are popular among those who hunt evil humanoids in the storm horns (MagFR137)


HelpText:
This +1 bashing shock large steel shield bears the upright gauntlet symbol of Torm (MagFR138)


HelpText:
A +1 large steel shield gives the wielder spell resistance 17 against all spells with the force descriptor.(MagFR138)


HelpText:
Dastana consists of large metal bracers that can be worn with other armor (AO75).


HelpText:
This +1 tessen of blinding can create a ray of searing light once per day in addition to its blinding ability (OA123).


HelpText:
This +4 Large metal shield also protects you from arrows as the spell and thugs (LoD181)


HelpText:
A +1 buckler that can be turned into a tower shield.


HelpText:
This +1 Small Steel Shield can grow or shrink in size from Buckler to Tower Shield as a standard action. (A&EG95)


HelpText:
This is a tiny vermin that can be used as a shield.  Confers +1 nonmagical enhancement to AC (See Text A&EG 14-15)


HelpText:
On command, this single bracer calls a swarm of insects that move with the wearers arm, and act as a +1 Small Shield. (A


HelpText:
This +1 Buckler can transform on command to become any of 5 tools, determined randomly. (A&EG95)


HelpText:
This +2 Small steel shield continually oozes Spider Poison, and can turn into a small Monstrous Spider 1/day. (A&EG94)


HelpText:
This +6 Large shield made from scales of a Black Great Wyrm breaths an 80` line of acid for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Bronze Great Wyrm breaths an 80` line of lightning for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Green Great Wyrm breaths an 40` cone of acid gas for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Red Great Wyrm breaths an 40` cone of fire for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Blue Great Wyrm breaths an 80` line of lightning for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Silver Great Wyrm breaths an 40` cone of cold for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Gold Great Wyrm breaths an 40` cone of fire for 20d6 3x/day. (ELH 129)


Name:
Shield, large, wooden with sapphire inlaid

HelpText:
A large wooden shield with sapphire inlaid worth 400 gp.


HelpText:
This +6 Large shield made from scales of a Copper Great Wyrm breaths an 80` line of acid for 20d6 3x/day. (ELH 129)


HelpText:
This +6 Large shield made from scales of a Brass Great Wyrm breaths an 80` line of fire for 20d6 3x/day. (ELH 129)


HelpText:
These spiked small metal shields allow a user to attempt to disarm an opponent without provoking an AoO. (RoFR157)


# info Skill

HelpText:
Detect when someone is bluffing you, when something is up, or someone is lying. (Wis)


HelpText:
You can make alchemical items and identify substances and potions. (Int)


HelpText:
You can appraise common or well-known objects within ten percent of their value. (Int)


HelpText:
You can make firm knots, undo tricky knots, and bind prisoners with ropes. (Dex)


HelpText:
You can make the outrageous or untrue seem plausible. (Cha)


HelpText:
You can decipher writing in an unfamiliar language or in an incomplete or archaic form. (Int)


HelpText:
A successful Swim check allows you to swim a certain distance. (Str)


HelpText:
You can keep yourself and others safe and fed in the wild. (Wis)


HelpText:
Gives a bonus on difficult tasks with a particular type of mount. (Dex)


HelpText:
Improves the attitude of an animal with a successful check. (Cha)


HelpText:
Use this skill to slip bonds, wriggle through tight spaces, or escape an opponents grip. (Dex)


HelpText:
Use this skill to change others` attitudes with a successful skill check (Cha).


HelpText:
Learn to speak, read and write a new language. Max rank is one.(None)


HelpText:
Detect hiding or obscured creatures, a creature in disguise, or an invisible creature. (Wis)


HelpText:
Use this skill to disarm a trap, jam a lock, rig a wagon wheel to fall off, etc. (Int)


HelpText:
You can land softly when you fall or tumble past opponents. (Dex)


HelpText:
Use this skill to make contacts, learn local gossip, and collect general information. (Cha)


HelpText:
Use this skill to climb a cliff, wall, or other difficult incline. (Str)


HelpText:
You know how to send and receive secret messages that sound innocuous. (Wis)


HelpText:
You can find secret doors, simple traps, and other details not readily apparent. (Int)


HelpText:
You can understand what others are saying by watching their lips. (Int)


HelpText:
Use this skill to move unseen, tail someone without being noticed, or to hide from sight. (Dex)


HelpText:
Identify spells as they are cast or spells already in place. Helps wizards learn new spells. (Int)


HelpText:
Gives you a bonus to spy on others when using a scry spell or magical scrying device. (Int)


HelpText:
Hear approaching enemies, someone sneaking up on you, or eavesdrop on a conversation. (Wis)


HelpText:
Use this skill to keep a badly wounded friend from dying, heal others faster, and treat poison. (Wis)


HelpText:
Use this skill to get a bull to back down or to get a prisoner to give you information, etc. (Cha)


HelpText:
You know how to train and domesticate animals and to handle domesticated animals. (Cha)


HelpText:
You are skilled in several artistic forms and ability to impress audiences. (Cha)


HelpText:
Use this skill to change your appearance or someone else`s. (Cha)


HelpText:
You can activate magic devices, including scrolls and wands, which otherwise you could not. (Cha)


HelpText:
Use this skill to forge documents, signatures, maps, etc. (Int)


HelpText:
Use this skill to leap over pits, vault low fences, or reach a tree`s lowest branches. (Str)


HelpText:
You are trained in a craft, trade, or art such as armorsmithing, bookbinding, pottery, etc. (Int)


HelpText:
You can answer questions pertaining to your field of knowledge with a successful check. (Int)


HelpText:
You can use this skill to sneak up behind an enemy or to slink away without being noticed. (Dex)


HelpText:
Pick padlocks, finesse combination locks, and solve puzzle locks. (Dex)


HelpText:
You are trained in a professional role, such as apothecary, boater, bookkeeper, cook, farmer, etc. (Wis)


HelpText:
Barbarians may spend two skill points to be able to read and write. Max rank is one. (None)


HelpText:
By concentrating for 1 minute, you can determine where true north lies in relation to yourself. (Wis)


HelpText:
You can walk on a precarious-surface as a move equivalent action. (Dex)


HelpText:
This skill helps you complete an action despite distractions (like being hit while casting a spell). (Con)


HelpText:
Cut or lift a purse, palm something, or perform feat of legerdemain with a small object. (Dex)


HelpText:
Use this skill to realize you are dreaming, consciously direct dreams, and move into other dreamscapes. (Wis.)


HelpText:
You may do additional damage if you attack a flat-footed opponent after drawing your weapon. (Cha)


HelpText:
Use this skill to spy on someone with the remote viewing power. (Int)


HelpText:
Use this to activate psionic devices, including power stones and dorjes that otherwise you couldn`t activate. (Cha)


HelpText:
Use this skill to identify psionic powers as they manifest or psionic effects already in place. (Int)


HelpText:
Use this skill to keep from succumbing to a mortal wound. (Con)


HelpText:
Allows you to control the change to an alternate form. (Wis)


HelpText:
You have trained your mind to resist certain injuries and threats, as well as gain a few select benefits. (Wis)


# info Spell

Target/Area:
Quarter circle emanating from you to the extreme of the range.

HelpText:
Detects species of animals or plants (PH192).


HelpText:
Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels (PH227).


Target/Area:
Up to one creature per level, all within 30 ft. of each other.

HelpText:
Frees subjects from enchantments, alterations, curses, and petrification (PH181).


HelpText:
You suffer half of subject`s damage (PH251).


Target/Area:
Circle, centered on you, with a radius of 400 ft. + 40 ft. /level

HelpText:
Indicates direction to familiar creature (PH223).


HelpText:
Calls elemental or animal to fight for you (PH260).


HelpText:
Grants immunity to all death spells and effects (PH191).


HelpText:
Makes minor repairs on an object (PH227).


HelpText:
Gains permanent animal companions (PH173).


HelpText:
Subjects within range cannot lie (PH274).


Target/Area:
10-ft. /level radius emanating from the touched point.


HelpText:
Animal or tree gains human intellect (PH177).


Target/Area:
One touched object of up to 50 lb./level and 3 cu. ft./level

HelpText:
As teleport, but affects a touched object (PH269).


HelpText:
Masks object against divination (PH232).


HelpText:
As limited wish, but with fewer limits (PH273).


Target/Area:
1d4 + 1/level tentacles, all within 15 ft. of a central point.

HelpText:
1d4 +1/level tentacles grapple randomly within 15 ft (PH201).


HelpText:
Attacks miss subject 20% of the time (PH181).


HelpText:
Ranged attacks against you suffer 20% miss chance (PH200).


HelpText:
Spies on subject from a distance (PH247).


HelpText:
Hides expensive chest on Ethereal Plane; you retrieve it at will (PH220).


HelpText:
Subject is immune to mental/emotional magic and scrying (PH228).


HelpText:
Invisible floating eye moves 30 ft. /round (PH175).


HelpText:
As change self, plus more drastic changes (PH172).


Target/Area:
Nonmagical, unattended object weighing up to 5 lb.


HelpText:
Opened object deals 1d4 +1/level damage  (PH205).


HelpText:
Touch attack, 2d8 +1/level damage (max +10) (PH217).


Target/Area:
One creature/level in a 20 ft. radius burst centered on you.

HelpText:
+4 AC, +4 resistance, and 25 SR against evil spells (PH214).


Target/Area:
Up to five creatures, no two of which can be more than 15 ft. apart.

HelpText:
1d4+1 damage; +1 missile/two levels above 1st (max +5) (PH224).


HelpText:
Armor or shield gains +1 hardness/level (PH225).


Target/Area:
Fog that spreads in a 30-ft. radius, 20 ft. high

HelpText:
Blocks vision and slows movement (PH253).


Target/Area:
Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart.

HelpText:
Cold metal damages those who touch it (PH183).


Target/Area:
One creature/level in a 20-ft-radius burst centered on you.

HelpText:
+4 AC, +4 resistance, and 25 SR against chaotic spells (PH251).


HelpText:
Calls elemental or animal to fight for you (PH261).


HelpText:
Makes one person or animal your friend (PH183).


HelpText:
Touch delivers 1d8 +1/level electricity (PH251).


HelpText:
Undead can`t perceive one subject/level (PH218).


HelpText:
You become ethereal for 1 round/level (PH201).


HelpText:
Sends a short message one mile/level (PH272).


Target/Area:
All magical effects and items within a 30-ft.-radius burst.

HelpText:
Dispels magic, disenchants magic items (PH230).


Target/Area:
Cloud centered on you spreads 30 ft. and is 20 ft. high.


HelpText:
Invisible disc gives cover, blocks magic missiles (PH251).


Target/Area:
5 ft. wide to medium range; or 10 ft. wide to 50 ft. + 5 ft./level.

HelpText:
Electricity deals 1d6 damage/level (PH222).


HelpText:
Mundane or magical writing vanishes (PH200).


Target/Area:
Extradimensional mansion, up to three 10-ft. cubes/level (S)

HelpText:
Summons riding horse for 2 hr./level (PH231).


Target/Area:
Barred cage (20-ft. cube) or windowless cell (10-ft. cube)

HelpText:
Cube of force imprisons all inside (PH207).


HelpText:
Object sheds absolute darkness in 60-ft. radius (PH191).


HelpText:
Enemies suffer -1 attack, -1 on saves against fear (PH177).


HelpText:
Subject gains 1d4+1 Dex for 1 hr. /level (PH182).


HelpText:
Dispels invisibility within 5 ft. /level (PH218).


Target/Area:
One 20-ft. cube/level (S); or one fire-based magic item.

HelpText:
Extinguishes nonmagical fires or one magic item  (PH241).


HelpText:
+1 attack, +1 on saves against fear, 1d8 temporary hit points (PH172).


HelpText:
Compels subject to follow stated course of action (PH257).


HelpText:
Releases creature suffering imprisonment (PH207).


Target/Area:
Creatures and objects within a 5-ft.-radius burst.

HelpText:
Outlines subjects with light, canceling blur, concealment, etc (PH202).


HelpText:
+2 AC and saves, counter mind control, hedge out elementals and outsiders (PH240).


Target/Area:
10-ft.-radius emanation, centered on you.


Target/Area:
Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall.

HelpText:
Cyclone inflicts damage and can pick up creatures (PH272).


HelpText:
As shadow evocation, but up to 5th level (PH211).


HelpText:
Restores life to subject who died up to 1 day/level ago (PH242).


HelpText:
Reveals creatures, spells, or objects (PH193).


HelpText:
Requests a deity`s intercession (PH228).


HelpText:
As hold person, but animals only (PH214).


HelpText:
Recalls spell of 5th level or less. Wizard only. PH231).


Target/Area:
One touched object weighing no more than 10 lb.


HelpText:
Step from one tree to another far away (PH267).


Target/Area:
1 lb. of wood/level, all within a 20-ft. radius.

HelpText:
Bends wood (shaft, handle, door, plank) (PH271).


HelpText:
Reveals natural or primitive traps (PH194).


HelpText:
Creates partially-real double of a creature (PH252).


HelpText:
Mummies, specters, vampires, or ghosts (PH189).


HelpText:
Holds one person helpless; 1 round/level (PH214).


HelpText:
See all things as they really are (PH267).


HelpText:
Touch, 1d8 +1/level damage (max +5) (PH217).


Target/Area:
Several living creatures, no two of which may be more than 30-ft. apart.


HelpText:
Alters item to transport its possessor to you (PH243).


Target/Area:
Creatures in a 30-ft.-radius spread centered on you.

HelpText:
Kills, paralyzes, weakens, or dazes nongood subjects (PH215).


Target/Area:
Colorful lights with a 15-ft.-radius spread.

HelpText:
Lights prevent 24 HD of creatures from attacking or moving away (PH241).


HelpText:
Paralyzes one subject, who exudes stench (-2 penalty) nearby (PH209).


HelpText:
Subject gains 1d4 negative levels (PH199).


HelpText:
Rolling ball of fire, 2d6 damage, lasts 1 round/level  (PH206).


HelpText:
Provides useful advice for specific proposed actions (PH197).


Target/Area:
10-ft.-radius spherical emanation centered on you.

HelpText:
Stops 1st- through 3rd-level spell effects (PH228).


Target/Area:
Create 1d4 levitating eyes +1 eye/level.

HelpText:
1d4 floating eyes +1/level scout for you (PH240).


HelpText:
Subject gains +1 on saving throws (PH245).


HelpText:
Allows `listening` to surface thoughts (PH194).


HelpText:
Conceals subject`s alignment for 24 hours (PH267).


HelpText:
Calls outsider to fight for you (PH259).


HelpText:
Stops poison from harming subject for 1 hour/level. (PH191).


Target/Area:
One object of up to 10 lb. whose longest dimension is 6 ft. or less.

HelpText:
Prepared object appears in your hand (PH198).


HelpText:
Insect horde limits vision, inflicts damage, and weak creatures flee (PH217).


HelpText:
Infects subject with chosen disease (PH187).


Target/Area:
20-ft.-radius sphere centered on your location.

HelpText:
Creates shelter for 10 creatures (PH220).


HelpText:
Blinds all within 10 ft. , deals 3d6 damage (PH261).


HelpText:
Array of magic effects protect area (PH211).


Target/Area:
Animals, beasts, or magical beasts with Intelligence 1 or 2 within 30 ft. of each other.

HelpText:
Calms 2d4 +1/level HD of animals, beasts, and magical beasts (PH182).


Target/Area:
One living creature or one or more creatures within a 15-ft.-radius sphere.

HelpText:
Kills one tough subject or many weak ones. (PH237).


HelpText:
Kills, paralyzes, weakens, or dazes nonevil subjects (PH179).


Target/Area:
You or one willing creature or one object (total weighting up to 100 lb./level.)

HelpText:
Willing subject moves up and down at your direction (PH222).


Target/Area:
Up to 16 HD worth of summoned elementals and outsiders, no two of which can be more than 30-ft. apart when they appear.

HelpText:
As lesser planar ally, but up to 16 HD (PH235).


HelpText:
Ray inflicts 1d6/level, and more against undead (PH248).


HelpText:
As protection spells, but 10-ft. radius and 10 min/level (PH223).


HelpText:
Changes any subject into anything else (PH236).


HelpText:
Your staff becomes a treant on command (PH183).


HelpText:
Directs lightning bolts (1d10/level) during storms (PH182).


HelpText:
Turns subject creature into statue (PH206).


HelpText:
Touch inflicts 1d10 Con damage, repeats in 1 min (PH236).


Target/Area:
You and one touched creature/three levels

HelpText:
You and your allies turn vaporous and travel fast (PH272).


HelpText:
Cures 2d8+1/level damage (max +10) (PH190).


Target/Area:
Creature (Gargantuan or smaller) touched.

HelpText:
Subject treads on air as if solid (climb at 45-degree angle) (PH172).


HelpText:
1d8 fire damage/level; you can delay blast for 5 rounds (PH191).


HelpText:
Subjects can breathe underwater (PH271).


HelpText:
Damages and sickens good creatures (PH268).


HelpText:
Intense tremor shakes 5-ft. /level radius (PH198).


Target/Area:
One touched piece of rope 5 to 30 ft. long.

HelpText:
Up to eight creatures hide in extradimensional space (PH246).


HelpText:
As lesser geas, plus it affects any creature (PH208).


Target/Area:
You and touched objects or other touched willing creatures weighing up to 50 lb./level.

HelpText:
As teleport, but no off-target arrival (PH265).


HelpText:
Transforms raw materials into finished items (PH202).


HelpText:
Delivers short message anywhere, instantly (PH248).


HelpText:
Changes one page to hide its real content (PH248).


HelpText:
You gain attack, damage bonus, +1/three levels (PH197).


HelpText:
Prepares extra spells or retains one just cast. Wizard only (PH242).


HelpText:
Traps subject in extradimensional maze (PH226).


HelpText:
Knocks unconscious, blinds, or stuns 1d6 weak creatures (PH185).


HelpText:
Commands subject of 7 HD or less (PH221).


Target/Area:
One creature/level, no two of which can be more than 30 ft. apart.

HelpText:
One subject/level takes only partial actions, -2 AC, -2 melee rolls (PH253).


HelpText:
Understand all spoken and written languages (PH186).


Target/Area:
Food and water to sustain three humans or one horse/level for 1 day.

HelpText:
Feeds three humans (or one horse)/level (PH189).


Target/Area:
Creature or object of up to 1 cu. ft./level touched.

HelpText:
Detoxifies venom in or on subject (PH232).


HelpText:
Subject becomes insubstantial and can fly slowly (PH207).


HelpText:
20-ft. radius of supernatural darkness (PH190).


HelpText:
One natural weapon of subject gets +1 to att and dam per 3 caster levels  (PH210).


HelpText:
Plants entangle everyone in 40-ft-radius circle (PH200).


HelpText:
Smites foes with divine fire (1d6/level)  (PH205).


Target/Area:
One creature or object (up to a 2-ft.cube/level) touched.

HelpText:
Subject is invisible to sight and scrying (PH249).


Target/Area:
Path 120 ft. wide and 10 ft. high, emanating from you.


Target/Area:
Ethereal 5 ft. x 8 ft. opening, 1 ft./level deep.

HelpText:
Invisible passage through wood or stone (PH235).


Target/Area:
Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S).

HelpText:
Creates minor illusion of your design (PH252).


HelpText:
Magical weapon attacks on its own (PH256).


HelpText:
+1 on one roll, throw, or check (PH211).


Target/Area:
An ironwood object weighing up to 5 lb./level.

HelpText:
Magical wood is strong as steel (PH218).


HelpText:
10-ft. field hedges out living creatures (PH174).


HelpText:
Illusory double can talk and cast spells (PH239).


HelpText:
Lifts or moves 25 lb. /level at long range.(PH264).


HelpText:
Rays hit subjects with variety of effects (PH238).


Target/Area:
Up to 24 HD of elementals and outsiders, no two of which can be more than 30 ft. apart when they appear.

HelpText:
As lesser planar binding, but up to 24 HD (PH211).


HelpText:
As shadow conjuration, but up to 4th level and 40% real (PH211).


HelpText:
You and your gear merge with stone (PH226).


HelpText:
Mimics evocation less than 5th level (PH250).


Target/Area:
Nonlawful creatures within a burst that fills a 30-ft. cube.

HelpText:
Damages and dazes chaotic creatures (PH233).


HelpText:
Subject suffers 2d4 negative levels (PH199).


HelpText:
Corpse answers one question/two levels (PH254).


Target/Area:
One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting.

HelpText:
Doubles normal weapon`s threat range (PH219).


HelpText:
Adds +20 bonus to your next attack roll (PH267).


Target/Area:
All metal objects within a 40-ft.-radius burst.

HelpText:
Metal within 40 ft. becomes wood (PH266).


HelpText:
Duplicate awakens when original dies (PH184).


Target/Area:
15-ft.-radius emanation centered on a creature, object, or point in space.


HelpText:
One subject obeys one-word command for 1 round (PH185).


HelpText:
Touch attack, 1 point of damage (PH217).


Target/Area:
Object touched weighing up t 5 lb./level.


Target/Area:
Portal or object that can be opened or closed.

HelpText:
Opens or closes small or light things (PH233).


HelpText:
Subject gains +1d4+1 Con for 1 hr./level (PH199).


HelpText:
Reveals magical aspects of subject (PH172).


HelpText:
Designates action that will trigger curse on subject (PH225).


HelpText:
Transforms you into any creature, and change forms once per round (PH250).


HelpText:
Changes 5 minutes of subject`s memories (PH230).


Target/Area:
1-ft.-diameter/level sphere, centered around a creature.

HelpText:
Force globe protects but traps one subject (PH233).


HelpText:
Subject resists level and ability drains (PH231).


HelpText:
Whispered conversation at distance (PH227).


HelpText:
Subjects in fog get -10 Wis, Will checks (PH228).


HelpText:
Charm, fear, sicken or sleep one subject (PH202).


Target/Area:
One creature or object, up to a 10-ft. cube in size.

HelpText:
Misleads divinations for one creature or object (PH230).


HelpText:
Sends a Tiny animal to a specific place (PH173).


Target/Area:
Animals, beasts, or magical beasts of Intelligence 1 or 2.


Target/Area:
Wall up to 10 ft./level long and 5 ft./level high.

HelpText:
Deflects arrows, smaller creatures, and gases (PH273).


Target/Area:
Up to four illusionary lights, all within a 10-ft.radius area.

HelpText:
Creates torches or other lights (PH190).


HelpText:
Sends vision inflicting 1d10 damage, fatigue (PH232).


Target/Area:
You and a touched good creature from another plane; or you and an enchantment or good spell on a touched creature or object.

HelpText:
+4 bonus against attacks by good creatures (PH196).


HelpText:
Grants ability to walk on walls and ceilings (PH255).


HelpText:
Makes 10-ft. square or one object slippery  (PH210).


Target/Area:
One or more creatures, no two of which can be more than 30 ft. apart.

HelpText:
As heal, but with several subjects (PH226).


HelpText:
You act freely for 1d4+1 rounds (PH265).


HelpText:
Your size doubles, and you gain +4 Str (PH246).


Target/Area:
One door, box, or chest with an area of up to 10 sq. ft./level.

HelpText:
Opens locked or magically sealed door (PH219).


Target/Area:
Wall 4 ft./level wide and 2 ft./level high.

HelpText:
Wall`s colors have array of effects (PH238).


HelpText:
Turns you invisible and creates illusory double (PH230).


Target/Area:
You and a touched lawful creature from another plane; or you and an enchantment or lawful spell on a touched creature\object.

HelpText:
+4 bonus against attacks by lawful creatures (PH196).


Target/Area:
Cloud spreads 30 ft. wide and 20 ft. high.

HelpText:
Kills 3 HD or less; 4-6 HD save or die (PH185).


HelpText:
Calls outsider to fight for you.(PH258).


HelpText:
You become one with nature, attaining knowledge of surrounding territory (PH186).


Target/Area:
one location (up to a 10-ft.-cube/level) or one object.

HelpText:
Object or location attracts certain creatures (PH263).


Target/Area:
One creature or object of up to 10 cu. ft./caster level.

HelpText:
Object or creature shrinks 10%/level (max 50%) (PH243).


HelpText:
Floating magic blade strikes opponents. (PH231).


Target/Area:
Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level.


HelpText:
Stores one spell in wooden quarterstaff (PH255).


Target/Area:
Up to one projectile/level, all of which must be within 10 ft. of you at the time of casting; or one fiery bolt/four levels.

HelpText:
Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage)  (PH205).


HelpText:
Cures 4d8 +1/level damage (max +20) (PH190).


HelpText:
Subject loses action 1 round after casting (PH263).


Target/Area:
One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature.

HelpText:
Your touch corrodes iron and alloys (PH247).


Target/Area:
Up to 24 HD worth of summoned elementals and outsiders, no two of which can be more than 30 ft. apart when summoned.

HelpText:
As lesser planar ally, but up to 24 HD  (PH211).


HelpText:
Fills 20-ft. radius spread with sticky spider webs (PH271).


Target/Area:
Dirt in an area up to 750 ft. square and up to 10 ft. deep (S).


Target/Area:
Fog that spreads in a 30-ft. radius, 20 ft. high.


HelpText:
As sending, plus you can send suggestion (PH191).


HelpText:
Stuns creature with up to 150 hp (PH237).


HelpText:
Opponents can`t attack you, and you can`t attack (PH247).


HelpText:
Illusion hides area from vision, scrying (PH247).


Target/Area:
One invisible, mindless, shapeless servant.

HelpText:
Invisible force obeys your commands (PH268).


Target/Area:
One creature, one object, or a 5 ft. cube.

HelpText:
Detects poison in one creature or object (PH193).


HelpText:
Touch deals 1d6/two caster levels; caster gains damage as hp (PH268).


Target/Area:
3-ft.-radius spread; or one solid object or one crystalline creature.

HelpText:
Sonic vibration damages objects or crystalline creatures (PH250).


Target/Area:
One ropelike object, length up to 50 ft. + 5 ft./level.

HelpText:
Makes a rope move at your command (PH174).


HelpText:
1d6 damage per level, 20-ft. area (PH203).


HelpText:
One subject suffers -2 on attacks, damage, saves, and checks (PH198).


HelpText:
Animals can`t perceive subjects (1/level) (PH218).


Target/Area:
Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S).

HelpText:
As major image, plus triggered by event. (PH239).


Target/Area:
Extradimensional mansion, up to three 10-ft. cubes/level (S).

HelpText:
Door leads to extradimensional mansion (PH231).


HelpText:
As legend lore, but quicker and strenuous (PH269).


Target/Area:
5 ft. x 8 ft. opening, 1 ft./level deep.

HelpText:
Breaches walls 1 ft. thick/level (PH234).


HelpText:
As Bigby`s grasping hand, but stronger (PH178).


HelpText:
Inflicts 1d8 sonic damage on subjects; may stun them (PH254).


HelpText:
Learns whether an action will be good or bad (PH177).


Target/Area:
One person/two levels, no two of which can be more than 30 ft. apart.

HelpText:
Changes appearance of one person/two levels (PH248).


HelpText:
Restores level and ability score drains (PH246).


Target/Area:
Any free-falling object or creatures in a 10-ft. radius whose weight does not  total more than 300 lb./level.

HelpText:
Objects or creatures fall slowly (PH203).


HelpText:
Subject treads on water as if solid (PH271).


HelpText:
Change wind direction and speed (PH189).


HelpText:
Instantly transports you anywhere (PH264).


HelpText:
You gain attack bonus, 18 Str, and 1 hp/level (PH197).


Target/Area:
One location (up to a 10-ft. cube/level) or one object.

HelpText:
Object or location affected by spell repels certain creatures (PH175).


HelpText:
Aura grants +2 or higher deflection bonus (PH251).


HelpText:
Learn tales about a person, place, or thing (PH219).


Target/Area:
Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level.

HelpText:
As minor creation, plus stone and metal (PH225).


HelpText:
Creates 2 gallons/level of pure water (PH189).


HelpText:
As prismatic wall, but surrounds on all sides (PH238).


Target/Area:
Wall of thorny brush, up to one 10-ft. cube/level (S).

HelpText:
Thorns damage anyone who tries to pass.(PH271).


HelpText:
Subject immune to ranged attacks (PH239).


HelpText:
Kills, confuses, stuns, or deafens nonchaotic subjects (PH273).


HelpText:
Subject gains 1d4+1 Str for 1 hr. /level (PH181).


Target/Area:
One willing creature/level, all within 30 ft. of each other.

HelpText:
One ally/level polymorphs into chosen animal (PH173).


HelpText:
Traps newly dead soul to prevent resurrection (PH254).


HelpText:
Reflect 1d6+4 spell levels back at caster (PH255).


Target/Area:
One primary target plus one secondary target/level (each must be within 30 ft. of the primary target).

HelpText:
1d6 damage/level; secondary bolts (PH182).


Target/Area:
One touched nonmagical oak club or quarterstaff.

HelpText:
Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level (PH251).


Target/Area:
One creature, or one object of up to 10 cu. ft. per level in volume.

HelpText:
Object or creature grows +10%/level (max +50%) (PH200).


Target/Area:
Several living creatures within a 15-ft.-radius burst.

HelpText:
Put 2d4 HD of creatures into comatose slumber (PH252).


Target/Area:
One or more extraplanar creatures, no two of which can be more that 30 ft. apart.

HelpText:
Banishes 2 HD/level extraplanar creatures (PH177).


HelpText:
Sets trigger condition for another spell (PH187).


Target/Area:
You and touched objects or other touched willing creatures weighing up to  50 lb./level.

HelpText:
Teleports you and 500 lb. , 90 ft. /level (PH195).


Target/Area:
Semicircular burst of flames 10 ft. long, centered on your hands.

HelpText:
1d4 fire damage/level (max: 5d4) (PH181).


HelpText:
Triggered runes have array of effects (PH261 + MagFR127).


HelpText:
Fills area with negative energy, making undead stronger (PH192).


HelpText:
Ignores first 12 damage from one energy type each round (PH245).


Target/Area:
One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long.


HelpText:
Makes subject behave oddly for 1 round/level (PH187).


Target/Area:
Spinning disk of blades, up to 30-ft. radius.

HelpText:
Blades encircling you inflict 1d8/level (PH179).


Target/Area:
You and a touched chaotic creature from another plane; or you and an enchantment or chaotic spell on a touched creature\object.

HelpText:
+4 bonus against attacks by chaotic creatures (PH196).


HelpText:
Subject moves normally despite impediments (PH207).


Target/Area:
Colorful lights in a 15-ft.-radius spread.

HelpText:
Fascinates 2d4+1 HD/level of creatures (PH215).


Target/Area:
All allies and foes within a 30-ft.-radius burst centered on you.

HelpText:
Allies gain +1 on most rolls, and enemies suffer -1 (PH238).


Target/Area:
10-ft.-radius sphere around the creature or object touched.

HelpText:
Makes everyone within 10 ft. invisible (PH218).


HelpText:
As suggestion, plus 1/level subjects (PH226).


HelpText:
Removes burden of misdeeds from subject (PH176).


HelpText:
You randomly vanish and reappear for 1 round/level (PH180).


HelpText:
One creature acts randomly for one round (PH242).


HelpText:
Includes sight, sound, and smell (PH235).


HelpText:
Creatures in area suffer 1d8 damage, may be slowed (PH255).


HelpText:
Ghouls, shadows, wights, or wraiths (PH189).


HelpText:
As dominate person, but any creature (PH197).


HelpText:
Hand provides 90% cover against one opponent (PH178).


HelpText:
Touch attack deals 1d8 +1/two levels damage  (PH205).


Target/Area:
You and objects and willing creatures totaling up to 50 lb./level.

HelpText:
Teleports you back to designated place (PH274).


Target/Area:
One touched object weighting no more than 10 lb.

HelpText:
Only intended reader can decipher (PH216).


HelpText:
Makes certain spells permanent; costs XP (PH234).


HelpText:
As haste, affects one/level subjects (PH226).


Target/Area:
All living allies and undead creatures within a 20-ft.-radius burst centered on you.

HelpText:
Cures 1d8 +1/level damage in all directions (PH213).


Target/Area:
One creature plus one additional creature/four levels, no two of which can be more than 30 ft. apart.

HelpText:
+4 on saves against fear for one subject +1/four levels (PH245).


Target/Area:
25 ft. + 5 ft./two levels-radius emanation, centered on the point where you were when you cast the spell.


HelpText:
Denies area to creatures of another alignment (PH206).


HelpText:
Ask question of extraplanar entity (PH187).


HelpText:
You can communicate with natural animals (PH254).


HelpText:
Makes one creature or object vanish (PH195).


HelpText:
Creatures attacking you suffer fire damage; you`re protected from heat or cold (PH204).


HelpText:
As scrying, but faster and longer (PH211).


Target/Area:
You or a creature or object weighing no more than 100 lb./level

HelpText:
As invisibility, but subject can attack and stay invisible (PH217).


Target/Area:
Anchored plane of ice, up to one 10-ft. square/level, or a hemisphere or ice with a radius of up to 3 ft. +1 ft./level.

HelpText:
Ice plane creates wall with 15 hp +1/level, or dome can trap creatures inside (PH270).


HelpText:
Hail deals 5d6 damage in cylinder 40 ft. across (PH216).


HelpText:
Kills, paralyzes, weakens, or dazes nonlawful subjects (PH194).


HelpText:
Damages and staggers lawful creatures (PH183).


HelpText:
Objects and creatures fall upward (PH246).


HelpText:
As phantasmal killer, but affects all within 30 ft (PH272).


HelpText:
Subject is immune to one spell/four levels (PH255).


Target/Area:
Iron wall whose area is up to one 5-ft. square/level (special).

HelpText:
30 hp/four levels; can topple onto foes (PH270).


HelpText:
2d4 berries each cure 1 hp (max 8 hp/24 hours) (PH210).


Target/Area:
One touched object of up to 2 cu. ft./level.

HelpText:
Object shrinks to one-twelfth size (PH252).


HelpText:
Cures all diseases affecting subject (PH244).


Target/Area:
All living enemies and undead creatures within a 20-ft.-radius burst centered on you.

HelpText:
Inflicts 1d8 +1/level damage in all directions (PH184).


Target/Area:
One creature/three levels, no two of which can be more than 30 ft. apart.


Target/Area:
One creature or object/level, no two of which can be more than 30 ft. apart.

HelpText:
Creates new sounds or changes existing ones (PH248).


Target/Area:
Object touched or up to 5 sq. ft./level.

HelpText:
As glyph of warding, but up to 10d8 damage or 6th-level spell  (PH210).


Target/Area:
One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting.)

HelpText:
+1 bonus/three levels (max +5)  (PH210).


HelpText:
As hold person, but any creature (PH214).


Target/Area:
Any number of creatures, no two of which can be more than 180 ft. apart.

HelpText:
As invisibility, but affects all in range (PH226).


Target/Area:
Swarm of small creatures in a 5-ft. spread.

HelpText:
Summons swarm of small crawling or flying creatures (PH261).


Target/Area:
Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level.

HelpText:
Hot metal damages those who touch it (PH213).


HelpText:
Freezes water or deals cold damage (PH233).


HelpText:
You look exactly like a tree for 1 hour/level (PH267).


HelpText:
Forces a creature to return to native plane (PH196).


HelpText:
Calls outsider to fight for you (PH258).


HelpText:
Hand provides cover, pushes, or grapples (PH178).


Target/Area:
One touched piece of wood no larger than 10 cu. ft./level.

HelpText:
Rearranges wooden objects to suit you (PH273).


Target/Area:
Visual figment that cannot extend beyond four 10-ft. cubes + one 10 ft. cube/level (S).

HelpText:
As silent image, plus sound, smell and thermal effects (PH225).


HelpText:
Transforms two 10-ft. cubes/level (PH266).


HelpText:
Creatures in area take 1d4 damage, may be slowed (PH255).


Target/Area:
Creature touched, or up to eight willing creatures joining hands.

HelpText:
Up to eight subjects travel to another plane (PH235).


HelpText:
Immune to damage from one kind of energy (PH240).


HelpText:
Cures 3d8 +1/level damage (max +15) (PH190).


Target/Area:
Water in a volume of 10 ft./level x 10 ft./level x 2 ft./level (S).

HelpText:
Raises, lowers, or parts bodies of water (PH188).


HelpText:
One natural weapon of subject creature gets +1 bonus to attack and damage (PH223).


HelpText:
Grows vegetation, improves crops (PH236).


HelpText:
Subject suffers continuous confusion (PH217).


HelpText:
Connects two planes for travel or summoning (PH207).


HelpText:
You can talk to normal plants and plant creatures (PH254).


HelpText:
Plants animate and vegetation entangles (PH186).


HelpText:
Sends message to anyone sleeping (PH198).


HelpText:
Entombs subject beneath the earth (PH217).


Target/Area:
Creature or creatures touched (up to one/level).

HelpText:
1 touch/level deals 1d6 damage and 1 Str damage (PH184).


Target/Area:
Circle, centered on you, with a radius of 400 ft. + 40 ft./level.

HelpText:
Senses direction toward object (specific or type) (PH223).


Target/Area:
Opaque sheet of flame up to 20 ft. long/caster level or a ring of fire with a radius of up to 5 ft./two caster levels;20ft. High

HelpText:
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft (PH269).


HelpText:
-6 to ability; -4 on attacks, saves, and checks; or 50% chance to lose action (PH177).


Target/Area:
Up to one animal/two levels, no two of which can be more than 30 ft. apart.

HelpText:
One animal/two levels doubles in size, HD (PH173).


Target/Area:
You plus one additional creature touched per two levels.

HelpText:
Projects you and companions into Astral Plane (PH176).


HelpText:
Reveals invisible creatures or objects (PH248).


Target/Area:
All living creatures within a 15-ft. radius.

HelpText:
Arouses strong emotion in subject (PH199).


Target/Area:
One spellcaster, creature, or object; or 30-ft.-radius burst.

HelpText:
As dispel magic, but +20 on check  (PH210).


HelpText:
One creature flees for 1d4 rounds (PH182).


Target/Area:
Pattern of fireball-like spreads (special).

HelpText:
Deals 24d6 fire damage, plus bursts (PH227).


HelpText:
Food for one creature/level cures and blesses (PH213).


Target/Area:
Up to 16 HD worth of elementals and outsiders, no two of which can be more than 30 ft. part when summoned.

HelpText:
As lesser planar binding, but up to 16 HD (PH235).


Target/Area:
One personal rune or mark, all of which must fit within a 1 ft. square.

HelpText:
Inscribes a personal rune (visible or invisible) (PH176).


Target/Area:
One living creature/level within a 30-ft.-radius spread.


Target/Area:
One creature/level, no two of which can be more than 30 ft. part.


HelpText:
Kills subject and destroys remains (PH192).


HelpText:
Move instantly from one plant to another of the same species (PH266).


HelpText:
Deafens all within cone and deals 2d6 damage (PH252).


HelpText:
Step into shadow to travel rapidly (PH250).


Target/Area:
Two-mile-radius circle, centered on you (special).


Target/Area:
Creatures and objects within a 10-ft.-radius spread.

HelpText:
Blinds creatures, outlines invisible creatures (PH209).


Target/Area:
Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube.level (S).

HelpText:
As major image, but no concentration required (PH235).


HelpText:
As resurrection, plus remains aren`t needed (PH267).


HelpText:
Storm rains acid, lightning, and hail (PH257).


HelpText:
Determines single feature of magic item (PH216).


HelpText:
Fills area with positive energy, making undead weaker (PH187).


HelpText:
Makes one type of terrain appear like another (field into forest, etc. ) (PH212).


Target/Area:
One or more creature, no two of which can be more than 30 ft. apart.

HelpText:
Changes appearance of group of creatures (PH269).


HelpText:
Panics creatures of less than 6 HD (15-ft. radius) (PH247).


Target/Area:
Up to 2 HD of Undead creatures/level, no two of which can be more than 30 ft. apart.

HelpText:
Undead don`t attack you while under your command (PH188).


Target/Area:
Three or more shambling mounds, no two of which can be more than 30 ft. apart (see text).

HelpText:
Summons 1d4+2 shambling mounds to fight for you (PH250).


HelpText:
Ray reduces Str by 1d6 points +1 point/two levels (PH242).


Target/Area:
Circle up to 5 ft. in radius that teleports those who activate it.

HelpText:
Circle teleports any creature inside to designated spot (PH265).


HelpText:
Three stones become +1 projectiles, 1d6+1 damage (PH225).


HelpText:
Ignores 5 damage/round from one energy type (PH199).


Target/Area:
10-ft.-radius emanation centered on you.


Target/Area:
1,000 insects that fill a 10-ft.-radius spread.

HelpText:
Carpet of insects attacks at your command (PH190).


HelpText:
Cures 1d8+1/level damage (max +5) (PH190).


HelpText:
1d4 +1/two levels damage, touch or thrown (PH238).


HelpText:
Reduces size or blights growth of normal plants (PH195).


HelpText:
Touch attack, 4d8 +1/level damage (max +20) (PH217).


Target/Area:
1d6 creatures/level, all of whom must be within 30 ft. of each other.

HelpText:
Calms 1d6 subjects/level, negating emotion effects (PH182).


HelpText:
Hear or see at a distance for 1 min. /level (PH184).


Target/Area:
Gust of wind (10 ft. wide, 10 ft. high) emanating out from you to the extreme of the range.

HelpText:
Blows away or knocks down smaller creatures (PH212).


Target/Area:
Stone or stone object touched, up to 10 cu. Ft. + 1 cu. ft./level.


HelpText:
One subject/level leaves no tracks (PH234).


HelpText:
Fearsome illusion kills subject or deals 3d6 damage (PH235).


HelpText:
As hallucinatory terrain, plus structures.


Target/Area:
1-ft.-diameter/level sphere, centered around creatures or objects.

HelpText:
As Otiluke`s resilient sphere, but you move sphere telekinetically (PH233).


HelpText:
Turns fire into blinding light or choking smoke  (PH241).


Target/Area:
You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object.


Target/Area:
You and one other touched creature/three levels.

HelpText:
Travel to Ethereal Plane with companions (PH201).


HelpText:
As charm monster, but all within 30 ft (PH226).


Target/Area:
Up to four creatures, no two of which can be more than 30 ft. apart.

HelpText:
Frees one or more creatures from paralysis, hold, or slow (PH245).


HelpText:
Brings dead subject back in a random body (PH244).


Target/Area:
One elemental or outsider of up to 8 HD.

HelpText:
Traps outsider until it performs a task (PH221).


Target/Area:
The door, chest, or portal touched, up to 30 sq. ft./level in size.

HelpText:
Magically locks a portal or chest (PH176).


Target/Area:
Living creatures, no two of which can be more than 60 ft. apart.

HelpText:
Deals 1d8 damage/level within 30 ft (PH215).


HelpText:
As restoration, plus restores all levels and ability scores (PH211).


Target/Area:
10-ft./level radius emanating from the touched point.


HelpText:
Shows most direct way to a location (PH203).


HelpText:
Reveals creatures, spells, or objects (PH192).


Target/Area:
One creature/level in a 20-ft.-radius burst centered on you.

HelpText:
+4 AC, +4 resistance, and 25 SR against good spells (PH268).


HelpText:
Draw down holy power to smite your enemies (PH214).


HelpText:
Alters reality -- within spell limits (PH222).


HelpText:
Wall, floor, or ceiling looks real, but anything can pass through (PH216).


HelpText:
Grants +3 natural armor bonus (or higher) (PH177).


Target/Area:
Beam 5 ft. wide and 100 ft. + 10 ft./level long, starting at a point right in front of you.

HelpText:
Beam blinds and deals 3d6 damage (PH261).


HelpText:
Dispels magic ability penalty or repairs 1d4 ability damage (PH222).


Target/Area:
Two or more summoned creatures, no two of which can be more than 30 ft. apart.


Target/Area:
Up to three Undead, no two of which can be more than 30 ft. apart.

HelpText:
Immobilizes undead for 1 round/level (PH212).


HelpText:
Makes monster believe it is your ally (PH183).


HelpText:
Turns stone to clay or dirt to sand or mud (PH253).


HelpText:
Array of techniques to imprison a creature (PH179).


HelpText:
As command, but affects one subject/level  (PH210).


Target/Area:
You or a creature or object weighing no more than 100 lb./level.

HelpText:
Subject is invisible for 10 min. /level or until it attacks (PH217).


Target/Area:
Up to three vermin, no two of which can be more than 30 ft. apart.

HelpText:
Turns insects into giant vermin (PH209).


HelpText:
Creates decoy duplicates of you (1d4 +1/three levels, max 8) (PH229).


HelpText:
Cures all damage, diseases, and mental conditions (PH213).


HelpText:
3-ft. diameter horizontal disc that holds 100 lb. /level (PH265).


HelpText:
Reveals hidden doors within 60 ft (PH193).


HelpText:
As shadow conjuration, but up to 5th level and 60% real (PH249).


HelpText:
Deity answers one yes-or-no question/level (PH186).


HelpText:
+4 AC, +4 resistance, and 25 SR against lawful spells (PH184).


Target/Area:
One spellcaster, creature, or object; or a 30-ft.-radius burst.

HelpText:
Cancels magical spells and effects (PH196).


HelpText:
Makes a permanent, heatless torch (PH188).


HelpText:
Mimics conjuring below 4th level (PH250).


Target/Area:
Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level.


HelpText:
Enables possession of another creature (PH224).


Target/Area:
Several living creatures within a 50-ft.radius burst.


HelpText:
Subject can become a statue at will (PH256).


HelpText:
Subject animal obeys silent mental commands (PH197).


HelpText:
Creates undead skeletons and zombies (PH174).


Target/Area:
1 cu. ft./level of contaminated food and water.

HelpText:
Purifies 1 cu. ft. /level of food or water  (PH241).


Target/Area:
One summoned elemental or outsider of up to 8 HD.

HelpText:
Exchange services with an 8 HD outsider (PH221).


HelpText:
Cures normal or magical conditions (PH244).


HelpText:
Subjects within cone flee for 1 round/level (PH203).


Target/Area:
Quarter circle emanating from you t the extreme of the range.


HelpText:
Allies gain +1 attack and +1 on saves against fear (PH180).


HelpText:
Sees how near death subjects within 30 ft. are (PH191).


Target/Area:
Cloud that spreads in 30-ft.radius, 20 ft, high.

HelpText:
Nauseating vapors, 1 round/level (PH256).


HelpText:
Weapon becomes +5, does double damage against evil (PH215).


Target/Area:
One touched object weighing up to 5 lb./level.


HelpText:
Inscription harms those who pass it (PH209).


Target/Area:
Stone wall whose area is up to one 5-ft. square/level (S).

HelpText:
Creates a stone wall that can be shaped (PH270).


HelpText:
Touch attack, 3d8 +1/level damage (max +15) (PH217).


HelpText:
Magical horse appears for 1 hour/level (PH235).


HelpText:
Creates one cloth or wood object (PH228).


HelpText:
Ghostly hand leads subject to you (PH213).


HelpText:
Creates text symbol that immobilizes reader (PH249).


Target/Area:
25-ft.radius emanation centered on a point in space.

HelpText:
Wards an area for 2 hours/level (PH172).


Target/Area:
Creatures with up to 200 total hit points within a 15-ft.-radius sphere.

HelpText:
Blinds 200 hp worth of creatures (PH237).


HelpText:
Hides subject from divination, scrying (PH232).


Target/Area:
Up to four touched acorns or up to eight touch holly berries.

HelpText:
Acorns and berries become grenades and bombs (PH204).


HelpText:
Monitors condition, position of allies (PH256).


HelpText:
Creates disembodied glowing hand to deliver touch attacks (PH254).


HelpText:
Subject`s severed limbs grow back (PH244).


HelpText:
As silent image, plus some sound (PH228).


Target/Area:
120-ft.radius emanation centered on you.

HelpText:
Alerts you of magical eavesdropping (PH193).


HelpText:
Puts subject into suspended animation (PH265).


HelpText:
Exact location of creature or object (PH195).


HelpText:
Dazzles one creature (-1 attack) (PH206).


HelpText:
As heal on warhorse or other mount (PH213).


Target/Area:
Up to 10-ft.-radius emanation centered on you.


Target/Area:
Plants within a 25 ft. + 5 ft./2 levels-radius spread, centered on you.

HelpText:
Talk w/plants & fungi, limited control over same (PH188).


HelpText:
`Sixth sense` warns of impending danger (PH207).


HelpText:
Subject gets +30 on Jump checks (PH219).


HelpText:
Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level (PH191).


HelpText:
Detects spells and magic items within 60 ft (PH193).


HelpText:
Frees object or person from curse (PH244).


HelpText:
Talk to natural or worked stone (PH257).


HelpText:
You sprout insubstantial wings and can fly(MagFR107)


HelpText:
Sonic aura damages foes that strike you(MagFR134)


HelpText:
Teleport target to random safe place within 100 ft.and visible to you (MagFR96)


HelpText:
Target dead creature speaks a short sentence about what caused its death.(MagFR113)


Target/Area:
Targets within a 15ft radius burst at onset of spell


HelpText:
Corporeal undead gains +5 natural armor bonus.(MagFR102)


HelpText:
Your hand gains a +2 enhancement bonus and is considered armed.(MagFR104)


HelpText:
Intense vibrations trip those in area.(MagFR79)


HelpText:
Missile deals 1d3 acid damage. (MagFR76)


HelpText:
Makes slight changes to your appearance.(MagFR108)


HelpText:
As shield other but affecting multiple creatures, and healing them if you die.(MagFR97)


HelpText:
Vines grow rapidly, giving various effects.(MagFR130)


HelpText:
Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.(MagFR125)


HelpText:
Maggot like creatures deal 1d4 Con damage every round.(MagFR102)


HelpText:
Pebbles become stone constructs that resemble monstrous spiders, sized from tiny to huge.


HelpText:
The opening becomes animated, attacked whatever creatures the caster asks it to.


HelpText:
Allows you to read and cast any spell up to 2nd level from scroll or book, using required components.


Target/Area:
15ft emanation centered on a creature, object, or point in space


Target/Area:
One person per 2 levels within 30ft diameter

HelpText:
Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels..(MagFR83)


HelpText:
Target avoids physical contact with others.(MagFR90)


HelpText:
Weapon gains the bane property and is considered blessed.(MagFR128)


HelpText:
15-ft. tentacle grows from your stomach and attacks your enemies.(MagFR98)


Target/Area:
Eight 10ft cubes extending from your location

HelpText:
Black mist obscures vision, dazes creatures.(MagFR90)


HelpText:
Ranged weapons gain +10 bonus and double range increments.(MagFR134)


Target/Area:
You and objects totaling up to 50lb/level

HelpText:
Teleport to the location of a specially prepared gem.(MagFR96)


HelpText:
Target gains fast healing 2 for 10 rounds +1 round / 2 levels.(MagFR113)


Target/Area:
Creature or creatures touched up to 1/level

HelpText:
1 touch/level deals 1d6+1 acid damage.(MagFR85)


HelpText:
Area of energy damages creatures and disrupts concentration.(MagFR107)


HelpText:
Glowing light turns spells gives a cover bonus to AC, and shoots beams of fire.(MagFR100)


HelpText:
Acts as +5 Weapon For Dam Red, 18-20 Crit (Suffers effects Disintegrate Spell ), Doing 2d12Damage (MagFR81)


HelpText:
Target`s aroma triples the chance of wandering encounters.(MagFR119)


HelpText:
Cone of sound deals damage or moves objects.(MagFR101)


Target/Area:
One willing creature/level, all within 30 ft

HelpText:
Willing creatures polymorphed into spiders, sized between tiny and huge. Spell can be dismissed by caster or creature.


HelpText:
You and target switch places and appear as each other.(MagFR128)


Target/Area:
One ray plus 1 ray per 2 levels (rounded down)

HelpText:
1 ray/1 levels draws 1 hp from you to deal 1d4 damage to undead(MagFR105)


HelpText:
Large shell provides cover or shelter.(MagFR127)


HelpText:
Magical energy disk absorbs incoming spells.(MagFR121)


HelpText:
Melts metal object without heat.(MagFR96)


HelpText:
Area absorbs magic energy to power a predetermined spell.(MagFR92)


HelpText:
Target immediately begins to drown.(MagFR90)


HelpText:
You gain +4 natural armor +4 deflection and natural attacks Hands =Shortswords,+1 hp level (max+20) .(MagFR88)


HelpText:
Store up to Four spells of 5th level or lower to be released later.(MagFR118)


HelpText:
Antimagic field that affects one creature.(MagFR77)


HelpText:
Target immediately receives a heal if killed by damage.(MagFR95)


Target/Area:
One or more  balls of lighting, up to 1/levels

HelpText:
Changeable number of energy balls dealing 1d6 electrical damage/level.(MagFR80)


Target/Area:
One bridge of force 2ft wide, 1in thick, and up to 20ft/level long

HelpText:
Creates temporary unbreakable bridge supporting up to 200 lbs./level.(MagFR87)


HelpText:
You transfer 1d4+1 ability score points to the target for 1 hour/level.(MagFR110)


HelpText:
Determines relative power level of creatures within the area.(MagFR103)


HelpText:
You can read an prepare any spell up to 5th level, as per the anyspell spell.


HelpText:
You can tell if an area contains a magical portal and can discern information about a portal.


Target/Area:
Three or more Otyughs, no two of which are more than 30 ft. apart

HelpText:
Creates 3d4 Otyughs or 1d3+1 Huge Otyughs. (DotF87)


HelpText:
Reads subject`s memories, one question per/round. (DotF88)


HelpText:
Animals and beasts think subject is one of them. (DotF81)


HelpText:
You gain +4 AC vs. AoO, move through enemies. (DotF92)


HelpText:
Your hands become slashing weapons (1d6). (DotF81)


HelpText:
Grants total immunity from one energy type (Acid, Cold, Electricity, Fire, Sonic). (T&B88)


HelpText:
You isolate your life force in a single part of your body and remove it, becoming nigh invulnerable (T&B91)


HelpText:
You transfer some of your prepared spells, and the ability to cast them, to your familiar. (T&B91)


Target/Area:
One or more creatures or objects, no two of which can be more than 30 ft. apart

HelpText:
One or more orbs shoot from the palm of your hand toward the target(s), dealing 1d6 damage per caster level. (T&B86)


HelpText:
One or more orbs shoot from the palm of your hand toward the target(s), dealing 1d6 damage per caster level. (T&B89)


HelpText:
Absorbs 1d6/caster level points of damage from one energy type (Acid, Cold, Electricity, Fire, Sonic). (T&B87)


HelpText:
A magical shard of ice deals 1d8 cold damage, 1d8 piercing damage, and 2 Dexterity damage. (T&B91)


HelpText:
Deals 1d6/level to plant creature, or blights a 100ft spread. (MOTW84)


HelpText:
A silent burst of negative energy deals 1d8 points of damage to living creatures, +1/caster level. Heals undead. (T&B93)


HelpText:
You assume a visible, incorporeal form, like that of a manifested ghost. (T&B90)


HelpText:
Subject loses emotion, gaining a Immunity and/or a +4 Competence bonus vs. Fear & Compulsion effects. (T&B92)


HelpText:
You gain some degree of control over an undead. Only intelligent undead receive a Will saving throw. (T&B86)


Target/Area:
Wall whose area is up to one 10-ft. square/level or a sphere/hemisphere with a radius up to 1ft./level

HelpText:
An opaque, immobile screen of violet energy affects a Dispel Magic on any one or thing passing through it. (T&B94)


HelpText:
You gain 1d10 temporary hit points, +1 per level (max 1d10+10) (T&B89)


HelpText:
Anyone looking into the affected area sees only a dark, foggy mass. No sound escapes the area. (T&B93)


Target/Area:
One or more creatures or objects, no two of which can more than 30 ft. apart

HelpText:
One or more orbs shoot from the palm of your hand toward the target(s), dealing 1d6 damage per caster level. (T&B85)


HelpText:
All noxious and toxic elements are filtered out of the air around the recipient. (T&B89)


HelpText:
Your familiar gains a +2 competence bonus to Attack rolls, saves and damage, and a +2 dodge bonus to AC .(T&B88)


Target/Area:
Up to five creatures or objects, no two of which can be more than 15 ft. apart

HelpText:
One orb (+ one orb/two levels above 1st) shoots from your palm at its target, dealing 1d8 points of damage. (T&B92)


Target/Area:
One creature/level, no two of which can be more than 30 ft. apart

HelpText:
All subjects fly at speed of 90, when within 30 feet of the caster. (T&B93).


HelpText:
Ray of negative energy deals 1d6 damage (+1d6/two levels past 1st) to a living creature. Heals undead. (T&B93)


HelpText:
Chance appearance of one corporeal undead.(MagFR89)


Target/Area:
Several undead creatures within a 50ft radius. burst

HelpText:
As circle of death, but only affecting undead.(MagFR130)


HelpText:
A hail of magical ice deals 1d4 points of cold damage +1 point of blunt damage/caster level [Max 10d4+10] (T&B91).


HelpText:
A ghostly hand bearing a candle illuminates hidden, ethereal, and invisible creatures in a 5-foot radius (T&B86)


HelpText:
One or more orbs shoot from the palm of your hand toward the target(s), dealing 1d6 damage per caster level. (T&B96)


Target/Area:
One willing, living creature whose level (or HD) do not exceed the caster`s

HelpText:
The subject falls into a cataleptic state, a coma, or a deep sleep, retaining ability to hear and smell. (T&B89)


HelpText:
Repairs 4d8 +1/caster level points of damage to a construct [Max 4d8+20] (T&B95)


HelpText:
One orb (+ one orb/two levels above 1st) shoots from your palm at its target, dealing 1d8 points of damage. (T&B93)


HelpText:
Your familiar gains +2 natural armor, a 25% chance to avoid sneak attacks & critical hits, and 2d8 hit points (T&B89)


HelpText:
Your eyes glow blue and you can see magical aura within 120 feet of you, similar to a detect magic spell. (T&B85)


HelpText:
All affected ignore first 12 damage from one energy type each round (T&B93)


HelpText:
A shimmering, mirrorlike area grants a 50% chance to avoid gaze attacks, and does not obscure vision. (T&B90)


HelpText:
Spit forth celestial or fiendish vipers that attack your Foes.(MagFR130)


HelpText:
Deals 1d4+1 damage plus bull rush.(MagFR95)


HelpText:
Target gains +5 bonus on initiative checks.(MagFR103)


HelpText:
Turns a humanoid creature into a driderlike creature that obeys your mental commands.


HelpText:
An opaque, immobile screen of violet energy affects a Dispel Magic on any one or thing passing through it (T&B94)


HelpText:
Sets trigger condition for up to three other spells (T&B86).


HelpText:
Repairs 1 point of damage to a construct (T&B96)


HelpText:
Repairs 1d8 +1/caster level points of damage to a construct [Max 1d8+5] (T&B95)


HelpText:
Repairs 2d8 +1/caster level points of damage to a construct [Max 2d8+10] (T&B96)


HelpText:
An immobile, swirling mass of tortured spirits causes fear, blocks magical effects, and provides 9/10th cover. (T&B96)


HelpText:
Invisible hands made of force strangle the target for 1d4 damage per round, and hinder most actions. (T&B86)


HelpText:
Subject gains 1d4+1 Wis for 1 hr./level (T&B94)


HelpText:
You enspell a garment or container so that it provides a safe haven for your familiar. (T&B88)


HelpText:
Changes the subject into another form of creature (Revised Rules) (T&B95).


HelpText:
You release a silent burst of negative energy from your body (E&A48).


Target/Area:
All creatures in a 10-ft.-radius sphere around you at the time of casting

HelpText:
All affected see 60 ft./ in total darkness (T&B93).


HelpText:
Repairs 3d8 +1/caster level points of damage to a construct [Max 3d8+15] (T&B96)


HelpText:
Snowballs do 2d6 points cold damage within burst, plus 1d6 per 2 caster levels past 3, maximum 5d6.


Target/Area:
Magical symbol touched. Lasts until discharged or 10 minutes.

HelpText:
Safely move an untriggered magical symbol to another location.(MagFR128)


Target/Area:
One weapon or 50 blunt projectiles together

HelpText:
As keen edge, but aids blunt weapons.(MagFR134)


HelpText:
Subject gains an enhancement bonus to his Wis equal to 1/2 your caster level for 1 hour.(MagFR111)


HelpText:
Target becomes a soft-bodied ooze like creature.(MagFR118)


Target/Area:
Vertical path 10ft wide and 20ft tall/level

HelpText:
Changes vertical surface Climb DC to 10.(MagFR91)


HelpText:
Black aura damages creatures attacking you.(MagFR87)


HelpText:
Target cursed if it uses spells against another; creature.(MagFR79)


HelpText:
Targeted undead can give orders to undead in your control.(MagFR129)


HelpText:
Grants the blindsight ability For 1 hour/level.(MagFR82)


Target/Area:
One object or creature up to 10lb/caster level

HelpText:
As mage handy but medium range and 10 lb./caster level.(MagFR97)


HelpText:
As spell immunity, but negated spells triggers a helpful spell upon the target.(MagFR122)


HelpText:
Rage givens +2 to Strength and Constitution, +1 on will saves, and -1 to AC.(MagFR82)


Target/Area:
20 ft radius centered on creature, object, or point in space

HelpText:
Creates area of total darkness. No one can see through it. Unattended objects/points in space do not get saving throws.


HelpText:
Charisma bonus of 1d4+1 points.  Spellcasters do not gains spells, but their DC`s improve.


HelpText:
Wave of slash deals 1d4 cold/level and moves targets.(MagFR134)


HelpText:
Grenadelike Weapon deals target 1d4 cold damage per caster level, plus area damage.(MagFR101)


HelpText:
Orb produces individual prismatic rays as touch attacks.(MagFR112)


HelpText:
Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.(MagFR98)


HelpText:
Negates sound from door or window.(MagFR117)


HelpText:
See, hear, and speak through a prepared animal skull for 1 hour/level.(MagFR91)


Target/Area:
One fine item in your possession weighing up to 10 lbs

HelpText:
Hurl Fine item up to long range.(MagFR105)


HelpText:
Increases Inspire courage ability to +4/+1.(MagFR99)


HelpText:
Target`s speech becomes unintelligible, hampers spellcasting.(MagFR90)


HelpText:
cone of acid deals 1d6 damage/level.(MagFR108)


HelpText:
You perceive tracks as if they had just been made.(MagFR106)


HelpText:
Gives +2 sacred or profane bonus on worshiper of your patron.(MagFR98)


HelpText:
As protection From arrows, but negated arrows turn back upon their source.(MagFR114)


Target/Area:
Wall, 10ft square/level, or sphere, 5ft radius./2 caster levels

HelpText:
As magic circle against Evil, except as a one-sided wall.(MagFR131)


HelpText:
Force effect damages target or absorbs spell.(MagFR106)


HelpText:
1d6/level (Bypassing Hardness) to manufactured object or structure.(MagFR86)


HelpText:
Spores deal 1d6 Int drain to target, plus 1 Int/round.(MagFR108)


HelpText:
Gives your weapon magical powers appropriate to your patron.(MagFR132)


Target/Area:
All enemies within a 50ft radius burst centered on you

HelpText:
Enemies suffer 1 points of Str and Dex damage per round.(MagFR89)


HelpText:
As vine mine, but the vines are poisonous (Contact 1d6 Dex/2D6 Dex).(MagFR111)


HelpText:
you grow a hard silver beard that gives +2 bonus to armor.(MagFR117)


HelpText:
Yon can make untrained Disable Device checks, or gives +10 bonus if you have the skill.(MagFR130)


HelpText:
Object records, plays a song at your command.(MagFR97)


HelpText:
dark flames visible with darkvision.Touch attack 1d4+1/2caster levels (max +10) Thrown 120ft range (MagFR86)


HelpText:
Store up to four spells of 7th level or lower to be released later.(MagFR118)


HelpText:
Short-range, multiple use dimension door.(MagFR106)


HelpText:
Subject suffers -3 penalty on attacks, saves, and checks,(MagFR86)


Target/Area:
15ft radius emanation centered on a point in space

HelpText:
Protects area from interdimensional travel.(MagFR89)


HelpText:
As sanctuary but protects an area and lasts 1 hour/level(MagFR114)


HelpText:
Intangible skull stores message and can be triggered to breathe fire.(MagFR119)


HelpText:
You can polymorph into a drider or a tiny through large size monstrous spider.


HelpText:
Damages living creatures for 1d8 points per two caster levels; does 2x damage to undead and shapechanged creatures.


Target/Area:
240 fiery spiders that cover a 20ft radius spread

HelpText:
Swarm of Fine fire elementals attacks targets.(MagFR94)


HelpText:
20ft.-radius spread deals 1d6 electricity/level.(MagFR115)


Target/Area:
One 10ft square/level, one arm per square

HelpText:
Stony arm traps, grapples and damages creatures.(MagFR124)


Target/Area:
Figment that mimics you and all allies within 50ft of you


HelpText:
Undead creature gains blue aura that gives +2d4 against living creatures.(MagFR129)


HelpText:
Creates a movable ladder of force.(MagFR95)


HelpText:
Target becomes immune to subdual damage and pain, or you switch hp totals with target.(MagFR93)


HelpText:
Target gains +4 bonus on saving throws against poison.(MagFR102)


HelpText:
Summons undead to fight for you.(MagFR126)


HelpText:
Link with nature gives a +2 bonus on nature-related skill checks.(MagFR111)


HelpText:
As flame blade but 1d4 +1/level. (MagFR94)


HelpText:
Target enters gloomy pocket plane and emerges frightened.(MagFR116)


HelpText:
Magical matrix stories spells to be cast later as quickened spells.(MagFR118)


HelpText:
Cast a preparers spell three times(MagFR78)


HelpText:
Target is confused as long as you concentrate +2 rounds.(MagFR110)


HelpText:
Corporeal undead gains +3 natural armor bonus.(MagFR123)


HelpText:
Ranged touch attack deals 1d8 +1/2 lever electricity, plus stunning.(MagFR109)


HelpText:
Ranged touch attack for 2d8 points damage, plus dazed for 1 round ( Will save).


HelpText:
Hides features of your face and provides a +4 bonus against light/darkness spells and 50% against gaze attacks.


HelpText:
Creates a dazzling light that dazzles creatures in the area for 1 round and possible blind for 2d8 rounds.


HelpText:
Rain obscures vision extinguishes fires, and hampers missiles.(MagFR84)


HelpText:
Turn undead as a paladin two levels higher.(MagFR115)


HelpText:
-2 to constitution, in exchange for effects of word of recall, raise dead, and heal.(MagFR88)


HelpText:
Target gains +10 to one skill or can use it untrained, or gains a weapon or armor proficiency.(MagFR134)


HelpText:
Target gains +3 resistance on saving throws against spells and spell-like abilities.(MagFR122)


Target/Area:
2 creatures/level no two of which can be more than 50 ft. apart

HelpText:
Doubles overland speed of targets For 1 day.(MagFR134)


HelpText:
Ranged touch attack makes subject blind.(MagFR82)


Target/Area:
Touched creature or combustible object up to 25lb/level

HelpText:
Target takes 2d6+1/level fire Damage.(MagFR85)


HelpText:
Touch deals 2d6 +1/2 levels; caster gains damage as hp.(MagFR100)


HelpText:
Duplicate observed spell spell-like ability. (MagFR76)


Target/Area:
Up to 1 willing creature/3 levels touched

HelpText:
Ally gains +3 against mind-affecting effects and cannot be compelled to harm you,(MagFR106)


HelpText:
See and hear through the senses of a touched animal.(MagFR116)


HelpText:
Target is dazed 1 round, -1 to attacks, saved and checks the next, and +2 to Str.(MagFR110)


HelpText:
As Nybor`s mild admonishment, but target must save or die.(MagFR111)


Target/Area:
6 or more dim/fine objects within 1 foot of each other.

HelpText:
Makes little, unsecured objects fly off in all directions.  Hard/sharp objects deal 1d8 damage in 10ft radius.


HelpText:
Loud. Noise causes stunning, deafness, and knocks prone in a large area.(MagFR98)


HelpText:
You and the target can verbally communicate at any distance.(MagFR121)


HelpText:
Cast as a free action and gives +2 to the DC of the next spell you cast.(MagFR121)


HelpText:
You and one creature/level hide within the earth.(MagFR104)


HelpText:
+10 to Climb checks and normal movement in trees.(MagFR83)


HelpText:
Perform and gain +1 on your next Cha check.(MagFR120)


HelpText:
Creates one sphere/level that negate hostile magic.(MagFR91)


HelpText:
Your hands become harder and your un- armed attacks inflict normal damage.(MagFR112)


HelpText:
Slain ally is restored to life for 1 minute/ level.(MagFR113)


HelpText:
Ranged touch attack deals 1d3 electricity damage.(MagFR91)


HelpText:
Sheath of acid damages those who attack you, lets make make touch attacks.(MagFR108)


HelpText:
Target is dazed 1d4 rounds, then -1 on attacks saves1 and checks and +1 to Str.(MagFR111)


HelpText:
See twice as Far under current light.(MagFR106)


HelpText:
Summons undead to fight for you.(MagFR125)


HelpText:
Linked areas allow multiple teleportation`s.(MagFR124)


HelpText:
Creates a dusky haze that protects from sunlight and provides a +4 bonus on light or darkness spells and effects.


HelpText:
You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead.(MagFR103)


HelpText:
Grants the scent ability for 1 Hour/level.(MagFR115)


HelpText:
-2 to constitution, in exchange gaining the crypt Spawn template at death.(MagFR129)


HelpText:
Gain hp, +2 natural armor +1 to Str and Dex undead that strike you take 1 point of damage from pos energy.(MagFR114)


HelpText:
Daggers become Medium flying animated objects that attack Foes.(MagFR123)


HelpText:
Bonus on Cha based skill checks, cure allies, and bolster them against fear.(MagFR78)


HelpText:
Increases your maximum HD of controlled undead by 10 times your level.(MagFR96)


HelpText:
You gain +2 morale bonus on attacks and damage, plus panic melee opponents.(MagFR132)


HelpText:
Creature bursts into flames and suffers 2d6 fire damage per round.(MagFR102)


HelpText:
Creates one skeleton/level that is resistant to turning.(MagFR119)


Target/Area:
Touched objects or touched willing creatures weighing up to 100lb/level

HelpText:
As teleport but more weight and you don`t have to go.(MagFR107)


HelpText:
Negative energy shroud makes undead perceive you as undead.(MagFR117)


Target/Area:
One item no larger than 10cu ft/level (see text)

HelpText:
For every two caster level add 1 point of hardness to the material targeted by the spell .(MagFR99)


HelpText:
5-ft.-radius Burst deals 1d6 electricity/2 levels If Fail Reflex Then make Will save or stunned for 1 round.(MagFR95)


HelpText:
Subject becomes immune to metal with less then +3 enhancement Bonus(MagFR97)


HelpText:
Blade of Force attacks target, automatically flanks.(MagFR117)


HelpText:
Target dies or may be dazed and -4 on all saves for 1 round/level. (MagFR111)


Target/Area:
Quarter circle emanating from you to the extreme of the range

HelpText:
Detect fey crossroads within 60 ft.(MagFR88)


HelpText:
Target takes 1 point of sonic damage and is deafened 1 round.(MagFR101)


Target/Area:
100ft radius. emanation centered on you.

HelpText:
Your notice but do not trigger magical writing traps.(MagFR126)


HelpText:
Shatter a stone object or creature.(MagFR124)


HelpText:
+10 bonus on Intimidate checks,(MagFR128)


HelpText:
Grants the regeneration ability for 1 round/2 levels.(MagFR109)


HelpText:
You glow and become immune to pain(MagFR114)


HelpText:
Weapon deafens with a successful touch attack.(MagFR87)


HelpText:
Five colored spheres attack with or negate acid, cold, electricity, fire and sonic energy.(MagFR127)


HelpText:
Cloud of fog deals 1d4 subdual damage/level.(MagFR101)


HelpText:
Your next hit with a bow automatically threatens a critical hit.(MagFR101)


HelpText:
Cloud of tentacles provides concealment, skill bonuses, and several defenses.(MagFR86)


HelpText:
Allows you to create a stair or bridge from one place to another, up to 15 feet/level long.  Provides sanctuary benefits


HelpText:
Fly, wind wall, protection from strong winds, and make electrical attacks.(MagFR125)


Target/Area:
One 5ft square/level, all of which must be connected in one continuous path

HelpText:
Bouncing flame ball deals 1d6/level fire damage.(MagFR93)


HelpText:
Scorches creatures in path for 1d8 per 2 caster levels, 5d8 max.


HelpText:
As magic circle against law, except as a one-sided wall.(MagFR131)


HelpText:
Target takes 1d4/2 levels sonic damage plus deafness.(MagFR101)


HelpText:
Shout dazes those within 30 ft.(MagFR100)


Target/Area:
Cloud that spreads in 30ft radius, 20ft high

HelpText:
Cloud of steam deals 1d6 damage and causes blindness and inflicts 2d6/round thereafter.(MagFR109)


HelpText:
Target marked with symbol you can see despite disguises.(MagFR123)


HelpText:
Determine targets vulnerabilities and resistances.(MagFR104)


HelpText:
Target takes 1 point Con damage every round for 1 round/level.(MagFR123)


HelpText:
Target gains +1 morale bonus on next saving throes.(MagFR131)


HelpText:
Paralyzes and drains levels from target.(MagFR85)


HelpText:
Medium-size hand attacks, blocks opponents, or carries items.(MagFR115)


HelpText:
A cone of moonlight that penetrates darkness spells of equal/lower level and forces lycanthropes to assume animal form.


HelpText:
Grants +3 deflection bonus to AC plus +1 per 4 caster levels (max +8), +2 against holy, good, or light spells/effects.


HelpText:
Attacks with melee touch attacks, doing 1d8 points damage +1 per 2 caster levels. 2d8 +1 per caster lvl against undead.


Target/Area:
You plus one additional creature touched/level.

HelpText:
You and touched creatures are brought into the Region of Dreams (MotP202).


Target/Area:
You and up to one touched creature/level.

HelpText:
Opens a temporary portal to the Plane of Shadow (MotP40).


Target/Area:
25-ft.-radius emanation centered on a point in space.

HelpText:
Forces creatures and unattended objects on a coterminous or coexistent plane within the area to manifest (MotP36)


Target/Area:
5-ft.-radius/level emanation, centered on a point in space, and 10-ft.-radius burst centered on the same point.

HelpText:
You tear a hole in reality that sucks loose material and living creatures in and sends them to a random plane. (MotP38)


HelpText:
Transmits up to 25 words through the Astral Plane to the target. (MotP36).


HelpText:
Portal Alarm sounds a mental or audible alarm each time a creature of Tiny or larger passes through (MotP36).


Target/Area:
A quarter circle emanating from you  to the extreme of the range.

HelpText:
Reveals location and aspects of portals (MotP33).


HelpText:
Creates a translucent prison of pure crystalline force around an Ethereal target. (MotP34)


HelpText:
As the Alarm spell, and in addition the spell works on creatures traveling in coterminous and coexistent planes (MotP35)


HelpText:
As Portal Alarm with some additions [see text] (MotP35).


HelpText:
Creature touched may pass through a mirror into the Plane of Mirrors (MotP205).


Target/Area:
One quasi-real mount, plus one additional mount/2 levels.

HelpText:
You call into being one or more quasi-real mounts made of protomatter while on the Ethereal Plane. (MotP35)


HelpText:
Stuns Shadow natives, and clears the area of portals or weak spots between the Plane of Shadow and other planes.(MotP39


HelpText:
Shows most direct way to a `safe` location. (MotP38).


HelpText:
Forces one creature on a coterminous or coexistent plane to manifest on your plane of existence. (MotP36).


HelpText:
Touched creatures may move through natural earth and stone, leaving behind no tunnel or trail. (MotP40).


HelpText:
You transform your body into an elemental form, providing resistances and abilities. (MotP34)


HelpText:
Touched creatures gain the protections of Avoid Planar Effects. (MotP33)


HelpText:
All creatures and objects within the Zone of Revelation are made visible, including those in coexistent planes. (MotP40


HelpText:
You temporarily stash small items on the Plane of shadow, or permanently dispose of them there.  (MotP39)


HelpText:
Causes a magical portal to send out a mental beacon to up to six creatures (MotP37).


HelpText:
Inscription harms those who pass it (PH209, OA90).


HelpText:
One subject/level leaves no tracks (PH234, OA89).


HelpText:
Damages and blinds Shadowlands creatures (OA107, OA90).


HelpText:
As protection from Taint, but 10-ft. radius and 10 min./level (OA109, OA92).


HelpText:
Your incorporeal spirit separates from your body (OA114).


HelpText:
Subject gets +4 to Listen and Spot and retains Dex bonus to AC when flat-footed (OA118).


HelpText:
Breaches walls 1 ft. thick/level (PH234, OA90).


HelpText:
Melee attack deals 1d10+1/two levels damage (OA117, OA92).


HelpText:
+2 AC and saves, counter mind control, hedge out oni (OA111, OA92).


HelpText:
Ignores first 12 damage from one energy type each round (PH245, OA90).


HelpText:
Subject immune to ranged attacks (PH239, OA94).


HelpText:
Frees one or more creatures from paralysis, hold, or slow (PH245, OA90).


HelpText:
Pushes away metal and stone (PH245, OA96).


HelpText:
Stops blows, cuts, and slashes (PH257, OA91).


HelpText:
Spies on subject from a distance (PH247, OA90).


HelpText:
You create three shadow duplicates of yourself (LoD189)


HelpText:
The caster steals energy from others, slowing them and speeding him or her. (LoD185)


HelpText:
You fire a Black ray of negative energy at a single target (LoD186)


HelpText:
You turn aside raw earth in a furrow in a straight line (LoD187)


HelpText:
As clone, except that if the original individual is still alive, the cloned body falls immediately into stasis (LoD189)


HelpText:
You can animate any nearby shadow into a ropelike tentacle (LoD186)


HelpText:
You imbue a creature with an invisible shield that protects it from all effects of sun light (LoD187)


HelpText:
As Eyebite, except that you can only choose one of the following possible gaze attacks (LoD188)


HelpText:
Improves concentration; +1 on attack rolls or selected checks (S&S91).


HelpText:
Makes an instrument masterwork quality; +2 on Perform checks (S&S90).


HelpText:
Grants dark vision, ranged sneak attacks to 60`, death attack with ranged weapon, +15 Spot checks (S&S95).


Target/Area:
Caster and all allies within a 30-ft sphere

HelpText:
Grants increasing bonus on attack rolls (S&S90).


HelpText:
Masks bardic music effects as other sounds (S&S89).


HelpText:
Forces targets to attack each other (S&S95).


HelpText:
Conjures one instrument of the type the caster favors.  (S&S95)


HelpText:
Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 damage to objects (S&S90).


HelpText:
Increases save DC`s of target`s spells by 1d4+1 and damage dealt by such spells by +1/die (S&S92).


HelpText:
Doubles volume of sound; +2 on save DC`s and +1d6 damage for sonic attacks (S&S91).


HelpText:
Allows instant counting and distance calculation (S&S90).


Target/Area:
All piercing and slashing weapons within 20-ft radius burst

HelpText:
Reduces the effectiveness of certain weapons by rendering them semisubstantial (S&S89).


HelpText:
Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks (S&S94).


HelpText:
Applies +2 points/level of luck bonuses to selected checks or attacks (S&S93).


Target/Area:
Living creatures within a 15-ft radius burst

HelpText:
Makes subject drowsy; -2 Spot & Listen checks and Will saves vs. sleep spells (S&S94).


HelpText:
You turn the subject`s sweat to ice. (MOTW86)


Target/Area:
Waves under a creature or object within range

HelpText:
You command the waters to lift a creature or object and propel it forward. (MOTW94)


Target/Area:
Any number of animals, beats, and magical beasts with Int. of 1 or 2, no two of which can be more than 30ft apart

HelpText:
Your swaying motions and music compel the subjects to do nothing but watch you. (MOTW91)


HelpText:
This spell causes creatures it hits to become weak and slow. (MOTW89)


Target/Area:
One animal or tree/three levels, no two of which may be more than 30ft apart

HelpText:
You awaken one or more trees or animals to human like sentience. (MOTW90)


HelpText:
A waterball is a spherical burst of water that looks like a blue fireball. (MOTW96)


HelpText:
With this spell, you can return a dead creature to 0 hit points provided it died within the last round. (MOTW90)


HelpText:
You can sense the presence of a favored enemy. (MOTW87)


HelpText:
Soothes and quiets the subjects, rendering them docile and harmless. (MOTW91)


Target/Area:
One creature/two levels, no two of which can be more than 30 ft apart

HelpText:
You invoke healing energy over a group of creatures. (MOTW93)


HelpText:
With a touch of your hand, you boost the subject`s life energy, granting them the fast healing ability. (MOTW92)


Target/Area:
One animal companion bonded to you by an animal friendship effect

HelpText:
Your animal companion performs a trick. (MOTW82)


HelpText:
You invoke healing energy over a group of creatures. (MOTW92)


HelpText:
Your teeth and tongue become coated with a fast-acting, virulent poison. (MOTW89)


Target/Area:
Pattern of lightning spreads similar to a fireball.

HelpText:
Like the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of a fireball spell. (MOTW94)


HelpText:
You reshape a living tree so that it can contain a spell. (MOTW87)


HelpText:
Your range increment for projectile weapons increases by 50% and you gain +5 to spot checks. (MOTW89)


HelpText:
As reincarnate, plus remains are not required and some choice of form exists (MOTW96).


HelpText:
Beget bogun allows you to infuse living magic into a small mannequin. (MOTW82)


HelpText:
As call lightning, but you can call down bolts every 5 min (MOTW88).


HelpText:
With a touch of your hand, you boost the subject`s life energy, granting them the fast healing ability. (MOTW93)


HelpText:
By calling on the power of nature, you grant the target animal +1 to attack and damage rolls. (MOTW92)


HelpText:
Subject can see through smoke, fire, and fog as if they weren`t there. (MOTW88)


Target/Area:
All creatures within a 15ft radius burst centered on you

HelpText:
All sleeping creatures in the area awaken. (MOTW86)


HelpText:
Allows you to adopt the nature of some abilities of a wild animal. (MOTW87)


HelpText:
This spell stops a lycanthrope from changing form. (MOTW86)


HelpText:
You change your coloring to match your environment, gaining a +20 to Hide checks. (MOTW88


HelpText:
You change your coloring to match your environment, gaining a +10 to Hide checks. (MOTW85)


HelpText:
You create a nonmagical, unattended object of any sort of matter. (De&De218)


HelpText:
You project a bolt of energy from the Positive Energy Plane against one creature. (De&De216)


HelpText:
Dazes 1 creature for 1 round/level. (DotF90)


Target/Area:
120-ft. radius emanation, centered on you

HelpText:
Gain +4 Charisma and enthralls subjects. (DotF82)


HelpText:
The caster`s arms turn into serpents that can be used as natural weapons. (BoVD103)


HelpText:
This spell allows the caster to attract and capture an astral creature. (BoVD104)


HelpText:
As wall of chains, except as noted above, the wall sports loose lengths of spiked chain that strike. (BoVD108)


HelpText:
Lycanthropy infects 1d4 humanoids in the area, designated randomly. (BoVD109)


HelpText:
The caster is able to divine the answer to a a single question. (BoVD97)


HelpText:
The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie`s eye sockets. (BoVD94)


HelpText:
Waterspout is created. Creatures that come in contact take 3d8 points damage, with additional damage for being sucked in


HelpText:
One 5-ft. bust/level deals 1d6 fire/ level.(MagFR94)


HelpText:
Immobile zone of warding stuns those of different patrons.(MagFR99)


HelpText:
One carvings /2 levels turns into a wolf with SR 13 and Frightful presence:(MagFR102)


HelpText:
Indicates direction to known target.(MagFR84)


HelpText:
You attack as if armed, deal bonus damage, harm grapplers.(MagFR82)


HelpText:
The caster gains claws that deal damage based on her size. (BoVD88)


HelpText:
The caster creates a conduit of evil energy between himself and another creature. (BoVD101)


HelpText:
The caster blasts a lancelike projectile of greenish black energy from his hand. (BoVD98)


HelpText:
The subject is wracked with such pain that he doubles over and collapses. (BoVD110)


HelpText:
The caster grows a 3 foot long tail. (BoVD92)


HelpText:
The caster summons a mass of spores that fill the area around him. (BoVD105)


HelpText:
The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared. (BoVD86)


HelpText:
This spell is similar to darkness, except that those within the area also take unholy damage. (BoVD89)


HelpText:
The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. (BoVD86)


HelpText:
The subject`s skin turns red and blisters. (BoVD102)


HelpText:
The caster traps one creature that can possess or inhabit other creatures within the current host. (BoVD98)


HelpText:
When in the presence of a demon, the caster conjures a bebilith - a demon that hunts other demons. (BoVD84)


Target/Area:
Up to five creatures, no two of which can be more than 15ft apart

HelpText:
The caster`s finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target. (BoVD98)


HelpText:
This spell keeps a disease already infection the subject from harming him for that day. (BoVD106)


HelpText:
The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being. (BoVD109)


HelpText:
A deadly vortex forms, dealing 3d8 points of damage to anything sucked in each round, for up to 2d4 rounds.


Target/Area:
5ft/level radius cylinder 10 ft/level high

HelpText:
The caster creates an opaque area of swirling energy in the form of roaring, screeching, mouths full of teeth. (BoVD110)


HelpText:
The caster creates a magical force that grips the subjects heart (or similar vital organ) and crushes it. (BoVD88)


HelpText:
The subject contracts a particularly terrible and contagious disease. (BoVD100)


HelpText:
Subject can charge, then make full attack in same round (SS68)


HelpText:
Eruption deals 5d6/level damage to all in area (SS65)


Target/Area:
A single creature with Intelligence of 4 or higher

HelpText:
Subject uses natural weapon as thrown weapon (SS63)


HelpText:
Concentration checks more difficult within area of spell (SS65)


HelpText:
Summons huge monstrous spiders to fight for you (SS70)


HelpText:
Subject gains +6 on saving throws (SS71)


HelpText:
Subject remains enlarged for 10 min / level (SS67)


HelpText:
Undead creature gains fiendish template (SS72)


HelpText:
Turn construct into living creature (SS67)


HelpText:
Transformations tails and finds into legs and feet(SS66)


HelpText:
Nauseating vapors within cone persist for 10 rounds (SS68)


HelpText:
Subject gains blindsight 60 ft. for 1 min./level (SS67)


Target/Area:
Wall of whirling limbs up to 20 ft. long/caster level

HelpText:
Whirling limbs deals 1d6/level bludgeoning damage (SS72)


HelpText:
Noise deals 1d6/level sonic damage to within area (SS64)


HelpText:
Remove need to concentrate to maintain next spell cast (SS69)


HelpText:
Animated object does your bidding (SS68)


HelpText:
Creates plague of Insanity passed by touch. (DotF82)


Target/Area:
A well shaft: 10 ft. wide, up to 100 ft deep

HelpText:
Creates a well to fresh water up to 100 ft. down. (DotF90)


HelpText:
You assume the form of any fiendish creature, demon, or devil that can be summoned with Summon Monster I-V. (UE49).


HelpText:
You conjure a featureless black sphere of nothingness that Disintegrates anything it touches. (UE53)


Target/Area:
All within a 60-ft-radius burst centered on you

HelpText:
Allies gain +2 or +3 on attacks & saves, enemies suffer -2. (UE)


Target/Area:
One or more creatures or objects, no two of which can be more than 30 ft. apart.

HelpText:
One or more globes of force streak from your palm at their targets, or shatter and deal splash damage. (UE49)


HelpText:
Your touch corrupts your victim`s very soul, damaging his Wisdom and Charisma. (UE52)


HelpText:
Creatures own blood deals 1d8 Fire and 1d8 Acid damage per round, Fort. Save each round to negate. (UE48)


HelpText:
You create a noisy construct of an impressively massive machine to control its movement or have it perform a task.


HelpText:
Sound cannot penetrate to or from target and -2 on ranged attacks.(MagFR80)


HelpText:
Links two locations by magical path.(MagFR86)


HelpText:
You become one with th earth, attaining knowledge of surrounding geography & populations. (RoFR189).


HelpText:
Your bardic music abilities tap the Shadow Weave, giving you a +4 bonus to Perform. (RoFR191).


HelpText:
Your body becomes living stone (RoFR191).


HelpText:
Bolt of dark energy deals temporary Con and Str damage to all creatures in it`s area. (UE52)


HelpText:
You fire a brilliant blue ray at a single creature or object, charging it with powerful magnetism. (UE49)


HelpText:
Any icy sphere appears in your hand, and can be thrown or strike opponents in melee. (UE52)


HelpText:
You create a mystical connection to an object, which alerts you to certain conditions. (UE53)


HelpText:
As Mage Armor, but bonus is 3 +1/2 Caster Levels. (UE51)


HelpText:
You create a quarterstaff of force with the Thundering ability. (UE49)


HelpText:
You cloak yourself in a luminous area that grants Electricity Resistance 10 and a Luck bonus on saves. (UE50)


HelpText:
A single bladed weapon gains the Bane ability against a creature type of your choosing. (UE48)


HelpText:
You evoke from the earth an upwelling of virulent green energy, dealing 2d6 +1/caster level. (UE50)


HelpText:
Ghost departs immediately for the True Afterlife. (GW58)


HelpText:
Armor gains the ghost touch property. (GW54)


HelpText:
Undead creature gains blue aura that deals +2d4 against living creatures. (GW60)


Target/Area:
One ghost or naturally incorporeal undead.

HelpText:
Incorporeal creature manifests fully. (GW52)


HelpText:
Creates a noisy, many-armed construct of massive appearance that can perform a simple task.


HelpText:
A gray radiance is transferred to the creature that can now not regain hit points or ability scores by any means.


HelpText:
Creatures in area take normal and Cold damage, may be slowed.(MagFR135)


HelpText:
Restores dead person or ghost as a ghost. (GW57)


HelpText:
Forces possessing creature out of its host body. (GW52)


Target/Area:
A plane of dispel magic whose area is up to one 10-ft. square/level

HelpText:
Target of greater dispel magic (Udrk 63)


HelpText:
This spell creates a transparent barrier. Anyone passing through it becomes the target of a dispel magic (Udrk 63)


Target/Area:
Cloud spreads in 30-ft radius 20-ft high

HelpText:
Make Fort save or get disease equivalent to the shakes (DMG ) 1d8 Dex damage/day of failed saves.


Target/Area:
1 creature/level no more than 30-ft apart

HelpText:
same as Drown only more people - (Udrk 58)


HelpText:
Removes or adds keys to an existing Portal (Udrk 60)


HelpText:
The prepared stones become stone like creatures that fight for you and defend you (Udrk 57)


HelpText:
Natural Armor +1/+1 vs poison/+1 hide for every 3 levels (Udrk 61)


HelpText:
Gives the Mineral Warrior Template (Udrk 59)


HelpText:
Makes permanent tunnel through the rock of appropriate dimensions (Udrk 58)


Target/Area:
Circle centered on you with a 1 mile/level radius (see text)

HelpText:
You sense the direction of any earth node within range. (Udrk 59)


Target/Area:
You and touched objects or other touched willing creatures weighing up to 50 lb./level

HelpText:
You instantly travel to another earth node you have visited (Udrk 59)


HelpText:
Makes you look like the race of those you are speaking to (Udrk 60)


Target/Area:
Stone object touched, up to 10 cu. Ft. + 10 cu. ft./level


Target/Area:
Nonmagical, unattended object weighing up to 5 lbs

HelpText:
Stick affixes one object to a heavier object (Udrk 61)


Target/Area:
One stone structure or rock formation, up to 25 cu ft/level

HelpText:
Double Hardness and hit points of stone structure or rock formation.(MagFR90)


HelpText:
Subject becomes puddle like and can slip through cracks quickly. (Udrk 56)


HelpText:
Same as burrow but more creatures. (Udrk 56)


HelpText:
Opponents can`t attack you, and you can`t attack (Udrk 61).


HelpText:
This makes an indelible mark on the face of the target giving -5 to Diplomacy & Bluff and -2 AC (Udrk 59)


HelpText:
You can pinpoint the location of anyone within 30 ft that is contact with the ground (Udrk 62)


HelpText:
Changes the destination of a portal for a set time frame (Udrk 60)


HelpText:
Temporarily improve a portals operating conditions by +30% (Udrk 60)


Target/Area:
1 creature /level no more than 30 ft apart

HelpText:
Makes a group of you look like the race of those you are speaking to (Udrk 61)


HelpText:
You can change a type of rock into another type of rock (Udrk 61)


HelpText:
Creates a single magical tattoo, type determined by caster.  Must have some form of craft to inscribe with.


HelpText:
A powerful contingency spell, a specified trigger sends you to a specified locale.


HelpText:
Spear-shaped force does 2d6 damage and can dispel 3rd or lower level protection spells.


HelpText:
Slashing weapon glows equal to torch light  and gains +3 bonds.(MagFR82)


HelpText:
.Your hand sprouts quills for melee or ranged attacks.1D8 +1/2 levels (max +5)(Injury Dc18 1D6 Str/1D6 Str)(MagFR112)


HelpText:
All living creatures within half a mile hear your shout.(MagFR132)


HelpText:
You gain claws that give you a burrow speed of 10 feet through the earth, and deal d6 damage. (RoFR189)


HelpText:
Turns insects into colossal vermin (ELH228).


HelpText:
The target of this spell is subject to a fury like unto heavenly wrath (ELH87)


HelpText:
You make a permanent thrall of any living creature (ELH79)


HelpText:
You summon a swirling thunderstorm that rains fire rather than raindrops (ELH85)


HelpText:
You snatch your self from 1 round in the future (ELH87)


HelpText:
You infect the subject with a compulsive urge that use up her spells for the day (ELH86)


HelpText:
You become immune to 1st through 9th level spells (ELH80)


HelpText:
You grant the subject touched spell resistance 35 until the duration expires (ELH80)


HelpText:
An invisible but tangible field of force surrounds the subject (ELH79)


HelpText:
You attack a single target, if killed, target is utterly destroyed (ELH85)


Target/Area:
Creature or object weighting up to 1,000 lb.


Target/Area:
One living Vault, 50 ft. by 50ft. by 10 ft.

HelpText:
You can create a construct known as a living vault (EHL73)


HelpText:
This spell turn all medium and smaller creatures in the area into frogs (ELH82)


HelpText:
As greater dispelling, except that the maximum bonus on the dispel check is +40 (ELH87)


HelpText:
Calls vermin to fight for you as Summon Nature`s Ally (ELH228).


HelpText:
Non-magical metal items pass right through you or creature touched, making it immune to those attacks.


HelpText:
Causes the first power that is targeted at you to rebound on its caster (PsiHb96).


HelpText:
You create a powerful aversion in the mind of the target (PsiHb55).


HelpText:
Sets trigger condition for another power (PsiHb61).


HelpText:
Deals 4d4 dmg. To anyone who tries to view you remotely (PsiHb96).


HelpText:
You are almost impossible to move (PsiHb80).


HelpText:
You possess 1 ability score of a chosen animal (PsiHB52).


HelpText:
Creates 1 8th-level, 1d3 7th-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


Target/Area:
A nonmagical bolt, arrow or sling bullet

HelpText:
You create a single, nonmagical, standard crossbow bolt, arrow, or sling bullet (PsiHb57).


HelpText:
Teleports cohort to you from any distance within same plane or from one point to another within range (PsiHb58).


HelpText:
You use tactile sensation to see (PsiHb75).


HelpText:
You share one sensation with target (PsiHb97).


HelpText:
Allows you to move and attack freely in water or even while help by magic or power (PsiHb77).


HelpText:
You know where you are in relation to a point (PsiHb80).


HelpText:
Allows target to fly at a speed of 90 with maneuverability good (PsiHb76).


HelpText:
You receive a reply to a question regarding a specific goal, event , or activity within 1 week (PsiHb69).


HelpText:
Adjusts your body equilibrium to conform with surface (i.E. walk on water, quicksand, spider web) (PsiHb57).


HelpText:
You can adjust a creature temperament by one category (PsiHb103).


HelpText:
Sacrifice hit points for a damage bonus. (DotF85)


Target/Area:
Whirling disk of weapons, up to 30-ft. radius

HelpText:
Spinning disk of weapons deals 1d6 +2/level damage. (DotF85)


Target/Area:
15-ft.-radius emanation, centered on you

HelpText:
Wards area against fire creatures. (DotF85)


Target/Area:
Up to eight living creatures within range

HelpText:
Eavesdrop on thoughts of up to eight other creatures. (DotF82)


HelpText:
As Dominate Person, but save at -4. (DotF91)


HelpText:
+4 bonus against weakness or fatigue, endurance bonus. (DotF91)


HelpText:
Allies receive +2 morale bonus on range attacks. (DotF81)


HelpText:
Summons horde of diseased rats. (DotF88)


HelpText:
Deafen or damage foes, depending on their alignment. (DotF82)


HelpText:
Destroys binding spells within 180 ft. (DotF91)


HelpText:
As dominate person, but permanent and affects any creature. (DotF87)


HelpText:
Summons an incorporeal bird of prey to fight for you. (DotF86)


Target/Area:
One living creature/level, no two of which can be more than 50 ft. apart

HelpText:
Inflicts a disease that must be magically cured, one subject per level. (DotF89)


HelpText:
As Lesser Aspect, but you gain celestial or fiendish qualities. (DotF81)


HelpText:
As Lesser Aspect, but you gain wings, enhanced ability scores, and various resistances. (DotF86)


Target/Area:
You and one willing creature within 30 ft.

HelpText:
Link with subject within 30 ft. for 10min/level. (DotF87)


HelpText:
Subject gains Reflex save bonus, an 18 Dex, and the Spring Attack feat. (DotF85)


HelpText:
Scrying sensor passed along by touch. (DotF82)


Target/Area:
Centered on you, to the extent of the range

HelpText:
Forecast natural weather for one week. (DotF92)


Target/Area:
All allies within a 30-ft-radius burst centered on you

HelpText:
As Aid within 30 ft., followers of your Deity receive more. (DotF89)


HelpText:
Up to +1/level Str, Dex, or Con; Int and Cha drop the same amount. (DotF82)


HelpText:
Your form becomes more like your Deity`s. (DotF87)


HelpText:
Prevents a corpse from rising as undead. (DotF82)


HelpText:
Normal or masterwork weapon becomes a Flaming Burst weapon. (DotF86)


HelpText:
Causes temporary lycanthropy in subject. (DotF82)


HelpText:
Wards area against cold creatures. (DotF85)


HelpText:
Tears a hole in the fabric of reality to create a sphere of annihilation you control to cause destruction.


HelpText:
Dazes one living creature for 1 round per caster level and clouds it mind, but does not stun it.


HelpText:
Blast of force does ranged touch attack of 1d6 per 2 levels, max 5d6 and knocks target down (Fort save).


HelpText:
The target screams, gibbers, and acts completely mad.  -4 to AC, no Reflex save (except for nat. 20), no use of shield.


HelpText:
Grants you the ability to make one ray attack per round. (De&De216)


HelpText:
You create an immobile, finite plane with limited access. (De&De217)


HelpText:
You can put a creature into a screaming blood frenzy. (De&De217)


HelpText:
Deals 1d4 sonic/level plus damages floor surface 6 inches deep.(MagFR116)


HelpText:
Greatly enhances staff or quarterstaff,(MagFR81)


HelpText:
Deals 1d6 damage plus bull rush.(MagFR80)


HelpText:
Transforms willing incorporeal undead into a ghost. (GW56)


HelpText:
You gain +2 morale bonus on attacks and damage, plus panic melee opponents. (GW61)


HelpText:
Hands and forearms become claws for 1d4 points in cold damage and slow spell with grapple.


HelpText:
Ice claw grapples and deals normal and cold damage.(MagFR135)


HelpText:
As polymorph self, except you can gain the force and powers of an evil outsider.(MagFR93)


HelpText:
1d6 acid damage/level, 20-ft. radius (MagFR76)


HelpText:
Creates a potion that must be used within 1 hour/level,(MagFR87)


HelpText:
Touch deals 1d6 Str damage, repeats in minute.(MagFR123)


HelpText:
deathwatch, but only for animals and plants.(MagFR110)


HelpText:
Scroll activate upon you if conditions are met.(MagFR122)


HelpText:
Channel a spell into positive energy to cure 1d6/spell level,(MagFR119)


HelpText:
Immobile shield block sounds, 20% miss chance any-missiles Crossing , deals 1d6+1/level -deafens intruders.(MagFR83)


HelpText:
Cures 8 hp +1/level damage (max +5) to worshiper of your patron.(MagFR93)


HelpText:
Phantom stag can bull rush and be a mount.(MagFR120)


Target/Area:
One creature per 3 caster levels within 30ft diameter

HelpText:
Subjects gain +4 to Str, Dex, and Con.(MagFR78)


HelpText:
Bulks strength that ends if you lose contact with the ground,(MagFR125)


Target/Area:
Any number of creatures within a 60ft diameter

HelpText:
As camouflage, but affects all in range.(MagFR106)


HelpText:
Your arm turns Into poisonous snake you can use to attack.(MagFR120)


HelpText:
Negates sound in 15-ft. radius (PH252, OA89).


HelpText:
See all things as they really are (PH267, OA91).


HelpText:
Plants animate and vegetation entangles (PH186, OA96).


HelpText:
As terra cotta warrior, but creates a Huge animated object (OA117, OA95).


Target/Area:
Two or more summoned creatures, no two of witch can be more than 30 ft. apart.

HelpText:
Summons multiple elementals (PH198, OA91).


HelpText:
Subject can swim like a native swimmer (OA116).


Target/Area:
Creatures with total HD not exceeding Your level

HelpText:
Targets burst into flame from the inside out (OA106).


HelpText:
You become one with nature, attaining knowledge of surrounding territory (PH186, OA90).


HelpText:
Subject gains 1 temporary hp (PH269, OA89).


HelpText:
Detects spells and magic items within 60 ft (PH193, OA92).


HelpText:
Creates sword blade of crackling energy (OA108).


HelpText:
As legend lore, but quicker and strenuous (PH269, OA92).


Target/Area:
Creatures in a 30-ft.-radius spread centered on you

HelpText:
Kills, paralyzes, weakens, or dazes Tainted subjects (OA120).


HelpText:
1d8 fire damage/level; you can delay blast for 5 rounds (PH191, OA96).


Target/Area:
AII sighted creatures within a 10 ft.-radius burst centered on you

HelpText:
Blinds creatures within 10 ft (OA120, OA91).


HelpText:
Inflicts 1d6 fire damage/level (PH205, OA91).


HelpText:
Subject gains 1d4+1 Dex for 1 hr. /level (PH182, OA89).


HelpText:
Transforms two 10-ft. cubes/level (PH266, OA92).


HelpText:
Dazzles one creature (-1 attack) (PH206, OA89).


HelpText:
Silk scarf becomes ranged Weapon dealing 1d8+1/level damage (OA106, OA94).


HelpText:
Includes sight, sound, and smell (PH235, OA90).


HelpText:
Negates magic within 10 ft (PH175, OA92).


HelpText:
Calls elemental or animal to fight for you (PH261, OA91).


HelpText:
Opponents can`t attack you, and you can`t attack (PH247, OA89).


HelpText:
Subject becomes insubstantial and can fly slowly (PH207, OA94).


HelpText:
Reveals natural or primitive traps (PH194, OA89).


HelpText:
As dispel magic, but +20 on check  (PH210, OA91).


Target/Area:
Up to one living creature touched per two levels

HelpText:
Removes effects of fatigue as 8 hours of rest (OA112, OA92).


HelpText:
Wall, floor, or ceiling looks real, but anything can pass through (PH216, OA90).


HelpText:
60-ft. radius of bright light (PH191, OA90).


HelpText:
Summons 1d4+2 shambling mounds to fight for you (PH250, OA92).


HelpText:
Your arms become flaming wings; you can fly or burn things (OA104, OA90).


HelpText:
Calls elemental or animal to fight for you (PH260, OA91).


HelpText:
Your eyes glow, illuminating area; focusing beams causes ignition (OA103).


HelpText:
You and your allies turn vaporous and travel fast (PH272, OA91).


HelpText:
Recipient gains +4 bonus on will saves (OA110).


HelpText:
Masks object against divination (PH232, OA92).


HelpText:
Turn a Small or smaller quantity of fire into an animated object (OA97, OA94).


HelpText:
As major image, plus triggered by event. (PH239, OA91).


HelpText:
+1/3 level bonus on Will saves against charm and compulsion (OA111).


HelpText:
As hallucinatory terrain, plus structures.(, OA90)


HelpText:
You become one with nature, attaining knowledge of surrounding territory (PH186, OA92).


HelpText:
Calls elemental or animal to fight for you (PH260, OA90).


HelpText:
Fully restore dead subject (PH246, OA91).


HelpText:
Cures 1d8+1/level damage (max +5) (PH190, OA89).


HelpText:
Subject is invisible for 10 min. /level or until it attacks (PH217, OA92).


HelpText:
As teleport, but affects a touched object (PH269, OA91).


HelpText:
Target bursts into magical Fame, becoming a dangerous weapon (OA104, OA91).


HelpText:
Cures 4d8 +1/level damage (max +20) (PH190, OA92).


HelpText:
You or a creature you touch becomes immune to nonmagical metal (IDL 93).


HelpText:
Tiny or Small animal touched is transformed into a sentient humanoid,resembling a human or halfling. (TSS32)


HelpText:
Cone of droplets, 1d6 and +1/level damage (max +5). (DotF87)


HelpText:
One ally/level +4 Strength and +1d4/level hit points. (DotF81)


HelpText:
As knife spray, but 1d8 and max +10. (DotF90)


HelpText:
As Brambles, but +2 attack and lasts longer. (DotF90)


HelpText:
Blunt wooden weapon +1 attack, +1/level damage (max +10). (DotF82)


HelpText:
You dismiss creatures or objects composed of ectoplasm (PsiHb68).


HelpText:
You may duplicate the effect of any other power. XP cost 5000 or as per emulated spell (PsiHb79).


HelpText:
You may lift and move or thrust an object or creature (PsiHb80).


HelpText:
You can repair psychic damage or grant another knowledge of your powers (PsiHb94).


HelpText:
You contact a creature you know and send a 25 word message to which they can send a reply (PsiHb97).


HelpText:
Wind velocity increased or decreased by up to 10 miles per hour +5 miles per hour/level (PsiHb61).


HelpText:
You are instantly transferred to a designated destination with no chance of failure (PsiHb104).


HelpText:
All psionic activity within the area requires twice the normal power points except your own (PsiHb58).


HelpText:
Object touched glows with a silvery luminescence shedding light in a 20 ft. radius (PsiHb95).


HelpText:
You can adapt your body to hostile environments, Psions choice of environments (PsiHB51).


HelpText:
You create a region that is temporarily proof against interplanar intrusion. (MotP40).


HelpText:
Randomizes destination of one interplanar portal for the duration of the spell. (MotP39).


HelpText:
Affected creatures gain protections against natural effects of a specific plane. (MotP33)


HelpText:
Restores life to an outsider who died up to 1 day/level ago (MotP38).


HelpText:
Permanently seals one interplanar portal, subject to dispelling and similar magic. (MotP39).


Target/Area:
25 ft. + 5ft/2 levels spherical emanation centered on you.

HelpText:
You detonate a small ether cyclone on the Ethereal Plane. (MotP35)


HelpText:
Illusion hides area from vision, scrying (PH247, OA92).


HelpText:
Send a short message 10 miles/level to ten creatures/level (OA115).


HelpText:
Target explodes in a burst of pure element (wood, metal, stone, fire, or water) (OA102).


HelpText:
You call up raw Tainted power to smite your enemies, dealing 1d8 points of damage per two caster levels (max 5d8) (OA240


HelpText:
Kills 3 HD or less; 4-6 HD save or die (PH185, OA90).


HelpText:
Traps newly dead soul to prevent resurrection (PH254, OA92).


HelpText:
Blocks vision and slows movement (PH253, OA95).


HelpText:
This spell gives you power at the expense of his own undead minions (LoD186)


HelpText:
With this spell, you can grant the ephemeral quickness of a sudden breeze. (MOTW94)


HelpText:
Touched creature gain partial protection from the from the effects of positive energy. (BBS46)


Target/Area:
Any number of creatures, no two of which can be more than 60 ft. apart.

HelpText:
+10 bonus on Hide checks to all in range. (GW55)


HelpText:
As invisibility, but subject can attack and stay invisible (PH217, OA92).


HelpText:
Doubles normal weapon`s threat range (PH219, OA90).


HelpText:
Changes appearance of group of creatures (PH269, OA91).


HelpText:
Subject gains 12 +1/level SR (PH255, OA92).


HelpText:
Reduces an opponent`s damage reduction (OA118).


HelpText:
Put 2d4 HD of creatures into comatose slumber (PH252, 0A89).


HelpText:
Change wind direction and speed (PH189, OA90).


HelpText:
Ranged attacks deal 1d4 damage/level to a number of targets up to your level (OA112).


HelpText:
Senses direction toward object (specific or type) (PH223, OA89).


HelpText:
As lesser spirit binding, but up to 24 HD (OA105).


HelpText:
Creates a spring of fresh water (OA100).


HelpText:
Two snakes hit one or two targets, dealing 2d6 damage each and injecting poison (OA113).


HelpText:
Bends wood (shaft, handle, door, plank) (PH271, OA94).


HelpText:
As silent image, plus some sound (PH228, OA89).


HelpText:
1d6 damage per level, 30-ft. cone (OA115, OA94).


HelpText:
Alerts you of magical eavesdropping (PH193, OA90).


HelpText:
As restoration, plus restores all levels and ability scores (PH211, OA91).


HelpText:
Immune to damage from one kind of energy (PH240, OA90).


HelpText:
As terra cotta warrior, but creates a Huge animated object (OA117).


HelpText:
Your soul inhabits and controls an animal`s body (OA111).


HelpText:
Keeps animated plants at bay (PH175, OA95).


HelpText:
Teleports you and 500 lb. , 90 ft. /level (PH195, OA94).


HelpText:
Touch attack deals 1 point Str and 1 point Con damage per two caster levels (OA119).


HelpText:
Dagger made of ice deals 1d8 damage plus 1d8 cold damage and 2 Dexterity damage (OA106).


HelpText:
Hear or see at a distance for 1 min. /level (PH184, OA90).


HelpText:
Entraps and harms Shadowlands creatures (OA117, OA92).


HelpText:
Flying earth deals 1d6/level to creatures along its path (OA102).


HelpText:
Touch delivers 1d8 +1/level electricity (PH251, OA89).


HelpText:
Restores petrified creature (PH257, OA95).


HelpText:
Object or location affected by spell repels certain creatures (PH175, OA91).


Target/Area:
All creatures in a 20-ft-radius centered on you

HelpText:
Flames deal 1d8+1/level damage in all directions (OA98, OA90).


HelpText:
Cone of ice deals 1d6 points of subdual damage/two levels and frostbite (OA106, OA94).


HelpText:
Opened object deals 1d4 +1/level damage  (PH205, OA94).


HelpText:
30 hp/four levels; can topple onto foes (PH270, OA95).


HelpText:
Creates torches or other lights (PH190, OA89).


HelpText:
Verbal rebuke stuns one creature for 1d4+1 rounds (OA112).


HelpText:
Smites foes with divine fire (1d8/level)  (PH205, OA91).


HelpText:
Blade of negative energy attacks Your opponents (OA116).


HelpText:
Provides useful advice for specific proposed actions (PH197, OA92).


HelpText:
Beam blinds and deals 3d6 damage (PH261, OA91).


HelpText:
+1 bonus/three levels (max +5)  (PH210, OA90).


Target/Area:
Up to 16 HD worth of summoned Spirits, no two of which can be more than 30 ft. apart when they appear

HelpText:
As lesser spirit binding, but up to 16 HD (OA114).


HelpText:
+20 to Hide checks in darkened areas (OA107, OA89).


HelpText:
Subject can become a statue at will (PH256, OA92).


HelpText:
+4 on saves against fear for one subject +1/four levels (PH245, OA89).


HelpText:
Creature loses next action (PH191, OA92).


Target/Area:
Creatures with total HD not exceeding your levels, no two of which may be more than 20 ft. apart

HelpText:
Inflict pain on targets, who suffer -4 on attack rolls, skill and ability checks (OA110).


HelpText:
Read scrolls and spellbooks (PH243, OA89).


HelpText:
Acorns and berries become grenades and bombs (PH204, OA91).


HelpText:
Turns subject creature into statue (PH206, OA92).


HelpText:
Restores level and ability score drains (PH246, OA90).


HelpText:
+20 to Hide checks in darkened areas (OA107, OA92).


Target/Area:
Up to one living creature touched/two levels

HelpText:
Recipients need no food or drink for 8 hours/level (OA115).


HelpText:
Turn a Small or smaller quantity of water into an animated object (OA97, OA94).


HelpText:
Target bursts into magical Fame, becoming a dangerous weapon (OA104).


HelpText:
Poisonous touch deals 1d6 Con damage, repeats in 1 min (OA107).


HelpText:
Reflect 1d6+4 spell levels back at caster (PH255, OA92).


HelpText:
Kills, paralyzes, weakens, or dazes Tainted subjects (OA120, OA91).


HelpText:
1d6 damage per level, 20-ft. area (PH203, OA91).


HelpText:
Forces a creature to return to native plane (PH196, OA92).


HelpText:
Three stones become +1 projectiles, 1d6+1 damage (PH225, OA89).


HelpText:
Rain of stone makes ranged attack dealing 1d3/level (OA105).


HelpText:
Intense tremor shakes 5-ft. /level radius (PH198, OA92).


HelpText:
Blinds 200 hp worth of creatures (PH237, OA91).


HelpText:
Reveals Shadowlands Taint in creatures or objects (OA101).


HelpText:
Melee attack deals 1d10+1/two levels damage (OA117, OA89).


HelpText:
Cone of ice deals 1d6 points of subdual damage/two levels and frostbite (OA106).


HelpText:
1d6 damage/level; secondary bolts (PH182, OA91).


HelpText:
Transform water into ingested poison (OA119).


HelpText:
Illusion hides area from vision, scrying (PH247, OA91).


HelpText:
Changes weather in local area (PH188, OA91).


HelpText:
Half the damage you take is transferred to a figure of a spirit or deity (OA115).


HelpText:
Ray deals 1d3 cold damage (PH243, OA94).


HelpText:
Aura grants +2 or higher deflection bonus (PH251, OA89).


HelpText:
Cures all diseases affecting subject (PH244, OA90).


HelpText:
Four blood missiles deal 2d8 damage each (OA97).


HelpText:
Target sword fights independently (OA100).


HelpText:
+4 on saves against fear for one subject +1/four levels (PH245, OA92).


HelpText:
Cures 4d8 +1/level damage (max +20) (PH190, OA90).


HelpText:
Target understands your nonverbal message (OA112).


HelpText:
Allows `listening` to surface thoughts (PH194, OA92).


HelpText:
Subject gains 1d4+1 Str for 1 hr. /level (PH181, OA89).


HelpText:
Subject treads on air as if solid (climb at 45-degree angle) (PH172, OA90).


HelpText:
Three stones become +1 projectiles, 1d6+1 damage (PH225, OA92).


HelpText:
Confers +8 resistance bonus (PH240, OA91).


HelpText:
As animate objects, but Small or smaller wooden object (OA97).


HelpText:
Your touch corrodes iron and alloys (PH247, OA95).


HelpText:
Touch attack deals 1d8 +1/two levels damage  (PH205, OA89).


HelpText:
Banishes 2 HD/level extraplanar creatures (PH177, OA91).


HelpText:
1d4 +1/two levels damage, touch or thrown (PH238, OA91).


HelpText:
Cancels magical spells and effects (PH196, OA90).


HelpText:
Banishes 2 HD/level extraplanar creatures (PH177, OA92).


HelpText:
Deflects arrows, smaller creatures, and gases (PH273, OA90).


HelpText:
Array of techniques to imprison a creature (PH179, OA92).


HelpText:
Penetrates disguises and shape changes (OA101).


HelpText:
Extinguishes nonmagical fires or one magic item  (PH241, OA90).


HelpText:
As resurrection, plus remains aren`t needed (PH267, OA91).


HelpText:
Detoxifies venom in or on subject (PH232, OA90).


HelpText:
Ask any spirit one question/level (OA99, OA92).


HelpText:
Sets trigger condition for another spell (PH187, OA91).


HelpText:
Detects spells and magic items within 60 ft (PH193, OA89).


HelpText:
Subject gains 12 +1/level SR (PH255, OA90).


HelpText:
Pushes away wooden objects (PH245, OA95).


HelpText:
Detects poison in one creature or object (PH193, OA89).


HelpText:
Makes minor repairs on an object (PH227, OA89).


HelpText:
Grants immunity to all death spells and effects (PH191, OA90).


HelpText:
Grants the scent special ability (OA105).


HelpText:
Creates 2 gallons/level of pure water (PH189, OA89).


Target/Area:
A 5-ft. cube of ice or a 1O-ft. cube of snow/level, or one cold creature/level

HelpText:
Melt ice and snow or deal 2 points of damage/level to cold creatures (OA109, OA94).


HelpText:
Transform water into ingested poison (OA119, OA95).


HelpText:
Enlarges and animates a statuette as a Medium-size animated object to fight for you (OA117, OA94).


HelpText:
Entombs subject beneath the earth (PH217, OA92).


HelpText:
Grants +6 natural armor bonus, -2 to Dex (OA110).


Target/Area:
Wall of bones whose area is up to one 10-ft. square/level (S).

HelpText:
Creates a bone wall that can be shaped (OA118).


HelpText:
You and your gear merge with stone (PH226, OA90).


HelpText:
Turns you invisible and creates illusory double (PH230, OA92).


HelpText:
Melt ice and snow or deal 2 points of damage/level to cold creatures (OA109).


HelpText:
Draw down holy power to smite your enemies (PH214, OA92).


HelpText:
As heal, but with several subjects (PH226, OA91).


HelpText:
Directs lightning bolts (1d10/level) during storms (PH182, OA90).


HelpText:
Exact location of creature or object (PH195, OA91).


HelpText:
Throw 3 or more shuriken formed of fire; each deals 1 point of damage + 1d4 fire damage (OA103, OA94).


HelpText:
+1 on one roll, throw, or check (PH211, OA91).


HelpText:
Subject can swim like a native swimmer (OA116, OA94).


HelpText:
Teleports you and 500 lb. , 90 ft. /level (PH195, OA90).


HelpText:
Instantly transports you anywhere (PH264, OA90).


HelpText:
`Sixth sense` warns of impending danger (PH207, OA92).


HelpText:
Spit poison in 10-ft. Cone for 1d3 Con damage (OA99).


HelpText:
Creates force whip; crack to keep animals at bay strike animals to frighten them, or wield like a whip (OA119).


HelpText:
Lesser spirit answers one question/two levels (OA99, OA92).


HelpText:
Your spirit can hear and see at a distance for 1 min./level (OA102).


HelpText:
Damages and blinds Shadowlands creatures (OA107).


HelpText:
Cast while concentrating on another spell for +10 bonus on Concentration checks (OA96).


Target/Area:
One creature/level in a 20-ft.radius burst centered on you

HelpText:
+4 AC, +4 resistance, and 25 SR against evil spells (OA107).


HelpText:
Spirits can`t perceive 1 subject/level (OA106).


HelpText:
One creature flees for 1d4 rounds (PH182, OA89).


HelpText:
Creates minor illusion of your design (PH252, OA89).


HelpText:
Blinds all within 10 ft. , deals 3d6 damage (PH261, OA91).


HelpText:
+2 AC and saves, counter mind control, hedge out oni (OA111).


HelpText:
Humanoids freeze in place until condition You specify is met (OA118).


HelpText:
+4 AC, +4 resistance, and 25 SR against evil spells (OA107, OA92).


HelpText:
As invisibility, but subject can attack and stay invisible (PH217, OA90).


HelpText:
Changes the alignment of one creature (OA99).


HelpText:
Grows vegetation, improves crops (PH236, OA94).


HelpText:
Forces shapechangers into natural form (OA104).


HelpText:
Your arms become flaming wings; you can fly or burn things (OA104).


Target/Area:
A ladder of smoke, up to 10 ft. long/level

HelpText:
Smoke transforms into ladder up to 10-ft. long/level (OA113).


HelpText:
Draw iron or steel objects to yourself (OA109).


HelpText:
As protection from Taint, but 10-ft. radius and 10 min./level (OA109).


HelpText:
Reveals natural or primitive traps (PH194, OA91).


HelpText:
Melee attack deals 1d10+1/two levels damage (OA117).


HelpText:
Entraps and harms Shadowlands creatures (OA117, OA91).


HelpText:
+1 bonus/three levels (max +5)  (PH210, OA92).


HelpText:
Purifying mist washes the air clean of smoke, dust, and poisons(OA100).


HelpText:
1d4 fire damage/level (max: 5d4) (PH181, OA91).


HelpText:
Flying earth deals 1d6/level to creatures along its path (OA102, OA94).


HelpText:
Grants the scent special ability (OA105, OA92).


HelpText:
Subject gains +1d4+1 Con for 1 hr./level (PH199, OA89).


HelpText:
Ignores 5 damage/round from one energy type (PH199, OA89).


HelpText:
Needle pins spirit in place, in corporeal form (OA114, OA95).


HelpText:
As teleport, but no off-target arrival (PH265, OA91).


Target/Area:
You and one other medium-sized or smaller willing creatures/four levels

HelpText:
You and allies fly 100 miles in 10 minutes (OA99, OA96).


HelpText:
Dispels magic ability penalty or repairs 1d4 ability damage (PH222, OA90).


Target/Area:
One nonmagical wooden object (or the volume of the object within 3 ft. of the touched point) or one plant creature

HelpText:
Wood item or plant creature rots and becomes worthless (OA120).


Target/Area:
One creature, one object, or a 5-ft cube

HelpText:
Detects disease in one creature or object (OA101).


HelpText:
Learn tales about a person, place, or thing (PH219, OA92).


HelpText:
Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage)  (PH205, OA90).


HelpText:
Cures 2d8+1/level damage (max +10) (PH190, OA90).


HelpText:
Outlines subjects with light, canceling blur, concealment, etc (PH202, OA89).


HelpText:
Your spirit merges with horse`s (OA119).


Target/Area:
One Medium-size or smaller ghostly light

HelpText:
Ghostly green radiance causes fear (OA104).


HelpText:
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft (PH269, OA90).


HelpText:
Lesser spirit answers one question/two levels (OA99).


HelpText:
Subject suffers -4 penalty on will saves. (OA110).


HelpText:
Turn a Small or smaller quantity of fire into an animated object (OA97).


HelpText:
Enlarges and animates a statuette as a Medium-size animated object to fight for you (OA117).


HelpText:
Subject is immune to one spell/four levels (PH255, OA90).


HelpText:
Ask any spirit one question/level (OA99).


HelpText:
Target sword fights independently (OA100, OA94).


HelpText:
Objects or creatures fall slowly (PH203, OA89).


HelpText:
Throw 3 or more shuriken formed of fire; each deals 1 point of damage + 1d4 fire damage (OA103).


HelpText:
Changes weather in local area (PH188, OA92).


HelpText:
Removes effects of fatigue as 8 hours of rest (OA112).


HelpText:
Hail of needles deal poison damage (OA110, OA95).


HelpText:
Hail deals 5d6 damage in cylinder 40 ft. across (PH216, OA95).


Target/Area:
One large or larger wooden-hafted weapon

HelpText:
Large wooden-hailed weapon strikes wielder (OA97, OA94).


HelpText:
Intense tremor shakes 5-ft. /level radius (PH198, OA91).


HelpText:
Raises, lowers, or parts bodies of water (PH188, OA90).


Target/Area:
Invisible barrier whose area is up to one 5-ft. square/level (S)


HelpText:
Protects you from one kind of certain death (OA115).


HelpText:
Purifies 1 cu. Ft. /level of food or water  (PH241, OA89).


HelpText:
Sculpts stone into any shape (PH257, OA92).


HelpText:
Subject Follows your advice, even if complex or self destructive (OA96).


HelpText:
Cures normal or magical conditions (PH244, OA90).


HelpText:
Digs trenches and build hills (PH231, OA91).


HelpText:
Creature touched becomes fatigued (OA103).


HelpText:
Ray inflicts 1d6/level, and more against undead (PH248, OA91).


HelpText:
Magical wood is strong as steel (PH218, OA95).


HelpText:
As lesser spirit ally, but up to 24 HD (OA105).


HelpText:
Attacks are drama to the subject creature, dealing more damage (OA97).


HelpText:
Deals 1d8 damage/level within 30 ft (PH215, OA96).


Target/Area:
1d4 +1/level living creatures in a 20-ft. cube

HelpText:
Kills 1d4 living creatures with less than 2 HD (OA105).


HelpText:
Turns you invisible and creates illusory double (PH230, OA91).


HelpText:
Ranged attacks deal 1d4 damage/level to a number of targets up to your level (OA112, OA94).


HelpText:
Gains permanent animal companions (PH173, OA89).


HelpText:
Talk to natural or worked stone (PH257, OA91).


HelpText:
Makes subject behave oddly for 1 round/level (PH187, OA90).


HelpText:
As scrying, but faster and longer (PH211, OA91).


HelpText:
Cures 3d8 +1/level damage (max +15) (PH190, OA92).


HelpText:
Prepare one weapon for combat against a particular foe (OA119).


HelpText:
Subject gains +1 on saving throws (PH245, OA89).


HelpText:
You and allies fly 100 miles in 10 minutes (OA99).


HelpText:
1d8 fire damage/level; you can delay blast for 5 rounds (PH191, OA91).


HelpText:
Ray inflicts 1d6/level, and more against undead (PH248, OA90).


HelpText:
Removes burden of misdeeds from subject (PH176, OA90).


HelpText:
Grants +6 natural armor bonus, -2 to Dex (OA110, OA95).


HelpText:
Hot metal damages those who touch it (PH213, OA89).


HelpText:
Makes minor repairs on an object (PH227, OA92).


HelpText:
+1 bonus/three levels (max +5)  (PH210, OA94).


HelpText:
Turns stone to clay or dirt to sand or mud (PH253, OA92).


HelpText:
Rain of stone makes ranged attack dealing 1d3/level (OA105, OA94).


HelpText:
Subjects can breathe underwater (PH271, OA90).


HelpText:
Exchange services with an 8 HD spirit (OA108).


HelpText:
Reveals Shadowlands Taint in creatures or objects (OA101, OA89).


HelpText:
Makes one creature or object vanish (PH195, OA91).


HelpText:
Cyclone inflicts damage and can pick up creatures (PH272, OA91).


HelpText:
Creates a stone wall that can be shaped (PH270, OA90).


HelpText:
Calls elemental or animal to fight for you (PH26, OA91).


HelpText:
Large wooden-hailed weapon strikes wielder (OA97).


Target/Area:
One or more creatures in a 20-ft.-radius burst

HelpText:
Wave of water deals 1d8/two levels damage and bull rush (OA109).


HelpText:
Deals 1d8 damage/level within 30 ft (PH215, OA92).


HelpText:
Melee attack deals 1d8+1/two levels damage (OA98, OA90).


HelpText:
Electricity deals 1d6 damage/level (PH222, OA90).


HelpText:
Nauseating vapors, 1 round/level (PH256, OA94).


HelpText:
Ancestral spirit deals 1d6/two levels damage (maximum 5d6), 1d6/level (maximum 10d6) to undead (OA96).


HelpText:
As heal, but with several subjects (PH226, OA92).


HelpText:
Grants +3 natural armor bonus (or higher) (PH177, OA89).


HelpText:
Ice plane creates wall with 15 hp +1/level, or dome can trap creatures inside (PH270, OA90).


HelpText:
Subject is invisible for 10 min. /level or until it attacks (PH217, OA90).


HelpText:
Allies gain +1 attack and +1 on saves against fear (PH180, OA89).


HelpText:
Cures 1d8 +1/level damage in all directions (PH213, OA90).


HelpText:
Traps spirit until it performs a task (OA108).


HelpText:
Frees object or person from curse (PH244, OA90).


HelpText:
As lessee spirit ally, but up to 16 HD (OA114).


HelpText:
Doubles normal weapon`s threat range (PH219, OA94).


HelpText:
Creature loses next action (PH191, OA89).


HelpText:
As glyph of warding, but up to 10d8 damage or 6th-level spell  (PH210, OA91).


HelpText:
Fascinates 2d4 HD of creatures (PH215, OA89).


HelpText:
+2 AC and saves, counter mind control, hedge out oni (OA111, OA89).


HelpText:
Hail of needles deal poison damage (OA110).


HelpText:
Allows `listening` to surface thoughts (PH194, OA89).


HelpText:
Subject`s severed limbs grow back (PH244, OA91).


HelpText:
Metal within 40 ft. becomes wood (PH266, OA96).


HelpText:
Turns subject creature into statue (PH206, OA95).


HelpText:
Hear or see at a distance for 1 min. /level (PH184, OA92).


HelpText:
Smoke transforms into ladder up to 10-ft. long/level (OA113, OA94).


HelpText:
Sculpts stone into any shape (PH257, OA90).


HelpText:
Cures all damage, diseases, and mental conditions (PH213, OA92).


HelpText:
Create one duplicate of yourself per 5 levels (OA98).


HelpText:
Subject can become a statue at will (PH256, OA91).


HelpText:
Subject treads on air as if solid (climb at 45-degree angle) (PH172, OA92).


HelpText:
You can breathe fire once/round; flame deals 1d8/2 level (maximum 10d8) damage to one target within 15 ft (OA103).


HelpText:
As possess animal, but any creature. (OA110).


HelpText:
Talk w/plants & fungi, limited control over same (PH188, OA95).


HelpText:
You grow thorns; your unarmed attacks deal 1d6 damage (OA117, OA94).


HelpText:
+1 on one roll, throw, or check (PH211, OA89).


HelpText:
Wood item or plant creature rots and becomes worthless (OA120, OA95).


HelpText:
As invisibility to Spirits, but all hostile creatures are affected (OA106).


HelpText:
Successful ranged attack decapitates target (OA100).


Target/Area:
2d6 invisible, mindless, shapeless servants, +1 servant level (maximum  +15)

HelpText:
Create 2d6+1 /level (max. +15) unseen servants (OA113).


HelpText:
You can breathe fire once/round; flame deals 1d8/2 level (maximum 10d8) damage to one target within 15 ft (OA103, OA90).


HelpText:
Changes appearance of group of creatures (PH269, OA92).


HelpText:
Blade of energy attacks your opponents and reduces their next saving throw rolls (OA116).


HelpText:
Blows away or knocks down smaller creatures (PH212, OA90).


HelpText:
Dagger made of ice deals 1d8 damage plus 1d8 cold damage and 2 Dexterity damage (OA106, OA92).


HelpText:
Melee attack deals 1d8+1/two levels damage (OA120).


HelpText:
Extra partial action and +4 AC, but 1d6 subdual damage (PH212, OA90).


HelpText:
Subject treads on water as if solid (PH271, OA90).


HelpText:
Allies gain +1 on most rolls, and enemies suffer -1 (PH238, OA90).


HelpText:
Subject`s face looks terrifying; viewers may become shaken (OA97).


HelpText:
Indicates direction to familiar creature (PH223, OA90).


HelpText:
Stops poison from harming subject for 1 hour/level. (PH191, OA90).


HelpText:
Object or location affected by spell repels certain creatures (PH175, OA92).


HelpText:
Meditate to learn about nearby spirits (OA118).


HelpText:
Your eyes glow, illuminating area; focusing beams causes ignition (OA103, OA94).


HelpText:
Circle teleports any creature inside to designated spot (PH265, OA91).


HelpText:
Scaly skin grants +2 natural armor bonus to AC (OA112).


HelpText:
Cloud deals 4d6 fire damage (PH217, OA91).


HelpText:
Wave of water deals 1d8/two levels damage and bull rush (OA109, OA91).


HelpText:
Object shines like a torch (PH222, OA89).


HelpText:
Your spirit merges with horse`s (OA119, OA92).


Target/Area:
Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube. level (S).

HelpText:
As major image, but no concentration required (PH235, OA90).


HelpText:
A malevolent darkness surrounds the subjects, protecting them from attacks and granting them other abilities (OA241).


HelpText:
Confers +8 resistance bonus (PH240, OA92).


HelpText:
Doubles weapon`s range increment (OA96).


HelpText:
Entraps and harms Shadowlands creatures (OA117).


HelpText:
Cures 3d8 +1/level damage (max +15) (PH190, OA90).


HelpText:
1d6 damage per level, 30-ft. cone (OA115).


HelpText:
Purifying mist washes the air clean of smoke, dust, and poisons(OA100, OA92).


HelpText:
Negates magic within 10 ft (PH175, OA91).


HelpText:
1d4 fire damage/level (max: 5d4) (PH181, OA89).


HelpText:
Subject gains +1 on saving throws (PH245, OA92).


HelpText:
Reveals deliberate falsehoods (PH195, OA90).


HelpText:
30 hp/four levels; can topple onto foes (PH270, OA90).


HelpText:
Melee attack deals 1d8+1/two levels damage (OA120, OA89).


HelpText:
Turn a Small or smaller quantity of water into an animated object (OA97).


Target/Area:
Creatures in a 20-ft. spread centered on you

HelpText:
Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds (OA98).


HelpText:
Deals 24d6 fire damage, plus bursts (PH227, OA91).


HelpText:
Reflect 1d6+4 spell levels back at caster (PH255, OA91).


HelpText:
1d6 damage per level, 20-ft. area (PH203, OA94).


HelpText:
Forces a creature to return to native plane (PH196, OA90).


HelpText:
Array of techniques to imprison a creature (PH179, OA91).


HelpText:
Dazzles one creature (-1 attack) (PH206, OA91).


HelpText:
Holds one person helpless; 1 round/level (PH214, OA89).


HelpText:
As animate objects, but Small or smaller wooden object (OA97, OA94).


HelpText:
1d4 +1/two levels damage, touch or thrown (PH238, OA89).


HelpText:
As protection from Taint, but 10-ft. radius and 10 min./level (OA109, OA90).


HelpText:
Silk scarf becomes ranged Weapon dealing 1d8+1/level damage (OA106).


HelpText:
Dead creature restored to half-life with 1 hp (OA112).


HelpText:
Creatures in area suffer 1d8 damage, may be slowed (PH255, OA90).


HelpText:
Cures 1d8+1/level damage (max +5) (PH190, OA92).


HelpText:
Rolling ball of fire, 2d6 damage, lasts 1 round/level  (PH206, OA89).


HelpText:
Sense basic needs and emotions of creatures (OA107).


HelpText:
Deals 1d6 damage to one undead (PH197, OA89).


HelpText:
Detects curses on one person or object (OA100).


HelpText:
Turns fire into blinding light or choking smoke  (PH241, OA94).


HelpText:
Cures all damage, diseases, and mental conditions (PH213, OA91).


HelpText:
Fully restore dead subject (PH246, OA92).


HelpText:
+20 to Hide checks in darkened areas (OA107).


Target/Area:
Cloud spreads 30 ft. wide and 20 ft high

HelpText:
Cloud of inky blackness moves at your command (OA100).


HelpText:
Needle pins spirit in place, in corporeal form (OA114).


HelpText:
As invisibility, but affects all in range (PH226, OA91).


HelpText:
Willing subject moves up and down at your direction (PH222, OA89).


HelpText:
Your size doubles, and you gain +4 Str (PH246, OA90).


HelpText:
Rearranges wooden objects to suit you (PH273, OA94).


HelpText:
Rolling ball of fire, 2d6 damage, lasts 1 round/level  (PH206, OA90).


HelpText:
Draw iron or steel objects to yourself (OA109, OA94).


HelpText:
Smites foes with divine fire (1d8/level)  (PH205, OA90).


HelpText:
Spit poison in 10-ft. Cone for 1d3 Con damage (OA99, OA94).


HelpText:
Successful ranged attack decapitates target (OA100, OA96).


HelpText:
You grow thorns; your unarmed attacks deal 1d6 damage (OA117).


HelpText:
Cast to maintain concentration without concentrating (OA103).


HelpText:
Flames deal 1d8+1/level damage in all directions (OA98).


HelpText:
Makes one type of terrain appear like another (field into forest, etc. ) (PH212, OA90).


HelpText:
Forces targets to flee; 1d4 damage/caster level, -2 penalty to all saving throws (S&S96).


Target/Area:
Anyone within 10-ft radius burst from you.

HelpText:
Doubles speed and maximizes jumping distance (S&S89).


HelpText:
Causes 1 HD/level of creatures to follow (S&S91).


HelpText:
Creates illusionary drum accompaniment (S&S94).


HelpText:
Causes pursuers to go astray 50% of the time (S&S92).


HelpText:
Grants another creature bardic abilities (S&S94).


HelpText:
Creates up to 3 illusionary accompanists; +2 on Perform checks (S&S89).


HelpText:
Implants melody in subject`s mind; -4 penalty on Int-based skill checks, Concentration check requires to cast (S&S93).


Target/Area:
You plus 1 creature/level, no two more than 30 feet apart

HelpText:
Transports you and others from one cube to another within the first layer of Acheron


Target/Area:
Door, chest, or portal touched, up to 30 sq feet/level

HelpText:
As Arcane Lock, except that you may attune individuals to it. These individuals may ignore the lock.


Target/Area:
A reflective surface at least as big as a medium size creature

HelpText:
You create one end of a path between two natural mirrored surfaces (MOTW90).


HelpText:
Touched creature becomes a powerful vector for spreading the disease he is given. (MOTW88)


Target/Area:
One creature/level, no two of which can be more than 30ft apart.

HelpText:
You create gaseous pads of cloudstuff on the subjects` feet, allowing them to walk on the clouds. (MOTW85)


HelpText:
The subject becomes invulnerable to acid, cold, electricity, fire, and sonic damage. (MOTW92)


HelpText:
This spell bestows the smooth indomitability of waves crashing on a shore. (MOTW92)


HelpText:
Fire and light extend 5ft from casters body. (MOTW84)


HelpText:
Grants extra checks when tracking. (MOTW84)


Target/Area:
Your summoned creatures within a spherical emanation with a radius equal to the range, centered on you

HelpText:
Each of your summoned creatures within the area receives a +4 to Strength. (MOTW82)


HelpText:
You infuse the subject with the spirit of nature. (MOTW91)


HelpText:
You can trigger the insightful and baleful magic of a mandrake root. (MOTW90)


Target/Area:
You and all allies and enemies within a 30ft radius emanation centered on you


Target/Area:
Creature touched that is in contact with water

HelpText:
The subject gains water breathing, freedom of movement, and invisibility in water (MOTW85).


HelpText:
By filling the subject`s mouth and throat with unbreathable gas, you cause them to cough and spit. (MOTW91)


HelpText:
You raise a barrier of plant life before you. (MOTW89)


Target/Area:
All enemies within a 50ft radius emanation centered on you

HelpText:
Wounded creatures suffer 1 extra hp/round. (MOTW87)


HelpText:
This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine. (MOTW85)


HelpText:
Upon casting this spell, you must choose one disease to affect a living creature. (MOTW86)


HelpText:
You turn the subject`s sweat to ice. (MOTW89)


HelpText:
You determine the number of hit dice a creature currently has. (MOTW92)


HelpText:
This spell grants the quiet strength of a massive oak tree. (MOTW91)


Target/Area:
One willing animal of size Small, Medium-size, Large, or Huge

HelpText:
You reduce the target animal`s size. (MOTW82)


HelpText:
This spell grants you the effects of speak with animals, speak with plants, and tongues. (MOTW94)


Target/Area:
One medium size or smaller animal with less than 5HD

HelpText:
Clouds the target animal`s mind. (MOTW86)


Target/Area:
Semicircular burst of sand 10ft long, centered on your hands

HelpText:
You fire a hail of hot sand from your fingers. (MOTW93)


HelpText:
A wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks. (MOTW96)


HelpText:
Polymorphs each subject into a feathered animal of small size or smaller. (MOTW88)


HelpText:
Target becomes immune to damage from acid, cold, electricity, fire, and sonic damage. (MOTW89)


HelpText:
Causes target to grow overconfident. (MOTW88)


HelpText:
Creates a 15-ft. spread of green slime. (DotF89)


HelpText:
You fall asleep, creating a dream duplicate of your in an adjacent area. (BBS45)


HelpText:
The subject cannot keep himself from screaming, gibbering, and leaping about. (De&De217)


HelpText:
The caster conjures a type of evil weather. (BoVD94)


HelpText:
This spell causes an undead creature to explode in a burst of powerful energy. (BoVD108)


HelpText:
The caster channels dark energy that blasts and blackens the subject`s flesh. (BoVD103)


HelpText:
The caster causes one of her hands to detach from her arm.  (BoVD96)


HelpText:
The caster creates a handful of invisible, nigh-intangible powder that attracts creatures. (BoVD99)


HelpText:
As scrying, but faster and longer (PH211, OA92).


HelpText:
As silent image, plus sound, smell and thermal effects (PH225, OA90).


HelpText:
Melee attack deals 1d8+1/two levels damage (OA98).


HelpText:
Subject is immune to one spell/four levels (PH255, OA92).


HelpText:
Grows vegetation, improves crops (PH236, OA90).


HelpText:
Creatures attacking you suffer fire damage; you`re protected from heat or cold (PH204, OA90).


HelpText:
Shows most direct way to a location (PH203, OA92).


HelpText:
You can animate any nearby shadow into a ropelike tentacle (LoD187)


Target/Area:
Sphere with radius equal to range, centered on you

HelpText:
Grants +1 caster level to good-aligned divine spellcasters (S&S92).


Target/Area:
Up to 4 bards, each within 10-ft of another

HelpText:
Pools talents of multiple bards to grant one of them extra temporary ranks in Perform (S&S92).


HelpText:
Inflicts 1d10 damage/round on a freestanding structure (S&S96).


Target/Area:
Sphere with a radius equal to range, centered on you

HelpText:
Grants +1 caster level to evil-aligned divine spellcasters (S&S93).


HelpText:
Keeps eavesdroppers from overhearing conversations (S&S96).


HelpText:
The caster turns one creature evil. (BoVD99)


HelpText:
The caster detaches his hand, which transforms into a small monstrous spider that he controls. (BoVD104)


HelpText:
The caster creates an area of darkness. (BoVD100)


HelpText:
The caster eats at least a portion of the brain of another creature`s corpse. (BoVD84)


HelpText:
For every 10 points of damage the vaster takes in a giving round, he gains a +1 luck bonus on various rolls. (BoVD99)


HelpText:
This spell overwhelms the target with hallucinations, causing him to be blinded and stunned. (BoVD101)


Target/Area:
10-mile radius/level, centered on caster

HelpText:
The caster calls upon the darkest forces in all existence to rain destruction down upon the land. (BoVD85)


HelpText:
The caster sees through the veil of reality to pose a single question to nameless malevolent entities. (BoVD96)


HelpText:
The caster renders one creature that can possess or inhabit other creatures powerless within the it`s host. (BoVD98)


HelpText:
The caster sings a wailing ululation, requiring a successful Perform check (DC20). (BoVD104)


HelpText:
The subject`s tongue gets a thin cut causing damage and roll penalty`s. (BoVD103)


HelpText:
The caster infuses a substance with energy and creates a magical version of a drug. (BoVD94)


HelpText:
For every 10 points of damage the caster deals in a giving round, she gains a +1 luck bonus some rolls. (BoVD103)


HelpText:
The subject`s flesh and bones begin to rot.  (BoVD102)


HelpText:
The caster`s tongue lengthens and strengthens, allowing her to make grapple or disarm attacks. (BoVD92)


HelpText:
The caster develops the senses of a powerful fiend. (BoVD95)


HelpText:
The caster sends her image through a mirror or mirrored surface that the chosen target looks into. (BoVD99)


HelpText:
The caster gains damage reduction 10/+1. (BoVD96)


HelpText:
The caster eats at least a portion of the flesh of another creature`s corpse gaining part of their strength (BoVD84)


HelpText:
The caster places the subject`s soul in a receptacle leaving the subject`s body lifeless. (BoVD98)


HelpText:
At one point during the duration of this spell, the caster can alter the probability of a game of chance. (BoVD87)


HelpText:
This illusion forces the subject to believe his flesh is rotting and falling off his body. (BoVD89)


HelpText:
The caster creates a small explosion of brimstone and fire that deals 3d6 points of damage. (BoVD97)


HelpText:
If the caster is wounded, she can cast this spell and touch a living creature. (BoVD85)


HelpText:
The caster makes it impossible for a single creature to speak about a single topic. (BoVD96)


HelpText:
The caster transforms one willing subject (which can be the caster) into a bodak.(BoVD86)


HelpText:
An invisible force, not unlike an unseen servant, comes into being where the caster wishes. (BoVD100)


HelpText:
The caster transforms one creature into an aberration. (BoVD84)


HelpText:
The caster holds forth his empty hand, and the still beating heart of the subject appears within it. (BoVD97)


HelpText:
The caster enchants a creature so that it feels suddenly compelled to give her what they are holding. (BoVD93)


HelpText:
The caster grows a thick, leathery flesh of a demon, gaining a +1 natural armor bonus to AC. (BoVD92)


HelpText:
The caster grants one creature two long claws that replace it`s appropriate appendage. (BoVD88)


HelpText:
The subject turns into green slime over the course of 4 rounds. (BoVD107)


HelpText:
The caster can give the subject demon-haunted dreams so vivid and frightening that sleep provides no rest. (BoVD100)


HelpText:
With sinister flame and brimstone, the caster completely consumes one dead body. (BoVD87)


HelpText:
The caster grows vampirelike fangs that allow him to make bite attacks with a bonus of +10 plus Str mod. (BoVD95)


HelpText:
This spell creates a bag full of knives, scalpels, and other small torture implements. (BoVD86)


HelpText:
The caster chooses to wither either the arms or legs of the subject. (BoVD110)


HelpText:
The subject`s eyes burst, spraying acid upon everyone within 5 feet. (BoVD103)


HelpText:
The caster temporarily strains the subject`s muscles in a very specific way causing a sharp pain when attacking (BoVD85)


HelpText:
The spell ascertains the most valuable object currently in the subject`s possession and disintegrates it. (BoVD104)


HelpText:
All within the cone when the spell is cast are overcome with sorrow and grief. (BoVD109)


HelpText:
The caster improves his spell resistance.  (BoVD102)


HelpText:
The caster causes a flat, vertical wall of living, glistening eyes of all different sizes and types to appear. (BoVD108)


HelpText:
The caster absorbs the life force and physical form from a living subject. (BoVD103)


HelpText:
The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has prepared. (BoVD87)


Target/Area:
An emanation extending in 20-ft.-radius around a 2-ft.-radius circle on the ground with the caster in the center

HelpText:
Evil energy bursts in all directions from the spell`s origin, filling the area with pain. (BoVD88)


HelpText:
The caster blights and corrupts a vast area of land. (BoVD92)


HelpText:
The caster contacts a creature that she is familiar with and sends a short message of 25 words or less. (BoVD95)


HelpText:
You become possessed by a creature of nightmare, a dream larva (ELH82)


HelpText:
You make a spell the can cast it self as a bolt of lighting (ELH82)


HelpText:
You cam move out of harm`s way by shunting you into a static time stream (ELH85)


HelpText:
You can absorb, store and redirect the energy contained in most attacks (ELH81)


Target/Area:
One constructed creature up to Medium-size

HelpText:
This spell literally creates a new creature (ELH84)


HelpText:
Returns the subject to life if she is slain (EHL72)


HelpText:
Create bombs out of gems, the group (up to 5) causing 1d8 points damage per 2 caster levels (max 5d8).


HelpText:
You gain the ability to step into fires and move from fire to fire.


HelpText:
You strip the flesh from a creature`s body, causing 2d6 damage and 1d6 temporary Cha and Con damage per round.


HelpText:
You emit a yell that does 2d6 points of sonic damage, deafens for 4 rounds, and stuns for two rounds.


HelpText:
As magic circle against good, except as a one-sided wall.(MagFR131)


HelpText:
Creates sphere that prevents intrusion.(MagFR95)


HelpText:
Ignore 12 fire damage/round and extinguish fires.(MagFR78)


Target/Area:
You and up to one creature per level within a 30ft diameter

HelpText:
Targets have attack penalties and yon gain a partial action each round.(MagFR80)


HelpText:
You channel the power of Law into a weapon, and it acts a +5 Magic weapon. (RoFR190)


HelpText:
You instantly slay a single target and at the same moment animate the body so that it appears that nothing has happen (E


HelpText:
You temporarily able to see the consciousness of another sentient creature (ELH86)


Target/Area:
Aura of one thousand insects that surround you

HelpText:
You don a swarm around you at a radius of 10 ft. (EHL73)


Target/Area:
You and other touched willing creatures weighing up to 1,000 lb.

HelpText:
You and any creatures you touch are drawn to the region of dreams (ELH78)


HelpText:
You can create a permanent ward against a specific type of creature (ELH79)


HelpText:
You create a tsunami of grass shrubs and trees that over grow the area like a tidal wave (ELH88)


HelpText:
A massive blast of energy that detonates with a thundering roar(ELH80)


HelpText:
Ranged attacks targeted against you rebound on the original attacker (ELH84)


HelpText:
When slain, the hoary hunter is transported, with it`s mount back to the fey realm, where it is resurrected (ELH198)


HelpText:
A wave of illness radiates outward from the site of the ritual (ELH84)


HelpText:
Vermin horde limits vision, inflicts damage, and weak creatures flee (PH217).


HelpText:
You can cancel another caster`s epic spell or standard spell (ELH79)


HelpText:
You can create a limited eclipse (ELH78)


HelpText:
Works like soul scry, except you can take total control (ELH86)


Target/Area:
Creature touched or object of 2,000 lb. or less

HelpText:
The subject goes boldly where others fear to tread(ELH80)


HelpText:
You take rudimentary control of foe`s limbs (PsiHb62).


HelpText:
Your unarmed attack deals an additional 1d6 subdual dmg. (PsiHb91).


HelpText:
You sense the presence of poison (PsiHb92).


Target/Area:
You and up to fifteen other psions who also know metaconcert

HelpText:
Allows Psions to pool their powers together for greater effect (PsiHb85).


HelpText:
You navigate from a fixed reference point that you mentally sense (PsiHB52).


HelpText:
You telepathically stab the targets mind causing 3d6 dmg. (PsiHb81).


HelpText:
Creates 1 9th-level, 1d3 8th-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


Target/Area:
One object you could hold in one hand, weighing up to 10 lb/ level

HelpText:
You can teleport an item you can see directly to your hand (PsiHb96).


HelpText:
Telekinetic punch deals 1HP dmg. (PsiHb74).


Target/Area:
You and one living creature medium size or smaller

HelpText:
You switch bodies with target (PsiHb88).


Target/Area:
Circle, centered on you, with a radius of 100 ft. +10 ft./level

HelpText:
You can trace the origination or destination of any teleport made by others in the area (PsiHb106).


HelpText:
You and any creature you touch are drawn into the demiplane of dreams (PsiHb70).


HelpText:
Attacks miss you 50% of the time (PsiHb68).


Target/Area:
Shadow cast by any object or creature with a total area of up to 100 sq. ft.

HelpText:
You can control the shadow cast by a person or object (PsiHb63).


Target/Area:
Up to one living creature/level, no two of which can be more than 10ft apart

HelpText:
Subjects take 1d4 points of Constitution drain. (BoVD101)


HelpText:
The caster calls up unholy power to smite his enemies. (BoVD110)


HelpText:
The caster grants one creature a +4 profane bonus on saving throws made against good outsiders. (BoVD107)


HelpText:
The caster drains the personal well-being from the subject, who becomes exhausted. (BoVD103)


HelpText:
Over course of one day, the caster takes a subject already in great pain and captures its pain in liquid form. (BoVD98)


HelpText:
The caster places a curse on the creature touched, choosing one of three effects. (BoVD85)


HelpText:
The caster can take on the appearance and form of a corporeal humanoid that is freshly dead. (BoVD89)


HelpText:
The caster focuses malevolent wishes through her gaze and curses someone with bad luck. (BoVD94)


HelpText:
The caster makes his face resemble one of the opponent`s departed loved ones or bitter enemies. (BoVD108)


HelpText:
The undead affected by this spell gain AC, HP, and attack bonuses temporarily. (BoVD93)


HelpText:
The caster`s teleport or teleport without error spell-like ability is quickened. (BoVD95)


Target/Area:
50ft radius spread, or one single object or creature that can fit in that area

HelpText:
The caster taints an area, creature, or object. (BoVD101)


HelpText:
The caster`s tongue becomes a powerful tendril that she may spit up to 30 feet away. (BoVD107)


HelpText:
To cast this spell, the caster dances wildly and chants. (BoVD90)


HelpText:
The caster`s touch deals grievous wounds to multiple targets. (BoVD101)


HelpText:
All living creatures within the cone are overcome with pain and suffering. (BoVD109)


HelpText:
The caster places one creature already helpless in a clouded, confused state that doesn`t allow for actions. (BoVD106)


HelpText:
The caster gains the ability to lie, seduce, and beguile with a devil`s skill. (BoVD107)


HelpText:
The creature touched is immune to the possibility of addiction to drugs. (BoVD93)


HelpText:
Grief and sadness overcome the subject. (BoVD104)


HelpText:
The innards of the target creature roil. (BoVD97)


HelpText:
All living creatures within the area become hostile to anyone not affected by the spell. (BoVD105)


HelpText:
A thousand needles surround the subject and pierce his flesh, worming through armor. (BoVD106)


HelpText:
This spell makes a weapon strike true against good foes. (BoVD93)


HelpText:
The caster makes one creature or object radiate special darkness called dark-light in a 5 foot radius sphere. (BoVD91)


HelpText:
The caster`s tongue becomes a little but powerful serpent that he may spit up to 30 feet away. (BoVD107)


HelpText:
The caster fills the subject with heartwrenching sorrow that renders it incapacitated. (BoVD97)


HelpText:
The caster taps into the life force of a subject and drains it away, adding it to her own. (BoVD106)


HelpText:
The caster summons evil energy from the Abyss and imbues himself with its might. (BoVD84)


HelpText:
The caster gains an enhancement bonus to Char of 1d4+1 points. (BoVD92)


HelpText:
The caster draws out the soul of a dead creature and imprisons it within a talisman. (BoVD104)


HelpText:
The hand of the subject tears itself away from one of his arms, leaving a bloody stump. (BoVD97)


HelpText:
The caster gives the subject an addiction to a drug. (BoVD84)


Target/Area:
One bridge of sound 5 ft. wide 1 in.think and up to 10 ft./ level long

HelpText:
Invisible bridge spans gap of 10 ft./Level (SS63)


HelpText:
Frigid globes deal 5d6 cold damage (SS67)


HelpText:
Globe of air damages by evaporating moisture from target (SS65)


Target/Area:
Cloud that spreads underwater in a 30-ft.-radius, centered on you

HelpText:
Obscures sight underwater beyond 5 ft. (SS68)


Target/Area:
All mindless undead within a circle 25 ft. in radius plus 5ft. / 2 levels

HelpText:
Mindless undead creatures gain Int. (SS63)


HelpText:
+5 ft. to reach of tentacle attack (SS66)


HelpText:
Subject remains reduce for 10 min / level (SS67)


Target/Area:
Any number of allied creatures, no two of which may be more than 30-ft. apart

HelpText:
Subjects can converse at distance without moving lips (SS70)


HelpText:
Your forelimbs deal 5d6 fire damage +1/level (SS66)


Target/Area:
One natural slashing or piercing weapon of target creature

HelpText:
Doubles normal weapon`s threat range (SS68)


HelpText:
Alter subject`s dreams to produce desired effect (SS65)


HelpText:
Sonic energy deals 1d6/level damage (SS70)


Target/Area:
Creature with at least four arms or tentacles touched

HelpText:
Multiple arm/tentacles become one pair of stronger limbs (SS66)


HelpText:
Subject gains one additional pair of arms per four levels (SS66)


HelpText:
You transform the corpse of a skilled warrior into an undead monster under your command. (UE48)


HelpText:
A burst of dark energy leaps forth from your body and disrupts all shadows in the area of effect. (UE47)


HelpText:
1d6 per level to ectoplasm, 20-ft. radius. (GW52)


HelpText:
You can protect yourself from any one natural, untimely death. (F&P220)


Target/Area:
One humanoid or ghost of Medium-size or smaller.

HelpText:
Holds one person or ghost helpless; 1 round/level. (GW54)


HelpText:
Manifested creature become incorporeal. (GW52)


HelpText:
Controls ghost or humanoid telepathically. (GW52)


HelpText:
Vibration deals 1d4/level to bone. (GW49)


HelpText:
Hard spheres of ectoplasm deal 1d6/two levels impact damage. (GW54)


HelpText:
You can engulf your enemies in a cold ball that deals 10d6 points of cold damage (EHL72)


HelpText:
You split off a portion of your essence, creating a duplicate of your self (ELH78)


HelpText:
You can engulf your enemies in a cold ball that deals 20d6 points of cold damage (EHL72)


Target/Area:
One creature, or up to  a 10 ft cube of nonliving matter

HelpText:
As ruin, Except the target is dealt 35d6 points of damage (ELH80)


HelpText:
Your passing thought connotes death for the target (ELH83)


HelpText:
You summon a behemoth to attack your enemies (ELH86)


HelpText:
You can use dust to summon two mummies (ELH83)


HelpText:
As glyph of warding, except channeling positive or negative energy. (GW54)


HelpText:
Makes one person or ghost your friend. (GW50)


HelpText:
Allows unborn child to select special sorcerer or monk feat. (GW57)


HelpText:
Makes gruesome ghost appear normal and unwounded. (GW56)


Target/Area:
One willing animal, beast, or magical beast.

HelpText:
Animal companion, familiar, or special mount temporarily becomes a ghost. (GW53)


HelpText:
Delays creature from manifesting as a ghost if killed. (GW51)


Target/Area:
Quarter-circle emanating from you to the extreme of the range.


HelpText:
Wards an area for 2 hours/level, but sensing only the Ethereal Plane. (GW52)


HelpText:
Sonic energy harms an incorporeal creature. (GW55)


HelpText:
Touch inflicts 1d10 Con damage to ectoplasm, repeats in 1 min. (GW54)


HelpText:
Nonhumanoid creature can become a ghost. (GW53)


HelpText:
You store prepared spells or slots to use immediately if you become a ghost. (GW50)


HelpText:
Indicates direction to familiar creature. 1 hour/level. (GW55)


Target/Area:
Anchored plane of ectoplasm, up to one 10-ft. square/level, or hemisphere of ectoplasm with radius of up to 3 ft. + 1 ft./level.

HelpText:
Creates plane or hemisphere of ectoplasm. (GW61)


HelpText:
Freedom of movement, plus bonuses to moving in combat. (GW55)


HelpText:
Weapon gains the ghost bane property. (GW53)


HelpText:
Any lawful good, chaotic good, lawful evil, or chaotic evil creature who hears the word suffers ill effects (Udrk 63)


HelpText:
1d6 Con damage + 1/3 levels (Max 1d6+5 at 15th level); 1d8 +1/3 to aquatic creatures (Udrk 58)


HelpText:
You create a smoothly polished, 5-ft-diameter sphere of stone that moves at a speed of 30 ft. (Udrk 62)


HelpText:
It allows creatures on your side to view the destination of a Portal (Udrk 60)


HelpText:
Colossal wave bull rushes all in the area (no attacks of opportunity); see text (Udrk 61)


HelpText:
See 60ft in darkness even magical darkness (Udrk 58)


Target/Area:
Stone object touched, up to 10 cu. ft. + 1 cu. ft./level


HelpText:
1d8/level to earth based creatures (Udrk 58)


Target/Area:
Tunnel section up to 20 feet in diameter and up to 50 feet long

HelpText:
You cause a section of tunnel to flex with peristaltic convulsions, moving people as you direct (Udrk 62)


HelpText:
This spell harms or heals creatures within its area based on their alignments and life status. (Udrk 63)


HelpText:
1d4/caster level (Max 5d4) - make ranged attack roll (Not touch attack) (Level+Int/Cha mod+D20) (Udrk 58)


HelpText:
Creatures in area of burst take 2 points temporary strength damage, are dazed for 1 round, and -2 against fear effects.


HelpText:
Targets receive negative energy protection and immunity to most undead special attacks.(MagFR130)


HelpText:
You create a fanged, biting mouth in the palm of your hand that deals 1d6 points of damage with a touch attack. (RoFR190


HelpText:
Cures 1d8 dmg., gives you a +1 fort. Save vs. poison/disease, or heals 1 pt. of ability dmg. (PsiHb83).


HelpText:
Lift and move 25lb/level at long range or thrust object/person (PsiHb102).


HelpText:
Grants you a useful vision regarding a goal, event, or activity to occur in the next year (PsiHb93).


HelpText:
Creates 1 1st-level Astral Construct to fight for you (PsiHB52).


HelpText:
You make lightning fast deductions based on the slightest clue (PsiHb79).


HelpText:
You breathe a cone of fire that deals 11d4 dmg. (PsiHb57).


HelpText:
Determine the single most basic property of an item (PsiHb79).


HelpText:
Allows you to take the shape of any single creature less than deity status including incorporeal (PsiHb100).


HelpText:
Creates 1 7th-level, 1d3 6th-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


HelpText:
The fabric of time is split allowing old/future wounds to appear, causing death or 3d6+15 dmg. (PsiHb95).


HelpText:
Your unarmed attack deals +1 damage (PsiHb102).


HelpText:
You gain a general knowledge of where you are (PsiHb83).


HelpText:
Immune to surprise, can`t be caught flat-footed, gain a +2 insight bonus to AC and reflex saves (PsiHb76).


HelpText:
You gain a bite attack that deals 1d8 dmg. (PsiHb56).


HelpText:
You gain a +4 insight bonus on reflex saves and a +4 insight bonus to AC vs. traps (PsiHb64).


Target/Area:
You or one willing creature or one object (total weight up to 100 lb.level)

HelpText:
Gives a +6 to DC vs. negate psionics or dispel magic (PsiHb51).


HelpText:
Subject has an attraction you specify (PsiHb54).


HelpText:
A weapon becomes a natural part of you (PsiHb78).


HelpText:
Fiery ray deals 3d6 damage to foe (PsiHb57).


HelpText:
You confer the ability to see all things as they actually are (PsiHb107).


HelpText:
You use tactile sensation to hear (PsiHb75).


HelpText:
The subject is wrapped in an ectoplasmic cocoon and can only take mental actions (PsiHb70).


HelpText:
You forge a telepathic bond with another creature and may communicate through it (PsiHb76).


HelpText:
You plant a death urge in the target, giving them the desire to commit suicide (PsiHb74).


HelpText:
Your life functions slow to imperceptibility (PsiHb101).


Target/Area:
1 ounce dollop of quintessence (see text)

HelpText:
You create a material suitable for preserving items against time effects (PsiHb95).


Target/Area:
Several living creatures, no two of which are more than 15 ft. apart

HelpText:
Enemies receive a -1 morale penalty to all saves, attack rolls, and skill checks (PsiHb65).


HelpText:
You grant the subject power resistance equal to 12 + your level (PsiHb93).


Target/Area:
One or more extraplanar creatures, no two of which can be more than 30 ft apart.


HelpText:
Make a monster believe it is your ally (PsiHb59).


Target/Area:
One unattended, non magical object of nonliving plant matter, up to 1 cu. In.

HelpText:
You quickly create a small item from vegetable matter (PsiHb106).


HelpText:
The caster evokes pure evil power in the form of a black claw that files at the target. (BoVD96)


HelpText:
The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. (BoVD90)


HelpText:
The caster creates an area in which only evil creatures can be magically summoned. (BoVD92)


HelpText:
The caster causes a flat, vertical wall of woven, spiked chains to spring into being. (BoVD108)


HelpText:
The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on one specific check. (BoVD91)


HelpText:
The caster preserves a single severed organ from a living creature so that it does not decay or rot. (BoVD101)


HelpText:
The caster gains the visual acuity of a devil. (BoVD92)


HelpText:
One if the caster`s eyes grows out of her head on an eyestalk, becoming like that of a beholder. (BoVD94)


HelpText:
The caster gains a +5 bonus on on Knowledge (religion) checks that have to do with evil sacrifices.  (BoVD103)


HelpText:
A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. (BoVD89)


HelpText:
The caster causes some bone within a touched creature to break or crack.(BoVD86)


HelpText:
The caster speaks a single unique word of pure malevolence - a powerful utterance from the Dark Speech. (BoVD93)


HelpText:
The caster summons evil energy from the nine hells and bathes himself in its power. (BoVD97)


HelpText:
The caster enters the mind of a creature, learning everything that the creature knows. (BoVD99)


HelpText:
The caster grows four long spider legs from the sides of her torso. (BoVD105)


HelpText:
The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster`s choice).(BoVD86)


Target/Area:
Up to three creatures, no two of which can be more than 15 ft. apart

HelpText:
The caster causes thorns to sprout from the insides of the subject creatures. (BoVD91)


HelpText:
Massive, batlike wings grow from the caster`s back. (BoVD91)


HelpText:
The caster marks a corpse with a particular magical "signature" thus identifying himself. (BoVD91)


HelpText:
As hellfire, except in area and range that the spell deals 5d6 points of special diabolic fire damage. (BoVD97)


HelpText:
The subject`s body is twisted and warped, wracked forever with excruciating pain. (BoVD93)


HelpText:
Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. (BoVD106)


Target/Area:
100ft/level radius spread, centered on caster

HelpText:
Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. (BoVD108)


Target/Area:
Water in a volume of 100 ft./level by 100 ft./level by 10 ft./level

HelpText:
The caster makes water (or other liquid) foul and mildly poisonous.(BoVD85)


HelpText:
Creates a weapon of blackness that the caster (and only the caster) can wield with proficiency. (BoVD108)


HelpText:
The caster emits a piercing screech like that of a vrock demon. (BoVD106)


HelpText:
The caster conjures a choking, toxic cloud of inky blackness. (BoVD88)


HelpText:
The next time the subject of this spell attempts an action that requires a die roll, the action fails. (BoVD89)


HelpText:
Creates illusion of 20-ft.-deep pit (SS67)


HelpText:
Subject gains +3 on saving throws (SS68)


Target/Area:
One willing swimming or floating creature or object

HelpText:
Water lifts creature 20 ft. above surface (SS64)


HelpText:
Subject hidden from sight, hearing and scent (SS71)


HelpText:
Hold the charge on one touch spell per forelimb (SS70)


HelpText:
Subject gains 1d4+1 Int  for 1 hr. /level (T&B89).


HelpText:
The subject can see in total darkness, with no limitation to range. They cannot see through magical darkness. (UE53)


HelpText:
Fills 20-ft. radius spread with sticky spider webs made of ectoplasm that can affect incorporeal creatures. (GW52)


HelpText:
Target cannot become a ghost and goes to the True Afterlife if killed. (GW51)


HelpText:
Prevents ectoplasm from fading away. (GW56)


HelpText:
Warded creature cannot be possessed or mentally controlled. (GW57)


HelpText:
Your hands become reach melee touch attacks that deal 1d6 damage.(MagFR84)


HelpText:
Falling rocks deal 1d8 damage/level and bury targets.(MagFR82)


Target/Area:
Quarter-Circle emanating from you to the extreme of the range.

HelpText:
You can detect large deposits of metal and other minerals, whether worked or unworked. (RoFR189).


HelpText:
You become shrouded in a dense cloud of yellow mold spore that affect everyone but you (RoFR191).


HelpText:
Infects subject with chosen disease after an incubation period during which it can spread. (RoFR190)


HelpText:
As Summon Monster VI, except this spell requires a special dance by the caster and 4 others. (RoFR189)


Target/Area:
Cylinder 25 ft. high with diameter 100 ft. + 50 ft./level

HelpText:
You create a field of shadows that is impenetrable by normal & darkvision, granting 100% concealment.  (RoFR190)


Target/Area:
One or more creatures, no two of whom can be more than 30 ft. apart

HelpText:
Infects subject with chosen disease (RoFR190).


HelpText:
Willing creature dies instantly and painlessly. (GW56)


HelpText:
Gain +2 Str, +4 Con, and bonuses to prevent being moved against your will. (GW60)


HelpText:
10-ft. field hedges out ectoplasmic creatures (GW49).


HelpText:
Target gains a debilitating lung infection. (GW49)


HelpText:
Create 1 lb./level of raw ectoplasm. (GW50)


HelpText:
Target temporarily gains yuan-ti traits. (GW49)


HelpText:
Target dead creature gains bonus on its attempt to manifest. (GW56)


HelpText:
Gain a morale bonus against your favored enemies. (GW49)


HelpText:
You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its surface. (Udrk 62)


Target/Area:
One Class 1 Earth node with a 20-ft Diameter


HelpText:
Temporarily prevents the use of a portal for the duration of the spell (Udrk 60)


HelpText:
Lock and Earth node from other people (Udrk 60)


HelpText:
You grant the recipient +4 to Saves spells with the charm, compulsion, or glamer descriptors. (Udrk 57)


HelpText:
Gain the benefits of tie Mobility feat.(MagFR125)


HelpText:
As magic circle against chaos, except as a one-sided wall.(MagFR132)


HelpText:
Launches a crossbow bolt up to medium range(MagFR105)


HelpText:
Object becomes programmed to create an area of silence at your command.(MagFR103)


HelpText:
Powers targeted against you rebound onto the original caster (PsiHb93).


HelpText:
You gain 1 extra partial action (PsiHb79).


HelpText:
Converts an amount of damage equal to your Str. Bonus into subdual damage per attack (PsiHb56).


HelpText:
You are instantly transported to a designated location (PsiHb103).


Target/Area:
Food and water to sustain three humans or one hours/level for 1 day

HelpText:
Feed`s three people (one horse) per level (PsiHb64).


Target/Area:
One living creature or one or more creatures within a 15 ft radius sphere

HelpText:
Sends creature or creatures into a catatonia like state (PsiHb87).


HelpText:
You can see and hear some creature at any distance (PsiHb96).


HelpText:
You create a duplicate up to 5 ft. away (PsiHb75).


Target/Area:
10-ft.-radius emanation, centered on you (see text)


HelpText:
Allows the subject to glide at 20 feet with maneuverability poor (PsiHb77).


HelpText:
You travel 1d4+1 rounds into the past and "replay" the last few rounds (PsiHb106).


HelpText:
Creates 1 6th-level, 1d3 5th-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


HelpText:
You gain 3 temporary HP/level, max of 60 (PsiHb80).


HelpText:
You may shape a material into a product (PsiHb80).


HelpText:
You gain a +10 enhancement bonus on hide checks (PsiHb59).


HelpText:
Turns target or up to 50 ft. cube of non-living, non-magical matter to dust. 10d6 dmg. With save (PsiHb68).


Target/Area:
You or one willing creature or one object ( Total weight up to 100 lb./level)

HelpText:
You or subject moves up and down at your direction (PsiHb84).


Target/Area:
One nonmagical, unattended object of nonliving plant matter, up to 1 cu. ft/ level

HelpText:
Create 1 cloth or wood object (PsiHb89).


HelpText:
Your height, width, and depth decrease by 10% per level to a max of 50% (PsiHb60).


HelpText:
You gain a bite attack that deals 2d8 dmg. (PsiHb56).


HelpText:
Negates all forms of invisibility at 5 ft./level (PsiHb82).


HelpText:
You become aware of attempts to use clairaudience/clairvoyance, remote viewing, and scrying (PsiHb66).


Target/Area:
Several living creatures within a 15 ft. radius burst

HelpText:
You release a shriek from your subconscious that deals 13d4 dmg. (PsiHb107).


HelpText:
Subject seems something it is not (PsiHb54).


HelpText:
Creates 1 5th-level, 1d3 4th-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


Target/Area:
The door, chest, or portal touched, up to 30 square ft. level in size

HelpText:
You psionically lock a door, chest, or box (PsiHb94).


Target/Area:
One door, box, or chest with an area of up to 10 sq. ft./level

HelpText:
Opens stuck, barred, locked, or magically/psionically locked doors, chests, and boxes (PsiHb82).


HelpText:
You can use far hand or far punch at any distance (PsiHb59).


HelpText:
You gain resistance 10 to a selected energy type, max 10 pts./level or 150 pts. (PsiHb72).


HelpText:
Sonic energy deals 5d4 sonic damage (PsiHb61).


HelpText:
You gain a +1 morale bonus on saving throws (PsiHb107).


HelpText:
Your body is transformed into living iron (PsiHb82).


HelpText:
Allows you to control the actions of any size or type of creature (PsiHb89).


Target/Area:
Any two living creatures, no two of which can be more than 15 ft apart.

HelpText:
Bioelectrical current deals 1d4 electricity damage/round up to two living creatures (PsiHb56).


HelpText:
You create a non-magical, non-psionic object of vegetable or mineral matter (PsiHb84).


HelpText:
Pummels target with telekinetic force for 17d6 dmg. (PsiHb66).


Target/Area:
One ectoplasmic construct, 60 ft. wide and up to 30 ft. high

HelpText:
You create a massive ectoplasmic shambler that can engulf enemies (PsiHb71).


HelpText:
Your mind splits into two giving you an extra partial action (PsiHb97).


HelpText:
Creates a storage crystal that contains the essence of your mind and can create a new body (PsiHb88).


HelpText:
You create a permanent item from vegetable matter or mineral (PsiHb106).


HelpText:
You control the actions of target. You may dominate a target you don`t share a language with (PsiHb79).


HelpText:
Allows you to convert a material into a product (PsiHb73).


HelpText:
You send a telepathic message up to 10 words to target (PsiHb89).


HelpText:
Creates 1 4th-level, 1d3 3rd-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


Target/Area:
Spread of 25 ft. radius + 5ft. / 2 levels, centered on you

HelpText:
You sense the presence of undead (PsiHb107).


Target/Area:
2 sq. ft. of surface area of object or creature

HelpText:
You agitate a creature or object dealing damage over time (PsiHb85).


HelpText:
Wider vision allows you to see more (PsiHb73).


HelpText:
Grapple checks receive +10 confidence bonus (PsiHB51).


HelpText:
You can access the subjects memories and knowledge (PsiHb87).


HelpText:
Attack once and stay invisible (PsiHb52).


Target/Area:
You and one other touched creature / 3 levels

HelpText:
You, and those you join hands with become ethereal (PsiHb72).


HelpText:
Quickly create cloth or wood object (PsiHb101).


HelpText:
Subject is protected from all powers/devices that detect, influence, or read emotions/thoughts (PsiHb87).


HelpText:
You can learn details of an inanimate objects previous owner (PsiHb91).


HelpText:
You may use telekinesis in conjunction with clairaudience/clairvoyance (PsiHb80).


HelpText:
You gain a +1 insight bonus to AC unless flat-footed (PsiHb60).


HelpText:
You can falsify one of the subjects senses (PsiHb73).


HelpText:
You are able to detect the surface emotions of target (PsiHb72).


Target/Area:
One creature/level, no two of which are initially more than 30 ft. apart

HelpText:
You can link several willing creatures telepathically and communicate (PsiHb87).


HelpText:
Creatures are pummeled with telekinetic energy for 7d4 dmg. (PsiHb84).


HelpText:
Weapon gains a +3 enhancement bonus (PsiHb87).


HelpText:
You can go without food and water for one day (PsiHb102).


HelpText:
You use auditory sensation to see (PsiHb79).


HelpText:
You gain 3 temporary hit points (PsiHb108).


HelpText:
You can shape and alter existing sounds (PsiHb63).


Target/Area:
Any object or creature whose weight does not total more then 300 lb./ level

HelpText:
Destructive teleport deals 9d6 damage (PsiHb55).


Target/Area:
30-ft.-radius emanation, centered on you

HelpText:
You can determine good or evil auras in an area; number, and owner of each with study (PsiHb55).


HelpText:
You see objects or beings that are invisible, astral, or ethereal normally (PsiHb97).


HelpText:
Subject gains a +10 armor bonus (PsiHb70).


Target/Area:
20-ft.-radius emanation, centered on you

HelpText:
Affects that affect you also affect others (PsiHB49).


HelpText:
You call a weapon into your hand from random location (PsiHb58).


Target/Area:
Any 4 living creatures that are no more than 15 ft. apart

HelpText:
A bioelectric current arcs between the target and up to three others for 6d6 dmg./round (PsiHb78).


HelpText:
You may take 1 extra attack of opportunity (PsiHb94).


Target/Area:
You or creature or object weighing no more than 100 lb./level

HelpText:
Creature or object touched vanishes from sight (PsiHb82).


HelpText:
You pummel target with telekinetic force dealing 1d6 dmg. (PsiHb83).


HelpText:
You control the actions of a creature (PsiHb106).


Target/Area:
You plus one additional creature touched per two levels

HelpText:
Projects you and companions into Astral Plane (PsiHb53).


HelpText:
You pummel target with kinetic force dealing 5d6 dmg. (PsiHb78).


HelpText:
You can fly at 180 ft. with maneuverability good (PsiHb80).


HelpText:
Your body and equipment become a living shadow (PsiHb99).


Target/Area:
One creature or object ( up to a 2 ft. cube/ level)

HelpText:
Prevents clairsentience or divinations from working and renders target invisible to any form of sight (PsiHb98).


HelpText:
You wrap the subject in strands of ectoplasmic fire for 11d6 dmg. (PsiHb76).


HelpText:
Learn if an intended action will be good or bad (PsiHb54).


HelpText:
You pummel the target with kinetic force dealing 13d6 dmg. (PsiHb106).


HelpText:
You convert light into a blast of that does 9d4 dmg. (PsiHb57).


HelpText:
You impress your psyche into another`s mind (PsiHb88).


HelpText:
You can control the actions of a humanoid you share a language with (PsiHb83).


HelpText:
You stomp creates a tremor that knocks creatures to the ground and deals 1d4 subdual dmg. (PsiHb101).


HelpText:
Your touch deals 7d6 acid damage (PsiHb68).


Target/Area:
One creature/level no two of which can be more than 30 ft. apart

HelpText:
You influence the actions of multiple subjects by implanting a simple suggestion in their minds (PsiHb84).


HelpText:
Creates 1 2nd-level or 1d3 1st level Astral Constructs to fight for you (PsiHB53).


HelpText:
Prevents struck creature from extradimensional travel (PsiHb66).


HelpText:
Touch attack deals 1d8 points of subdual dmg. (PsiHb65).


HelpText:
You gain a +6 insight bonus to AC (PsiHb100).


HelpText:
You gain a +4 enhancement bonus vs. illusions and +2 on spot and search checks (PsiHb101).


HelpText:
You specify a situation whereby you are automatically teleported to a predetermined destination (PsiHb104).


HelpText:
Your eyes beam forth a 20 ft. cone of light (PsiHb89).


HelpText:
Allows you to reroll a saving throw, attack roll, or skill check and use better of two (PsiHb74).


Target/Area:
Any free-falling objects or creatures in a 10 ft. radius whose weight does not total more then 300 lb./level

HelpText:
Causes creatures or objects to fall slowly (PsiHb75).


HelpText:
You may transfer up to 8hp/level of damage from target to yourself or a disease/poison/ability loss (PsiHb71).


HelpText:
See through mists, murk, and darkness (PsiHb108).


HelpText:
Astral Steed appears for 1 hour/level (PsiHb54).


HelpText:
You and another share a permanent mental bond (PsiHb61).


HelpText:
You detect all psionic activity anywhere within range (PsiHb98).


Target/Area:
Creature touched, or up to eight willing creatures joining hands

HelpText:
You move yourself and others to another plane of existence (PsiHb92).


HelpText:
You gain a +4 natural armor bonus (PsiHb90).


HelpText:
You buoy a subject in water or other liquid (PsiHb76).


Target/Area:
Area within a 25 ft + 5ft / 2 levels radius spread, centered on you

HelpText:
You gain a historical vision in a given location (PsiHb98).


HelpText:
Ectoplasmic fire explodes within the area dealing 1d4 dmg. (PsiHb75).


HelpText:
Makes you immune to gaze attacks (PsiHb100).


HelpText:
You gain a claw attack with 1d12 dmg. (PsiHb).


HelpText:
Cures 1 pt. of temporary ability damage per hour (PsiHb96).


HelpText:
You share one sense with the target (PsiHb81).


HelpText:
Deals 5d4 dmg. To all creatures you designate within the area (PsiHb108).


Target/Area:
A circle, centered on you, with a radius of 100 ft +10 ft./ level

HelpText:
You sense the use of various psychoportation powers and spells (PsiHb98).


HelpText:
Creates 1 3rd-level, 1d3 2nd-level, or 1d4+1 Astral Constructs of a lower level to fight for you (PsiHB53).


HelpText:
Your touch attack drains 2 power points/level from foe, which you gain (PsiHb94).


HelpText:
Grants the subject +10 to their move base during their next turn (PsiHb58).


HelpText:
Heal yourself 3d6 damage or gain +4 vs disease or poison on next save, or heal 2 pts. Ability dmg. (PsiHB56).


HelpText:
Causes permanent insanity and random behavior (PsiHb81).


HelpText:
You gain a +20 circumstance bonus on Bluff checks and +4 to save vs. any mind reading effect (PsiHb60).


HelpText:
You establish a telepathic bond with a willing subject that allows you to communicate (PsiHb83).


HelpText:
You recover quickly from a fall, landing on your feet. First 3 points of falling damage is subdual (PsiHb58).


HelpText:
The fabric of time is split allowing old/future wounds to appear, dealing 3d6 dmg. (PsiHb95).


HelpText:
The fabric of time is split allowing old/future wounds to appear, dealing 9d6 dmg. (PsiHb95).


HelpText:
You become ectoplasmic and gain Damage reduction 20/+1 (PsiHb71).


Target/Area:
One nonmagical fire source up to 1 sq. ft/ level (see text)

HelpText:
You control the heat and growth of fire (PsiHb62).


HelpText:
Teleports you to any spot within range that is visible (PsiHb67).


HelpText:
Struck creatures turn to dust or take 5d6 dmg. If they save (PsiHb67).


Target/Area:
Ethereal 5 ft. x 8 ft. opening, 1 ft./level deep

HelpText:
You create an ethereal passage through wooden, plaster, or stone walls (PsiHb91).


HelpText:
Your body is transformed into living oak (PsiHb91).


HelpText:
You delete 1d4 powers permanently from the subjects mind (PsiHb52).


HelpText:
Converts an amount of damage equal to twice your Str. Modifier to subdual per attack (PsiHb80).


HelpText:
The subject can climb on walls and ceilings (PsiHb100).


HelpText:
Allows you to control the actions of multiple creatures (PsiHb84).


HelpText:
Determines if a creature, object or area is poisonous (PsiHb65).


Target/Area:
Any object or creature whose weight is 600 lb. or less

HelpText:
The subject hops forward in time 3d6 rounds (PsiHb105).


HelpText:
Affected creatures believe they have been reduced to 0 hit points (PsiHb67).


HelpText:
Causes target to lose its breath (PsiHb64).


HelpText:
Strands of ectoplasm bind the subjects allowing them to only take purely mental actions (PsiHb84).


Target/Area:
One nonmagical, unattended object weighing up to 100 pounds

HelpText:
You telekinetically animate a small object (PsiHb63).


HelpText:
2 rounds pass while only one passes for everyone else (PsiHb104).


HelpText:
Adjusts light levels up or down (PsiHb63).


HelpText:
Forces an extraplanar creature back to its proper origin (PsiHb68).


HelpText:
Your hand becomes a slashing or piercing weapon and is considered keen, threats on a 17-20 (PsiHb70).


Target/Area:
You and touched objects or other touched willing creatures (see text)

HelpText:
Teleports you and up to 500lb short distances (PsiHb66).


HelpText:
You gain +1 temporary hit points (PsiHb108).


HelpText:
You control the actions of subject (PsiHb69).


HelpText:
3d4 rounds pass for you while one round passes for everyone else (PsiHb105).


Target/Area:
1 ft. diameter/ level sphere, centered on creatures or object

HelpText:
Creates a sphere around target that is impenetrable. Contents within sphere can be moved (PsiHb103).


HelpText:
You gain a claw attack with 1d8 dmg. And heal as many points of damage as you deal (PsiHb60).


HelpText:
You and companions may travel physically through the astral plane (PsiHb93).


HelpText:
Allows you to assume the form of creatures as well as inanimate objects (PsiHb86).


Target/Area:
Several undead creatures within a 10 ft. radius burst

HelpText:
You disrupt an undead creatures tie to the negative plane dealing 3d8 dmg. (PsiHb99).


HelpText:
You can weaken or strengthen the substance of an object or structure (PsiHb85).


Target/Area:
Any two living creatures that are initially no more than 30 ft. apart

HelpText:
You temporarily link the fates of any two creatures (PsiHb74).


HelpText:
As energy barrier except damage absorbed can be used as a ray attack (PsiHb72).


HelpText:
Travel through the earth to any location(MagFR107)


Target/Area:
Up to one creature/level, no two of which can be more than 25ft apart

HelpText:
Ordinary shadows that provide concealment to all in the area.(MagFR110)


HelpText:
take up to 1d6/2 levels and heal target that amount.(MagFR100)


Target/Area:
Up to 1 creature/level within 30ft diameter


HelpText:
Subject cannot move or take any actions (PsiHb57).


HelpText:
You gain a +2 insight bonus on your attack rolls (PsiHb60).


Target/Area:
One psionic character or creature, or one object; or 30 ft. radius burst

HelpText:
Ends ongoing effects of psionics or suppresses psionic items (PsiHb90)/


HelpText:
You may convert power points into a boost for strength, dexterity, and constitution (PsiHb94).


HelpText:
Your skin grows thick granting you a +1 natural armor bonus to your AC (PsiHb83).


HelpText:
Tells you if an action would be good or bad in the immediate future (PsiHb81).


HelpText:
You regenerate 10 hp`s every round for 1 minute (PsiHb106).


HelpText:
You influence the actions of the subject by  suggesting a course of action (PsiHb101).


Target/Area:
A "tethered" astral construct of the highest level you can manifest

HelpText:
You summon an astral construct that you control (PsiHb71).


HelpText:
You control the actions of target permanently (PsiHb105).


Target/Area:
Wall whose area is up to one 10 ft. square/ level or a sphere or hemisphere with a radius of up to 1 ft. / level

HelpText:
You create a solid wall of ectoplasm (PsiHb108).


HelpText:
You wipe the victims mind bestowing one negative level/two caster levels, max of 5 (PsiHb89).


Target/Area:
A circle up to 5 ft. in radius that teleports those who activate it

HelpText:
You create a circle that teleports anyone who stands in it to a designated location (PsiHb104).


HelpText:
You insert a memory of your choosing in your subject`s mind (PsiHb102).


HelpText:
Your melee touch attack deals 1d8 bludgeoning damage (PsiHb79).


HelpText:
You experience sound translated through visual sensation (PsiHb97).


HelpText:
Subject suffers a -1 penalty on listen, spot, search, and sense motive checks (PsiHb69).


Target/Area:
A circle, centered on you, with a radius of 100 ft.+10 ft./level

HelpText:
You divert the final destination of any teleport within the area (PsiHb69).


HelpText:
You grow +10%/level(max 100%) (PsiHb73).


HelpText:
You create and manipulate a volume of sound (PsiHb64).


Target/Area:
A nonmagical, unattended object weighing up to 5 lbs.

HelpText:
You can lift and move an object from a distance (PsiHb74).


Target/Area:
You or one willing creature or one object (total weight up to 100 lb. / level

HelpText:
Adds +15 to base speed, normal going uphill, and +30 going downhill (PsiHb100).


Target/Area:
Nonmagical metal objects weighing up to a total of 1/10 pound, each no more the 1 inch from another

HelpText:
You can turn one metal into another (PsiHb85).


HelpText:
Subject gains damage reduction 10/+5 (PsiHb81).


HelpText:
You change your form to that of another creature (PsiHb92).


HelpText:
You gain special insight regarding a particular subject (PsiHb86).


HelpText:
You may turn a powers effect less than 6th level into a permanent effect (PsiHb80).


Target/Area:
An 10 ft. radius emanation, centered on you

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You create an invisible barrier that is impervious to most psionic effects (PsiHb90).


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A layer of grease covers object or area making it slippery (PsiHb78).


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Duplicate any power of 6th level or less. Exp. Cost 300 or cost of emulated power (PsiHb72).


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Lift and move 500lb/level at long range or thrust object/person (PsiHb107).


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Wards subject from detection by clairaudience/clairvoyance or items that allow viewing from afar (PsiHb90).


# info Spell Schools

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Spells that bring creatures or materials to the caster.


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Spells that imbue the recipient with some property or grant the caster power over another being.


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Spells that manipulate energy or create something from nothing.


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Spells that alter perception or create false images.


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Spells that manipulate, create or destroy life or life force.


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Spells that transform the recipient physically or change its properties in a more subtle way.


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Not a school, but a category for spells all wizards can learn.


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Air spells are subtle, involving travel, intuition, influence, divination, and illusion.


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Earth spells involve resilience and resolve, health and growth, the body and its strength.


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Fire spells are destructive and blatant, though they also deal with intelligence, Inspiration, and creativity.


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Water: Water spells involve transformation, cleansing, healing, and friendship.


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Powers that manipulate and transform physical properties.


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Powers that draw matter from the Astral Plane, creating semisolid and solid items.


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Powers that allow mental contact and control of other sentient creatures.


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Powers that propel or displace objects in space or time.


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Powers that alter the psion`s own physiobiology.


# info Staffs

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This staff allows use of Charm Person (1 charge, DC11) and Charm monster (2 charges, DC16) (DMG204).


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This staff allows use of Animal Friendship (1 charge), Wall of Thorns (1 charge), Summon Nature`s Ally VI (2 charges), among others (DMG206).


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This staff allows use of Summon Swarm (1 charge), Insect Plague (2 charges) (DMG205).


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A +2 quarterstaff of multiple talents.   Wall of Force (2 charges), Globe of Invulnerability (2 charges), Retributive strike, among others (DMG205).


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This staff allows use of Shield (1 charge), Shield of Faith (1 charge),  Shield Other (1 charge) and Shield of Law (2 charges)  (DMG204).


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This staff allows use of Burning Hands (1 charge, DC11) Fireball (1 charge, 8d6, DC14), and Wall of Fire (2 charges, DC16) (DMG205).


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This staff allows use of Heal (1 charge) and Resurrection (1 charge) (DMG205).


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This staff allows use of Ice Storm (1 charge, DC16), Wall of Ice (1 charge, DC16), and Cone of Cold (1 charge, 10d6, DC17) (DMG205).


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This staff allows use of Lesser Restoration (1 charge), Cure Serious (1 charge), Remove Blindness (1 charge), and Remove Disease (1 charge) (DMG204).


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This staff allows use of Enlarge (1 charge), and Reduce (1 charge) (DMG205).


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This staff allows use of Dimension Door (1 charge), Passwall (1 charge), Phase Door (2 charges), Teleport w/o error (2 charges), among others (DMG205)


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This staff allows use of Passwall (1 charge) and Move Earth (1 charge) (DMG205).


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This staff allows use of Magic Missile, Shatter, Fireball, Ice Storm (1 charge); Wall of Force, Chain Lightning (2 charges) (T&B77).


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This staff allows use of Burning Hands, Alter Self, Blink, Polymorph Other (1 charge); Passwall, Disintegrate (2 charges) (T&B77).


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This staff allows use of Change Self, Mirror Image, Major Image, Rainbow Pattern (1 charge); Persistent Image, Project Image (2 charges) (T&B77).


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This staff allows use of Unseen Servant, Summon Swarm, Stinking Cloud, Minor Creation (1 charge); Cloudkill, Summon Monster VI (2 charges) (T&B77).


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This staff allows use of Dancing Lights, Flare (1 charge); Daylight, Sunburst (2 charges) (T&B76).


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This staff allows use of Sleep, Tasha`s Hideous Laughter, Suggestion, Emotion (1 charge); Mind Fog, Mass Suggestion (2 charges) (T&B77).


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This staff allows use of Detect Secret Doors, Locate Object, Tongues, Locate Creature (1 charge); Prying Eyes, True Seeing (2 charges) (T&B77).


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This staff allows use of Cause Fear, Ghoul Touch, Halt Undead, Enervation (1 charge); Animate Dead, Circle of Death (2 charges) (T&B77).


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The user is immune to fire and lighting, cannot knocked down, Blast targets with a soundless wave of force (MagFR168)


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This staff allows use of Identify, locate object, Locate creature (1 charge),  and Analyze dweomer, Vision (2 charges) (MagFR149)


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This staff allows use of Shield, Resist Elements, Dispel Magic, Minor Globe of Invulnerability (1 charge); Dismissal, Repulsion (2 charges) (T&B77).


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Befoul (2 charges), Despoil (2 charges), Morality undone (2 charges), Shriveling (6th level, 1 charge), Wither limb (6th level, 1 charge)  (BoVD114)


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Damning darkness (2 charges, DC16), Darkbolt (3d8 DC13, 1 charge), Darkness (1 charge), Deeper Darkness (2 charges) (BoVD114)


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Contagion (1charge DC16), Insect Plague (1charge DC17), Pox (2 charges DC19) (BoVD114)


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Bestow greater curse, Boneblast, Destruction, Stop heart, Wrack (1 charge each), Pestilence, Wretched Might (2 points each)  (BoVD118)


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This staff allows use of  Minor creation (1 charge),  Major creation (1 charges), Fabricate (1 charges), Mending (1 charges) (A&EG127).


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This staff allows Animate Dead (1 chrg), Circle of Doom (2 chrgs, DC17), Cure Light Wounds (1 chrg, DC11), Inflict Light Wounds (1 chrg, DC11). (GW69)


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This staff allows use of Heal (1 charge), Holy aura, Rosemantle (2 charges) (MagFR150)


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This staff allows use of Darkness (1 charge), Summon monster IX, Dispel Magic, Animate dead (2 charges) (MagFR150)


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This staff allows use of Darkvision, Low-light vision, dispel magic, darkness (1 charge), Summon Monster VI (1/tenday) (2 charges) (MagFR150)


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This staff allows use of Heightened sanctuary, hold person, calm emotions (1 charge, DC19), Greater command (2 charges, DC19) (MagFR150)


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This staff allows use of Knock, open/close, passwall, Shatter (1 charge) (MagFR150)


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The staff can 1/day summon 1d3 creatures of the type of staff, cast a list of spells with charges (MagFR169)


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This staff allows use of Animate dead, Cure light wounds, inflict light wounds (1 charge), Circle of doom (2 charges) (MagFR151)


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This staff allows use of Comprehend languages, Erase, Amanuensis, Read Magic (1 charge), Suppress glyph (2 charges) (MagFR151)


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This staff allows use of Blink, Ethereal jaunt (1 charge), also acts as a +1 ghost touch quarterstaff (MagFR150)


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This staff allows use of Blink, Dimension door (1 charge), Teleport (2 charges) (MagFR151)


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This staff allows use of See invisibility, Darkvision, Remove Blindness (1 charge), True seeing (2 charges) (MagFR151)


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This staff allows use of Dimensional anchor (1 charge, DC 16),  and Otiluke`s resilient sphere (1 charges, DC 16) (MagFR149)


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This staff allows use of Arcane eye, Remove blindness, see invisibility (1 charge) (MagFR150)


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This staff allows use of  Obscuring mist (1 charge),  Pass without trace (1 charges), Improved invisibility (2 charges), Poison (2 charges) (A&EG127).


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This staff allows use of  Shatter, Sound Burst, Tasha`s hideous Laughter, Sculpt sound, Shout (1 charge each) (A&EG127)


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This staff allows use of  Create food and water, Minor creation (1 charge each), Major creation (2 charges each) (A&EG128)


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This staff allows use of  Shatter, Disintegrate (1 charge each), Earthquake (2 charges each) (A&EG128)


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This staff allows use of  Doom, Shatter (1 charge each), Contagion, Summon monster IV (2 charges each) (A&EG128)


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This staff allows use of  Calm emotions, Shield other, Status, Rary`s Telepathic bond (1 charge each), Heroes` feast (2 charges each) (A&EG128)


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This staff allows use of  Daylight, Searing light, Holy smite (1 charge each), Sunbeam (2 charges each) (A&EG128)


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This staff allows use of  Protection from law, Confusion, Unholy blight (1 charge each) (A&EG128)


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This staff allows use of  Remove Fear,  Paralysis, or Curse (1 charge each); Freedom of movement, Break enchantment (2 charges each) (A&EG128)


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This staff allows use of  Random action, Confusion (1 charge each), Insanity, Weird (2 charges each) (A&EG128)


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This staff allows use of  Divine favor, Prayer, Dispel Evil (1 charge each), Holy sword (2 charges each) (A&E128)


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This staff allows use of  Flame strike (1 charge each), Fire storm (2 charges each) (A&EG128)


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This staff allows use of  Animate dead (1 charge each), Create undead (2 charges each) (A&EG128)


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This staff allows Disguise Undead (1 chrg, DC13), Inflict Light Wounds (1 chrg, DC11), Stone Bones (1 chrg, DC13), Summon Undead II (2 chrgs). (GW68)


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Create Ectoplasm (1 charge), Ectoplasmic Decay (2 charges, DC14), Ectoplasmic Web (2 charges, DC14), Hail of Ectoplasm (1 charge, DC13). (GW68)


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This staff allows Bonerattle (1 chrg, DC11), Undead Bane Weapon (2 chrgs, DC14), Undeath to Death (2 chrgs, DC19). (GW69)


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This staff allows use of Shadow Conjuration (1 charge), Shadow Evocation (2 charges), Shadow Walk (3 charges) (Udrk 72)


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This staff allows use of Shadow Walk(1), Shadow Conj(2), Shadow Image(2), Shadow Evoc, greater(2) (Udrk 72)


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This staff allows use of many Portal related spells, clerics w/ Portal domain gain most benefit (Udrk 72)


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This staff allows use of Stone Shape (1), Stone Metamorphosis (1), Wall of Stone (2), Shone Shape Gr.(2) Stone Metamorphosis(3)


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This staff allows use of Spider Climb (1 charge), Summon Swarm (1 charge), Spiderskin (1 charge) (Udrk 72)


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This +2 quarterstaff allows the use of light (1 chg), magic missile (5 missiles, 1 chg), see invisibility (1 chg), and dimension door (2 chg). (POR)


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This staff grants umber hulk gaze immunity, darkvision, low-light vision, dispel magic (against light-creating spells), darkness and summon monster VI


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This staff allows the use of detect undead (1 chg), disrupt undead (1 chg), shatter (2 chg), halt undead (2 chg), or vampiric touch (2 chg).  (POR 78)


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This staff allows the use of see invisibility (1 chg), darkvision (1 chg), true seeing (2 chg), and remove blindness (2 chg), but may deal Int damage.


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This staff allows use of Animate dead (1 charge) and Create undead (2 charges) (TSS32).


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This staff allows use of Dehydrate(1), Rushing Water(1), Drown(2), Contagious Fog(2) (Udrk 73)


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This staff allows use of Amorphous Form (1 charge), Passwall (2 charges), Find the Path (3 charges) (Udrk 72)


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This staff grants you the ability to cast Earthquake, Whirlwind and Epic Storm. (ELH143)


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This staff grants you the ability to cast Chain lighting, Meteor Storm and Sunburst.  All effects are intensified. (ELH142)


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This staff grants you the ability to cast Shield, Forcecage and Bigby`s Crushing Hand. (ELH143)


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This staff grants you the ability to cast Otiluke`s freezing sphere, Otiluke`s resilient sphere and Otiluke`s telekinetic sphere. (ELH144)


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This staff grants you the ability to cast Creeping Doom, Command Plants, Elemental swarm and Shambler. (ELH143)


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Necromancy This staff grants you the ability to cast Circle of death, Create greater undead, finger of death and soul bind. (ELH143)


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This staff grants you the ability to cast Cone of cold, Ice storm, Otiluke`s freezing sphere and Wall of Ice. (ELH144)


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This staff grants you the ability to cast Wall of Iron, Wall of stone and Wall of force. (ELH144)


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Casts extended Wall of Fire, intensified Meteor Swarm, heightened to 12th Delayed blast Fireball and extended Summon Monster IX. (ELH142)


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This staff grants you the ability to cast Prismatic sphere, Prismatic spray and Prismatic Wall. (ELH143)


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This staff grants you the ability to cast Greater planar ally, greater planar binding and Gate, and immunity to many planar traits. (ELH143)


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This staff grants you the ability to cast Magic Missile and fireball. (ELH143)


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This staff grants you the ability to cast Dominate Monster, Demand and Mass Charm. (ELH142)


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User must make Diplomacy check (DC 18) to not be set on fire. Its purpose is to promulgate the illithid rulership and provides powers to do so.


# info Weapons

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A strike with a spiked gauntlet is considered an armed attack, doing normal rather than subdual damage.


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One of the best melee weapons available. Powerful and reliable.


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A +1 dagger that can inflict a poison spell (DC14) once per day (DMG188).


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Simple weapon combining the impact of a club with the piercing force of spikes.


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The most common melee weapon among the dwarves.


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A +2 heavy mace that can terrorize and strike motionless all within 20 feet (DMG189).


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Strike foes nearby or ten feet away, can make trip attacks, +2 on disarm attempts.


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Two-handed version of a regular club. Often studded with spikes or banded with iron.


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Inflicts double damage if set against charge.


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Shield spikes: Can use shield as an off-hand weapon to strike a foe.


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When wielding the kukri, monks apply their unarmed base attack and more favorable number of attacks.


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Can strike opponents ten feet away, but not adjacent foes. Can be used for trip attacks.


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You can add your strength bonus to damage up to +1 maximum.


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Resembles the farm implement of the same name, but is built for battle.


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The size of a large arrow with a weighted head. Essentially, it is a small javelin.


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You can fire according to your normal number of attacks. Holds five bolts.


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A metal glove that protects your hand.  An attack with a gauntlet is considered as unarmed, doing normal rather than subdual damage.


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You need two hands to use a composite longbow.  You can use a composite longbow while mounted if you are Medium-size or better.


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You can throw a flask of acid as a grenade-like weapon for 1d6 of damage, plus 1 point of splash damage.


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A +2 longsword.   A +5 longsword and more in the hands of a paladin  (DMG188).


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Can be used for trip attacks, and gives a +2 bonus on disarm attacks.


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The wielder can strike opponents ten feet away, but not adjacent foes. +2 on disarm attacks.


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Essentially a two-handed scimitar with a curve that gives it an effectively keener edge.


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An armored gauntlet that locks to a weapon. It adds +10 to any roll to keep from being disarmed.  It acts otherwise like a normal gauntlet.


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A +3 heavy mace that is +5 against constructs.  Any construct critically hit is completely destroyed (DMG189).


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Can strike opponents ten feet away, but not adjacent foes.


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A heavy, curved dagger with a sharp edge on the inside of the curve.


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Deals double damage when used from the back of a charging mount. Has reach.


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A sticky substance that ignites when exposed to air. Throw as grenade-like weapon.


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The wielder can use as if fighting with two weapons, incurring all the associated penalties.


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A double weapon that can be used for trip attacks, and gives a +2 bonus on disarm attacks.


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You can add your strength bonus to damage up to +4 maximum.


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A light, flexible spear intended for throwing. Can be used in melee at a -4 attack penalty.


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A cursed item.  A -2 longsword that reduces damage by 2 as well (DMG235).


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A +1 longbow that grants additional bonuses with a promise to slay a specific target. (DMG188).


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Resembles a miner`s pick but is designed for war.


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When wielding the siangham, monks apply their unarmed base attack and more favorable number of attacks.


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A +2 bastard/short sword hybrid that is +4 against evil creatures. Acknowledges  Bastard sword  or short sword proficiency (DMG189).


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Hurls lead bullets or stones.  Stones inflict 1d3 points of damage and suffer a -1 penalty to attack.


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A +2 rapier of wounding that once a day, can deliver 1d6 points of temporary constitution damage (DMG189).


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You can add your strength bonus to damage up to +2 maximum.


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A +3 greatsword that deals an additional 1d6 of frost damage.  Protects the wielder from fire as well (DMG188).


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A nonmagical axe made from adamantine, giving a +2 natural enhancement bonus (DMG188).


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You need two hands to use a bow. This bow is too big to use while mounted.


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A wooden club is so easy to find and fashion that it is essentially free.


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A cursed item.  A +2 greatsword that forces the wielder into a rage during battle (DMG235).


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Can be used to knock an opponent out without killing him.


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Can use as if fighting with two weapons. Double damage if set against charge.


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You can throw up to three shuriken per attack. Str modifier does not apply to damage.


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Does double damage if set against a charge. Can be used for trip attacks.


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Can use as if fighting with two weapons, incurring associated penalties.


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When wielding the nunchaku, monks apply their unarmed base attack and more favorable number of attacks.


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You can add your strength bonus to damage up to +3 maximum.


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Does double damage if set against a charge.


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A +2 curved dagger which adds +1 to the DC of a fort save forced by the death attack of an assassin (DMG188).


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Creates deafening bang upon striking hard surface. Can deafen those within ten feet.


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Can hurt some creatures that resist damage from normal weapons, like werewolves.


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A +1 longsword on the material plane.  +2 on any elemental plane, +3 on astral or ethereal, +4 on any other plane (DMG190).


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Big, heavy axe that is a favorite of barbarians.


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A nonmagical dagger made from adamantine, giving it a +1 natural enhancement bonus (DMG188).


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A +1 flaming longsword that does 1d6 additional fire damage with each hit or 1d10 additional on a critical (DMG188).


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Inflicts subdual damage. Can make trip attacks, +2 on disarm and trip attempts.


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Made with a metal haft, making it quite heavy, but hard to break.


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A single silvered arrow.  Select this entry if you wish to equip it as a tiny melee weapon.


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This axe is too large to use in one hand without special training.


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This small sledge is light enough to throw.  It is favored by dwarves.


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This sword is too large to use in one hand without special training.


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A cursed item. A +3 heavy mace that needs to be coated in blood each day (DMG234).


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A single bullet for a sling. Select this entry if you wish to equip a bullet as an improvised thrown weapon.


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Entangles opponents on a successful ranged touch attack. Entangled creatures suffer a -2 on attack and -4 on effective DEX.


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A grenade-like weapon that can entangle an opponent.  Entangled creatures suffer a -2 on attack and -4 on effective DEX.


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Lighter than a handaxe and balanced for throwing. Can be used in melee as well.


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You need two hands to use. Can use while mounted if you are Medium-size or larger.


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Loading is a move-equivalent action that provokes attacks of opportunity.


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Puts the full force of the wielder`s punch behind it.


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One-handed sledge or maul with a large, heavy head. Favored by dwarves.


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Loading is a full-round action that provokes attacks of opportunity.


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Deals double damage when used from the back of a charging mount.


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A single bolt. Select this entry if you wish to equip it as a tiny melee weapon.


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This classic, straight blade is the weapon of knighthood and valor.


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A +2 warhammer.  In the hands of a dwarf, it is a +3 warhammer that returns to the wielder after being thrown  (DMG188).


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Similar to a farmer`s sickle, but is built for battle. Favored by druids.


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Can use as if fighting with two weapons, incurring all the associated penalties.


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This may be a punch, kick, head butt, or any other unarmed attack. An unarmed attack does subdual damage only.


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A +3 net that can only be used underwater.  Can be commanded to shoot forth up to 30 feet (DMG234).


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Dwarves favor these axes as off-hand weapons.


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A +2 longsword that has the power to draw the life force from an opponent (DMG189).


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A +2 Trident that enables the wielder to determine information about marine predators (DMG190).


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You can use the Weapon Finesse feat to use your Dex bonus on attacks.


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The curve on this blade makes the weapon`s edge effectively sharper.


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A +1 greataxe that bestows two negative levels with a successful hit.  The wielder also gains one negative level (DMG188).


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Shortbow, composite: You need two hands to use. Can use while mounted if you are Small or larger.


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A javelin which becomes a 5d6 lightning bolt (DC14) when thrown (DMG188).


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A +1 trident that can empathically command (Will/DC12) water-dwelling animals.  Each such attempt uses 1 charge (DMG190).


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Strike foes ten feet away, but not those nearby. Double damage if set against charge.


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Damages undead and evil outsiders for 2d4 plus 1 point of splash damage. You can throw it as a grenade-like weapon.


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A +1 short sword that gives +4 to attack and damage when making a sneak attack (DMG190).


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Spikes added to armor that cause 1d6 points of damage on a successful grapple attack.


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A +2 longsword that bestows one negative level when it deals a critical hit. The wielder gains 1d6 temporary HP (DMG190).


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A +1 short sword that gives +1 to all saving throws.  The sword contains from 0 to 5 wishes (DMG188).


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A +3 scimitar that when used outdoors does an additional 1d6 of damage and grants the wielder with the cleave feat (DMG190).


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A single arrow.  Select this entry if you wish to equip an arrow as a tiny melee weapon.


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Popular as an off-hand weapon or as a primary weapon for Small characters.


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A cursed item.  A +2 shortspear that attacks it`s wielder in the back for normal damage on a roll of a natural 1 (DMG 235).


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A single, silvered bolt.  Select this entry if you wish to equip it as a tiny melee weapon.


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Attaches to a stump on an arm, against an opponent struck multiple times, threat range increases to 17-20 and cannot be disarmed (A&EG10).


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You do not take penalties fighting with two weapons (worn like shield).  You gain a +3 circumstance bonus to disarm (AE&G10).


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A protective leather gauntlet, if used to attack it is considered an unarmed attack.  Gives a +1 bonus to total defense (AE&G).


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A battle pick designed for small creatures (A&EG5).


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A gauntlet that is considered an armed attack (A&EG5).


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A steel ribbed fan, if used in the first round of combat with a successful bluff check, you gain a +4 bonus to hit that foe (A&EG10).


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A reach weapon, the duom can attack adjacent opponents.  If attacking a second opponent with the reverse blades, apply a -2 penalty (A&E7).


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If not proficient, this weapon causes a -7 penalty to use instead of the normal -4 (A&EG8).


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A sword/morningstar combination weapon, it gives a +2 bonus to disarm checks and may be used to trip and can be dropped if failed (A&EG8).;


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Short spear with four additional spear heads.  You may make one additional attack of opportunity during a round (A&EG8).


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A monk must take the exotic weapon proficiency feat in this weapon in order to use his monk unarmed attack bonus (A&EG10).


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A medium-sized creature must take the Exotic weapon prof. to use it two hands, Large creatures to use it one handed (A&EG7).


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You may fire three fukimi-bari (mouth darts) at a single target per attack and can be concealed in the mouth (AE&G7).


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A small polished rock that can be thrown and if it hits it target may hit a second target with a -2 penalty (AE&G9).


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If not proficient, this weapon causes a -6 penalty to use instead of the normal -4 (A&EG8).


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A +2 bonus to all disarm checks, you can also use this weapon to trip with a +2 bonus and can be dropped if failed (A&EG6).


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A player who can use a whip, can used this weapon.  Acts as a whip for purposes of range/trip attacks, Deal regular dmg instead of subdual (A&EG11).


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A gauntlet with a hidden hand crossbow along its length (A&EG8).


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These +1 Flaming Battle Gauntlets were created by fiends of Hellgate Keep, and deal damage to the wearer. (RoFR171)


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Custom-fitted to the wearer`s own boot, this device consists of a sturdy sole assembly concealing a spring loaded dagger.


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These +2 Holy Lance grants you the use of spirited charge feat  (MagFR143)


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Made for the heroes Myth Drannor, these +3 gauntlets do not help with AC, you gain the special power 1/day  (MagFR142)


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This arrow injects poison into it target (MagFR141)


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By command this +2 longsword of speed allows the bearer to cast jump 1/day  (MagFR168)


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These +1 seeking shortbows have become well known in the northern lands (MagFR143)


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This +1 warhammer made of darksteel bears a large rune on its head, the rune (Heat Metal) can be used once a day (MagFR144)


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These +1 goblinoid bane longswords are adorned with the rampant purple dragon symbol of Cormyr. (MagFR141)


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On a successfully strike you randomly change shape (MagFR142)


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You gain an extra +1 enhancement bonus when the wielder flies into a barbarian rage (MagFR141)


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The chakram is a throwing disk or quoit about 1 foot in diameter, with a sharpened outer rim.


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It is a short, heavy, slightly curved blade useful for both stabbing and slashing.  Its hilt gives the wielder a +2 bonus against being disarmed.


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A two-handed warhammer of enormous size (A&EG9).


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These +2 spiked gauntlet protects the wielder from chill metal and heat metal spells and 1/day d a pile driver blow (+2d6 damage)  (MagFR142)


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These +2 greatswords make the wielder immune to fear effects and extend rage one more round (MagFR143)


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This sturdy ash +2 sweeping quarterstaff also grants the wielder the Improved trip feat  (MagFR145)


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This +1 warhammer made of darksteel bears a large rune on its head, the rune (Burning Hands) can be used once a day (MagFR144)


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These +1 flaming shock shortspears are fairly common among the experienced members of the church of talos (MagFR145)


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These daggers do not do normal damage but cast chill touch (DC11) per hit  (MagFR144)


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These +1 aberration bane battleaxes have dwarven runes inlaid in gold along both sides of the blade  (MagFR142)


Name:
Gauntlet of the Valorous (Polymorph other)


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These silver +1 greatsword were created for the use by the harpers, you gain a +2 morale to attacks and damage, and more  (MagFR144)


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+3 Greatsword of Githyanki make is capable of severing an Astral travelers Silver Cord. (MotP175)


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This bone hilt forms a dagger blade when grasped, and (though it deals no damage) affects targets with a Chill Touch spell. (UE55)


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These +1 keen longswords bear symbols of the old elven houses of Cormanthor (MagFR141)


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You gain low-light vision, and +10 competence bonus on climb, hide, and move silently checks, 1/day cast darkness  (MagFR147)


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This adamantine heavy mace has a natural enhancement bonus of +2 and grants the wielder a +6 profane bonus on turn checks (MagFR143)


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For more info please look at Fanged Mask in Magic Items (MagFR158)


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These +1 daggers are used by spies and counterspies of the red wizards, when attacking a good alignment person the bonus becomes +2 (MagFR143)


Name:
Gauntlet of the Valorous (Flesh to stone)


Name:
Gauntlet of the Valorous (Shocking grasp)

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Made for the heroes Myth Drannor, these +3 gauntlets do not help with AC, you gain the special power 3/day  (MagFR142)


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this +3 quarterstaff of speed gains the wielder the feat Improved Disarm and +4 to those rolls, 3/day can deflect arrows and much more (MagFR143)


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Made for the heroes Myth Drannor, these +3 gauntlets do not help with AC  (MagFR142)


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This +1 lawful longsword is used by followers of Bane (LoD180)


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A scourge is a multitailed, barbed whip.  You get a +2 bonus when attempting to disarm.


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+5 Vorpal Greatsword of Githyanki make is capable of severing an Astral travelers Silver Cord. (MotP175)


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enables movement on vertical surfaces or even upside down (OA127)


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This +2 initiative yari is made of an unusual green wood, can attack with a flurry of blows (OA128)


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Has an enhancement bonus of +1 on the Material Plane, on any other plane its enhancement bonus increases to +3 (OA128).


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A simple Chain with weighted ends (OA70).


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This +2 throwing and returning longsword, +4 to Strength (OA127)


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A chijiriki is a double weapon,  One end has a spear the other has a chain whip (OA71).


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A Katana is a masterwork bastard sword (OA71).


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A Kau Sin Ke is a length of four to six short iron bars connected by links of chain (OA72).


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A dust grenade that hits its target directly blinds the target for 1d4 rd., within the splash radius of 5 feet must make a Fort. Save (DC 10) (OA78)


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A nekode is a strap or glove fitted with spikes in the palm, favored as both weapon and climbing tool by ninja (OA74).


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A bundle of blowgun darts used in a greater blowgun. (MOTW26)


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A three pronged weapon that gives a +4 bonus to disarm.  Can be used with a monk`s unarmed attack bonus (A&EG9).


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A poison smoke grenade, thrown into fire, it bursts into could of vile causing fort. Save (DC 13) or be nauseated for 1d4+1 rds. (OA78)


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A Shikomi-zoe is a ninja weapon that appears to be a stout bamboo or wooden staff, but a press of a button causes a spear head to spring (OA74).


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A ninja-to - a short, straight sword similar to a wakizashi - is the standard sword of the ninja (OA74).


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A Sang kauw is a double weapon, incurring all the associated penalties (OA74).


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This is a lacquered quarterstaff of exceptional beauty, topped with a golden dragon head (OA127).


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A sasumata is a pole arm designed to capture opponents with a minimum of harm (OA74).


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These blades are usually bestowed only upon samurai who have proven their honor and courage (OA127)


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A wakizahi is a masterwork short sword, part of a matched pair with the katana and a important part of honor (OA74)


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A Rattling tail spikes is a round ring with spikes (OA74)


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A Nagamaki is a polearm similar to the naginata, but somewhat shorter. It is commonly used by mounted samurai (OA73).


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Firing a needle that does 1 point of damage, and it can deliver an injury or contact type poison. (MOTW26)


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Made of exceptionally strong leather, which allows the user to apply their strength bonus.  (MOTW27)


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A monk weapon that can be used with the monk`s unarmed attack bonus (A&EG10).


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A lajatang, Korobokuru (smaller then a lajatang) is a double weapon, incurring all the associated penalties (OA73).


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A lajatang is a double weapon, incurring all the associated penalties (OA73).


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A flashpowder grenade, thrown into fire, it explodes in a flash of light everyone in 10 feet makes a fort. Save (DC 10) of be blinded 1d4 rd. (OA78)


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A Kusari-gama is a length of chain with a Kama at one end (OA73).


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A jittle is used to disarm an enemy (OA71)


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A kawanaga is a length of light chain with weight at one end and a sharp-bladed grappling hook the other (OA72).


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A sodegarami or sleeve-tangler, is highly specialized weapon used to capture opponents with a minimum of harm (OA74)


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Crossbow that fire a grapple hook and rope (S&S51).


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Ammunition for grapple-firing crossbow (S&S51).


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Can be attached to lute or other long necked instrument (S&S51).


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A cord for strangling, damage is per round of grappling (S&S52).


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A wire for strangling, can be locked DC 10 (DC 25 without proficiency) S&S52.


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A wire for strangling, damage is per round of grappling (S&S52).


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Bought as part of clothing for Small characters, cost is for one sleeve (S&S52).


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Bought as part of clothing for Medium characters, cost is for one sleeve (S&S52).


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A heavy pole that you can throw at one or more targets grouped closely together. (MOTW26)


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When this otherwise normal +1 arrow strikes a target, it does no damage. Instead, the target is affected by a cure moderate wounds spell. (MOTW29)


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When this otherwise normal +1 arrow strikes a target, it does no damage. Instead, the target is affected by a cure serious wounds spell. (MOTW29)


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Firing a rope and pulley attached to a special crossbow bolt. (MOTW26)


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These +1 defending rapiers are fairly common among the nobility of Sembia  (MagFR144)


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Firing a dart that can deliver an injury or contact type poison and 1d4 damage. (MOTW26)


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The Ankus is a hooked device used to steer elephants. It deals only subdual damage, but you can also use it to make trip attacks. (MOTW26)


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When this otherwise normal +1 arrow strikes a target, it does no damage. Instead, the target is affected as if by a cure light wounds spell. (MOTW29)


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A Leather lash studded with glass. (MOTW27)


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A bundle of winch crossbow bolts. (MOTW26)


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When this otherwise normal +1 arrow strikes a target, it does no damage. Instead, the target is affected by a cure critical wounds spell. (MOTW29)


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Range Increment:  150 ft (100 ft min) Crew: 2  No Critical.


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Range Increment:  200 ft (100 ft min)  Crew: 5  No Critical.


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Range Increment:  250 ft (125 ft min)  Crew: 2  No Critical.


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Ammunition for the trebuchet.  No Critical.


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Ammunition for the Light Catapult.  No Critical.


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Ammunition for the Heavy Catapult.  No Critical.


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These tears are hardened into tiny crystals (BoVD117)


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A long, table-shaped device, the rack is equipped with chains and winches hooked up to manacles. (BoVD38)


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A +3 dwarven waraxe that utterly consumes the physical form of any living creature it slays, requiring a true resurrection. (BoVD113)


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+1 spiked chain that when commanded with the proper word it expands to become a wall of chains and then back with a second command word. (BoVD112)


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Anything used to tie down a victim is not a torture device. But if the victim sees many stationary torture devices near it causes checks. (BoVD38)


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This small wood and metal device slowly crushes the thumb or finger of a victim. (BoVD38)


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Large needles or nails can be inserted into the flesh of the victim in places that maximize pain and minimize real damage. (BoVD38)


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Can use as if fighting with two weapons. Double damage if set against charge. (MMII196)


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Looks to be a crystalline wedge (MMII196)


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This +3 unholy greatsword forces any celestial it damages to succeed at a Fort save (DC20) or be destroyed. (BoVD112)


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This +6 unholy chaotic heavy mace any one who touches the wand that is an nonoutsider or is a outsider with less the 15 HD dies (BoVD121)


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A +2 greatsword that infects anyone it strikes with warp touch if the target fails their Fort save (DC14). (BoVD113)


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This +5 vorpal longsword can cut through damage reduction and wall of force (BoVD120)


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Heated in hot coals, this iron rod is used to create painful but nonfatal burns. The burn deals allows one Intimidate check. (BoVD38)


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This crossbow looks and fires like a light crossbow, but when a bolt is fired from it it fires as if a bolt of slaying (human) (BoVD118)


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This sword keeps its bonus as long as you kill each night (BoVD118)


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You can throw a flask of Angel Blood as a grenade-like weapon for 5d6 of damage, plus 1 point of splash damage.(BoVD117)


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First, the executioner forcefully affixes a specially prepared cord to some vital internal organ. (BoVD39)


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The torturer melts lead, then pours it on the victim`s skin. Often the palm, the arm, or the belly is the target.(BoVD38)


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This wood and metal device is like a reverse thumbscrew. (BoVD38)


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This +2 rapier provides the effect of the blink spell (SS51)


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This +1 morningstar has a special affinity for goblinoids (SS50)


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This +1 pincer staff has additional function when wielded by a kuo-toa (SS52)


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These gauntlets sport claws at the tips of the fingers (SS48)


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This weapon consists of a blade and the sheath and harness necessary to attach it to a creature`s tail (SS45)


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These arrows do no damage but can erase memory or put a creature to sleep (SS51)


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This +1 greatclub allows the wielder to make a touch attack against an opponent`s armor or weapon and deliver a rusting grasp spell (SS51)


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This +1 falchion has a special affinity for those of orc blood (SS51)


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This bag has up to 4 stones in it , when one of the stones are thrown the stone become a boulder (SS49)


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This +2 / +2 quarterstaff appears to be made from melted flesh (SS54)


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This +1 greataxe  is made by frost giants and gives them a Fire resistance 20 (SS50)


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designed for use by six armed mariliths (SS45)


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This +2 trident grants freedom of movement to the wielder if that individual has the aquatic subtype (SS53)


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This +2 / +1 unholy quarterstaff appears to be badly charred, but is in fact completely sound (SS54)


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This pair of +1 spiked gauntlets grant electricity resistance 10 and a few other abilities (SS52)


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This exotic 2 handed weapon cannot be used on a close opponent, grapple to do damage. (Udrk 65)


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This single +1 gauntlet can blind a target with a touch (SS51)


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This +2 greatclub has additional powers when wielded by creatures with high strength and the power attack feat (SS49)


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this +2 greatsword grants its wielder a +4 to Intelligence and +2 to wisdom and Charisma (SS53)


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This chain is woven through a medusa`s snakes (SS45)


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This jagged +1 greatsword is made by fire giants and gives them a cold resistance 20 (SS52)


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This +1 Longsword has a special affinity for those of even blood (SS50)


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This +2 dancing short sword allows its wielder to fly (SS49)


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This +2 Heavy Crossbow can be used as an exotic melee weapon that deals 1d8+2 points of damage. (A&EG100)


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This +2 Light Crossbow stores a number of small items that are magically bonded to the weapon, and can hold up to six additional items. (A&EG108)


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Shard is AL CN; SV Fort +5, Ref +5, Will +3; Str -, Dex -, Con -, Int 15, Wis 6, Cha 18, Ego 16 (A&EG142)


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The saber is a long, heavy sword specialized for the long cuts used in mounted combat.  You gain a +1 circumstance bonus while mounted.


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This +3 longsword can deal extra damage against undead.


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+1 Wounding Shortspear, especially dangerous against Elves and Dwarves (RoFR172)


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A metal armband with three steel claws projecting from the top and cannot be be disarmed (A&EG6).


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This mighty (+1) composite longbow can be activate (like a wand) to cast True Strike (S&F76).


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If Char has EWP (Whip) Can Use. Acts as a whip for range/trip attacks, Deal regular dmg + Str Bonus (up to max indicated) instead of subdual (A&EG11).


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This exotic weapon is a strap or glove fitted with spikes in the palm. (Udrk 65)


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This hooked dagger, common among the Calishites and Zakharan, leaves long, thin wounds in its target. (RoFR155)


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This +1 Keen Battleaxe was crafted by the northern Shield Dwarves, and bears a solid steel haft. (RoFR172)


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This thick band of metal covers the forearm and hand of the wearer, and can be fitted with spikes or blades. (RoFR155)


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This +1 Keen Scimitar has a pommel shaped like a hawk head, and doubles the speed of any equine mount. (RoFR172)


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These hollow darts carry a payload of acid that deals an additional 1d6 points of damage. (RoFR155)


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The crude heavy dart is fletched & barbed, and has an increased threat range compared to regular darts. (RoFR155)


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Both ends of this blade are +1 Sure Striking, but one Dismisses outsiders, while the other Anchor`s them. (RoFR127)


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The Aquatic Longbow uses a special kelp string to dampen vibrations and turbulence. You can add your strength bonus to damage up to +3. (RoFR155)


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This 10-foot blade topped wooden shaft is normally thrown at the end of a swoop maneuver to impale its target. (RoFR155)


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This +1 Trident suppresses any class features that rely on Fear or Anger within 15 feet of it. (RoFR172)


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A sword that can be used to make trip attacks (A&EG8)


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Torm has manufactured many of these +1 holy mighty cleaving longswords.  (MagFR142)


Name:
Warsling, halfling, sling bullet ammunition

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Perfect balance and sturdy construction set this apart from its counterparts. Users proficient in the skiprock as well can ricochet them. (RoFR155)


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This fairly rare, broad-bladed weapon acts as a Masterwork Longsword that grants a +2 bonus when striking a weapon. (RoFR155)


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The Aquatic Longbow uses a special kelp string to dampen vibrations and turbulence. You can add your strength bonus to damage up to +4. (RoFR155)


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You may make a trip attack with a range touch attack with this weapon against your opponent (A&EG5).


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This ammunition increases the range increment of its bow by 25 feet (A&EG5).


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This ammunition makes a loud whistle, causes a -2 penalty to hit (A&EG5).


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The perfectly weighted stone can be made to ricochet to to a second target. (RoFR155)


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The heavy aspergillum combines the properties of a common aspergillum and a heavy mace. (RoFR155)


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The shaft of the harpoon has a trailing rope attached to control harpooned opponents (RoFR155)


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The special design of this arrow allows it to be fired from an aquatic longbow, and negates the -2 penalty per 5 feet of range. (RoFR155)


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This forked and hooked polearm is commonly used by bugbears. Can be used to make trip attacks. (RoFR155)


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The spiked helmet deals double damage when charging, but has a reach of 0ft. (RoFR155)


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A special longsword made of substance from the Plane of Mirrors.  Acts as a +2 longsword of wounding (FF128).


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A special dagger made of substance from the Plane of Mirrors.  Acts as a +2 dagger of wounding (FF128).


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In addition to being an effective weapon, the Ice Axe grants a +2 Circumstance bonus to Climb checks. (RoFR155)


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The Aquatic Longbow uses a special kelp string to dampen vibrations and turbulence. (RoFR155)


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These +1 Wounding Arrows were fashioned by the Artic Dwarves, and have a range increment of +25 feet. (RoFR172)


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The horned helmet deals double damage when charging, but has a reach of 0ft. (RoFR155)


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These hollow darts carry a payload of poison gas that stuns it`s target for up to 6 rounds. (RoFR155)


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In the hands of a Dwarf, this +2 Greataxe is a Construct Bane and Earth Elemental Bane weapon. (RoFR172)


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This s+2 Greataxe of Illuskan make gives its wielder the ability to float atop water, no matter what his weight. (RoFR171)


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The Aquatic Longbow uses a special kelp string to dampen vibrations and turbulence. You can add your strength bonus to damage up to +1. (RoFR155)


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The Aquatic Longbow uses a special kelp string to dampen vibrations and turbulence. You can add your strength bonus to damage up to +2. (RoFR155)


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This small ceramic sphere contains a chemical mixture intended to over stimulate the "doubt centers" in the brain. (FF68)


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Resembling a short glaive topped with a hollow barrel. (FF68)


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A special dagger made of treated kaorti resin.  Disarm attacks are made with a +2 bonus (FF110).


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A magical cannon that fires specially made bombs. (Listed damage for nonmagical Stone Shot) (UE55)


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This +1 Aberration Bane Ghost Touch longsword confers a +2 deflection bonus to AC. (UE55)


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This +1 Flaming Burst lance may be wielded as a longspear by a character on foot, and can soot fire. (UE55)


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It`s a +2 illithidwrought keen tentacle greatsword. To a psionic it gains an additional +2 insight bonus on att/dam and wielder gains Death knell3/day


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This exotic weapon resembles a heavy, rubbery glove with sharp steel claws it`s a special monk weapon (Udrk 65)


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This +1 metalline, morphing sizing longsword can become any single +1 weapon the wielder desires (Udrk 69)


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This +3 Drowcraft, Unholy Hand crossbow (acts as +5 in faerzress areas) gives +2 luck bonus on attacks/damage and can use web (8th)  3x/day (Udrk 69)


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Both ends of this +5 quarterstaff of speed have equal enhancement and special powers. Grants Deflect Arrows and Infinite Deflection feats (ELH 134)


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This +4 Defending everdancing spiked chain of speed continuously twitches in its wielder`s hand. (ELH 134)


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+5 undead dread ghost touch morningstar; grants immunity to energy drain attacks; gives Positive Energy Aura feat if wielder can turn undead (ELH 134)


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For a blackguard this +3 unholy weapon functions as a +7 longsword of unholy power; +5 save vs good spells; double level for smite good (ELH 135)


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+6 keen throwing goblinoid bane dwarven waraxe; dwarfs doubles darkvision range; non-dwarfs 2 CHR dmg; Summon elder earth elemental 1x/week. (ELH 153)


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Animated flying objects with a +1 enhancement bonus. (ELH295)


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This +3 evil outsider bane battleaxe is inscribed with the Moradin  (MagFR144)


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These +3 holy drow bane longswords are made of mithral (MagFR143)


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These +1 daggers make you immune to fear and compulsion effects and gain +3 resistance bonus on saves against enchantment  (MagFR142)


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This +2 torturous heavy mace was created by a ghast cleric of Orcus. (GW65)


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This +1 ghost bane arrow, often carried by yuan-ti, is adorned with the black and gray scalelike feathers of strange birds. (GW66)


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This +1 short sword gives its wielder the ability to use protection from possession once/day, and triggers automatically if needed. (GW66)


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This +2 disruption warhammer allows its wielder to detect undead once/day on command. (GW66)


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The church of Eanius created this +1 merciful quarterstaff, which can also cast cure light wounds (1d8+5) once/day (GW66)


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This +1 wounding heavy mace is capped with a human skull, but it has dozens of shark teeth wired into its jaws. (GW66)


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+5 holy keen mighty cleaving defending adamantine longsword, wielder can invoke daylight on it at will; those struck must save or be dazed. (GW73)


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A +1 undead bane arrow, recognized by its bright green fletching. (GW65)


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+2 to opposed attack roll when attempting to disarm. Can be thrown. Can be used to make trip attacks. (GW42)


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A +1 ghost bane longsword made by the clerics of Orcus, the blade is actually a jagged bone. (GW65)


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This +2 lawful longsword was created by the church of Chaniud to destroy chaos. The wielder can cast protection from chaos on himself once/day. (GW65)


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This +1 keen unholy greataxe was created by a cleric of Phaant. (GW66)


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Galaedros`s church created this +1 frost quarterstaff. The bearer is protected by endure elements (cold) at all times. (GW65)


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This +1 frost trident gives a +2 enhancement bonus to Wisdom when held or carried. (GW65)


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+1 undead bane short sword created by the church of Aluvan. (GW65)


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This +1 thundering warhammer allows its wielder to use discern lies once/day. (GW66)


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Armor razors are sharp, jagged blades that can be added to armor in the same way that armor spikes can. (Udrk 65)


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This +2 Spiderbane spiked chain has a +4 bonus and deals +2d6 damage to spiderkind foes. (Udrk 70)


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Can be added to armor to do extra 1d6 damage. (Udrk 65)


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This black whiplike weapon appears to be crafted of thick webs woven through with cruel barbs. It is a +2 drowcraft scourge (+4 in faerzress areas)


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This +1 morphing undead bane longsword has a +3 bonus against undead & deals +2d6 to them.  In addition it gives hide from undead 3/day (Udrk 70)


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A +1 Drowcraft Finder Short Sword gives +2 luck bonus in Faerzress areas, gives various skill bonuses Blindsight 1/day (Udrk 69)


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That which should not be alive shall die is the philosophy behind this +2 aberration, construct & undead bane club. +4 and +2d6 damage to such create


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This spring-loaded weapon fires darts with great accuracy and force. (Udrk 65)


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This hook acts as a +2 dagger and ring of protection +2


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This iron idol in the shape of an armored goblin functions as an +1 unholy light mace (IDL 93).


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This +2 frost longsword has had several continual flame spells cast upon it as a joke.   The illusory flames deal no extra damage.  (POR 79)


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This +3 longsword grants a +3 bonus on saves and has 2 wishes remaining.  ELH293


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This +6 keen longsword imprisons victim in a gem set in the pommel of the sword on critical hit or death blow as per binding spell at DC 30 (ELH 134)


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This +4 Thundering shocking burst greatsword allows its wielder to fly and can move normally even in the strongest wind. (ELH 135)


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+7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes; able to critical against objects and constructs (ELH 134)


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This +6 Short sword adds +2d6 to the wielder`s sneak attack. (ELH 133)


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Armor of the Abyssal Horde must be worn in order to equip these +4 keen gauntlets which inflict energy drain spell with a Fort DC 23 save. (ELH 128)


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This +5 Bastard Sword bestows 2d4 negative levels on its target whenever it deals damage and wielder gains 5 temp HP per neg. level bestowed (ELH 134)


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A +5 keen mighty composite longbow of unerring accuracy; a plain +2 bow in hands of a non elf; the mighty bonus is the users str. bonus.  (ELH 134)


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For a paladin this +3 holy weapons is a +7 longsword of holy power, gain +5  save vs evil spells, double paladin level for smite evil (ELH 134)


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User gains effect of endure elements (Electricity) and can cast a blast of wind once a day from the sword to do 2d6 points of damage.


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User gains effect of endure elements (fire) and can cast a blast of flame once a day from the sword to do 4d6 points of damage.


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User gains effect of endure elements (cold) and can cast a blast of water once a day from the sword to do 3d6 points of damage.


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A barbed greatsword.  One of the best melee weapons available. Powerful and reliable.


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A demonic arm that is long and flexible like a tendril, with a crude, three-fingered claw at the end.  It can cast magic missile as a 5th level wizard


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A single arrow.  Select this entry if you wish to equip a number of arrows other than a standard bundle.


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You can throw a flask of frostfire as a grenade-like weapon for 1d6 of cold damage, plus 1d6 addition points on the following round.


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This +1 unholy longsword is used by followers of Cyric (LoD180)


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This +3 Heavy mace has the ability to steel life and use that energy to cast spells (LoD181)


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This black rock store spells it it, when throw the rock brakes and casts the spell (LoD181)


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This +1 whip is made by Red Wizards of They (LoD180)


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This +3 shocking burst morningstar was a favorite of Targus (LoD180)


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Can be fired from any position without the bolt slipping out (S&S51).


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A +3 warhammer.  In the hands of a dwarf, it is a +4warhammer that returns to the wielder after being thrown


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This +5 Holy Greatsword gains the Dragonbane ability when used against evil dragons. Grants +7 Luck bonus to AC, and resistance energy. (A&EG150)


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Helltongue is a +5 mighty whip (+4 Str. Bonus) with 3 strands (roll on table to see extra damage) (A&EG150)


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When grasped, this +1 dagger acts as a ring of feather falling and allows the one holding it to make one jump. (POR 81)


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A blade similar to faerie fire appears from this hilt when grasped by a creature.  A touch attack does no damage but affects a target as chill touch.


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A medium-sized creature cannot shoot or load this oversized crossbow with one hand, Large creatures can with a -4 penalty (A&EG6).


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This broad-bladed spear incurs a -2 penalty to hit for medium sized creatures due to its size (A&EG8).


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This large iron ball requires creatures smaller than medium size to incur a -7 penalty to hit (A&EG9).


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This ammunition deals 1d4 points of fire damage one round after impact (A&EG5).


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This ammunition deals an additional +2 damage, but weapon has half the normal range (A&EG6).


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Inflicts subdual damage + Str Bonus (up to max indicated). Can make trip attacks, +2 on disarm and trip attempts.


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Wielder with the sunder feat may use this +1 longsword do deal +4 damage to weapons when using sunder (S&F76).


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If the wielder hits with the first shuriken it deals +1d6 electrical damage, the second deals +2d6 and the third deals +3d6 (S&F77).


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Farm implement often used by farmers as a means of attack. Does double damage if set against a charge.


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A +1 arrow that allows its user to see what is happening in it`s vicinity. ((DotF25))


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This 3 foot adamantine rod acts as a +1 Heavy Mace, and provides a +2 morale bonus to all allies. ((DotF25))


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This hefty masterwork crossbow bolt deals 3d6 damage and subjects it`s target to a STR 25 Bull Rush. (DotF25)


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This 3 foot iron rod acts as a +1 Heavy Mace when mounted, and provides a +2 morale bonus to mounts saves. ((DotF25))


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User gains effect of endure elements (acid) and can cast a blast of rock once a day from the sword to do 3d6 points of damage.


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This minor artifact is a +5 Unholy dagger that ignores any Divine bonus to AC when attacking. (F&P169)


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Similar to brass knuckles, these cannot be disarmed and can be used with a Monk`s unarmed attack bonus AE&G10).


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This +2 keen longsword can cast Silence at will (MagFR143)


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Made for the heroes Myth Drannor, these +3 gauntlets do not help with AC, you gain the special power 2/day  (MagFR142)


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A naginata has reach. You can strike opponents 10 feet away with it, but you can`t use it against as adjacent foe (OA73).


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A pepper grenade, Direct hit cause fort. Save (DC 10) or be stunned for 1d4 rd. (OA78)


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Spells that create something physical as a projectile or that the caster can hurl, such as Melf`s Acid Arrow or Produce Flame. (T&B37)


Name:
Gauntlet of the Valorous (Chain Lightning)


Name:
Gauntlet of the Valorous (Stone to flesh)


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This unique +5 throwing wounding battleaxe automatically brightens to a torch when when within 60ft of an outsider or evil creature (MagFR168)


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These +1 corrosive heavy picks are in the hands of the homeless deep gnomes living in the Silver Marches and taken from the drow (MagFR141)


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This +1 scimitar gives the creature that carries it a -3 morale penalty to will saves  (MagFR144)


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This +1 warhammer made of darksteel bears a large rune on its head, the rune (Polymorph other) can be used once a day (MagFR144)


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These +2 daggers can turn into vipers (MagFR145)


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These +1 shortspear automatically cast faerie fire after being attacked by an invisible creature (MagFR143)


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The Lasso is little more than a thin rope with a loop at the end. You may lasso creatures, which allows you to grapple them.(RoFR155)


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This famous weapon is a +3 Dancing Spell Storing Longsword in the hands of a Ward Initiate of Silverymoon. (SM60)


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Spells that produce a ray effect and require a ranged touch attack. (T&B37)


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Damage dealing spells that have a range of touch. (T&B37)


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This +1 longspear deals an additional 1d6 points negative energy damage. Spend one charge to deliver energy drain effect on a hit. 10 charges.


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This +1 longspear deals an additional 1d6 points of negative energy damage. Spend one charge to deliver an enervation effect on a hit. 10 charges


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The claw deals 1d6 points of slashing damage as well as 1d6 points of negative energy damage


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Made of black iron and covered in evil symbols engraved in the blade, this +2 longsword adds +10 damage to the wielder`s smite good ability. (BoVD112)


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This device consists of two lengths of wood or other strong material, plus several nails. (BoVD39)


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A rope used for this purpose has usually been boiled and stretched beforehand. (BoVD40)


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This +2 rapier deals x3 damage when it scores a critical hit on a creature of good alignment. (BoVD113)


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This wooden device, consisting of a frame with holes for the victim`s head and hands, is not a torture device in and of itself. (BoVD38)


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This +6 unholy greatclub castes inflicts critical wounds on anyone who touches it, plus can cast many more spells (BoVD121)


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This +1 arrow, once fired, passes through creatures of evil alignment not counting them as cover or having -4 when firing into melee. (BoVD113)


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This +1 dagger adds a +3 competence bonus on Knowledge (religion) checks required when a sacrifice is made with the knife. (BoVD113)


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This coffin shaped iron box is laden with spikes on the interior surfaces. (BoVD38)


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A finely crafted knife with a short, sharp blade, the scalpel is used by surgeons to cut away diseased flesh. (BoVD38)


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This arrow looks like a +1 arrow, but it is an invisible brilliant energy projectile that bestows 2 negative levels rather than damage. (BoVD113)


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When specially sharpened and held with the proper technique, a greataxe can serve the executioner as the instrument of execution. (BoVD40)


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This weapon is a pole arm designed to tear at the flesh of targets (SS45)


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This +2 scimitar allows its wielder to act as if under the influence of a freedom of movement spell (SS50)


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This +2 javelin gains the special abilities of distance and returning when used by a creatures of the reptilian subtype (SS52)


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This is a simple chain with weighted end (SS43)


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This +1 Flaming glaive, when wielded by creatures of the fire subtype, feeds off their natural energy and produces addition powers (SS50)


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This weapon is a length of 4 to 6 short, barbed iron bars connected by links of chain (SS43)


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This whip looks to be a living vine of some sort (SS48)


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This +2 greatclub allows its wielder to cast stone shape once per day (SS50)


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this +2 holy longspear allows a celestial creature to smite evil one additional time per day (SS52)


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This +1 frost scythe when wielded by creatures of the cold subtype, feeds off their natural energy and produces addition powers (SS51)


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This +2 unholy warhammer allows its wielder to smite good one additional time per day (SS49)


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A double weapon, with mace heads at both ends (A&EG8).


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A double weapon, with scimitar heads at both ends (A&EG9).


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A weapon that looks like a punch dagger with two extra blades that gives a +4 bonus to disarming (A&E9).


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This +2 Longspear functions as a heavy lance when it`s wielder is mounted. (A&EG106)


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Blade of Fiery Might is a +5 unholy keen flaming burst Falchion with AL LE; Int 11, Wis 18, Cha 22, Ego 28 (A&EG148)


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This +1 Keen Longspear has a barbed shaft that deals 3x damage when set against a charge. (A&EG103)


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This +2 Greataxe allows it`s wielder to Rage for 2 additional rounds, and is not limited by height while jumping. (A&EG99)


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Any inanimate object struck by a bolt from this +2 Hand Crossbow is affected by a Mage Hand spell. (A&EG104)


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This rod can Control weather, whirlwind, and greater restoration each once per day, and can be used as a +5/+5 quarter staff (A&EG154)


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Dissolve into puddles of Acid when stepped on +1 dmg + 1d6 Acid dmg (A&EG 106)


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This +2 Halfspear can shift forms into a Shortspear or Longspear as a free action once per round. (A&EG103)


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A variant weapon of the Balor demon is this large +1 Brilliant Energy Shock Bastard Sword, which can detect law as the spell within 30 ft. (A&EG100)


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This Large +3 Bastard Sword shines light in a 20-ft. radius, and is the favored weapon of Plantars. (A&EG103)


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As a move-equivalent action, the wilder of this +2 Quarterstaff can transform it into a +2 Longbow or back again. (A&EG103)


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This +1 Keen Battleaxe has a very heavy head, and whenever is scores a critical hit, the wielder may make a free trip attempt against the target. (A&E


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This +3 Battleaxe protects the wielder from sever winds. 3/day, the wielder can produce a Gust of Wind. 1/day, it can create a Wind Wall. (A&EG99)


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This rod can Shapechange once a day, can be used as +3/+3 quarterstaff (A&EG154)


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This rod gives the wielder resistance 15 and can be used as a +1 Light mace (A&EG154)


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If a bolt from this +1 Light Crossbow misses it`s target, the next shot fired at the same target gains a +1 Cumulative Insight bonus to hit. (A&EG104)


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This +1 dagger deals an additional +1d6 points of acid damage per attack, and can cast Animal Friendship (snakes & reptiles) 1/day. (A&EG98)


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This slender +1 Arrow casts Faerie Fire on it`s target, preventing many forms of cover and concealment. (A&EG106)


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This +2 Halberd provides a +30 Bonus on jump checks, removes the normal limits for jumping, and allows a `Vaulting Charge` to be attempted. (A&EG109)


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This +2 Mighty (+2) Composite Shortbow has only a -2 penalty to fire while mounted while double moving, and -4 while running. *A&EG102)


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This plain looking +1 Battleaxe resembles a wood-chopping axe, and deals double damage against wood objects & plants. (A&EG105)


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A smaller version of the khopesh, this can be used to make trip attacks and dropped if failed (A&EG9).


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This +2 Shadowstrike Heavy Flail is bound to the Plane of Shadows, and allows the wielder to Dimension Door between shadows at will. (A&EG106)


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This rod can Control winds 2 times a day, and can be used as a +2 Heavy mace (A&EG154)


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This +2 Battleaxe has a thick, heavy blade atop it, grants the Improved Bull Rush feat, and can knock back opponents. (A&EG100)


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Blackrazor is ; AL CN; SV Fort +7, Ref +7, Will +7; Str. -, Dex -, Con -, Int 17, Wis 10, Cha 15, Ego 19 (A&EG141)


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This translucent, single use +1 Dagger radiates cold, and deals 3d6 Cold damage to everyone in 5 feet of the primary target. (A&EG107)


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The magical properties of this +2 Shortsword make it impossible for the wielder to be disarmed. (A&EG105)


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This sticky gray +1 Net can, 1/day on command, transform into a Gray Ooze, which remains until the wielder gives the command. (A&EG108)


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A variant weapon of the Balor demon is this large +5 Unholy Bastard Sword, to which the wielder adds his Cha mod to attack, and +10 Damage. (A&EG100)


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This rod can Wind walk once per day, and can be used as a +4/+4 quarterstaff (A&EG154)


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This +4 Net is made entirely for magic force, and can entrap even Incorporeal creatures. (A&EG107)


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This +2 Might (+5) Composite Longbow turns any arrow it fires into a Slaying Arrow, targeting any creature type the wielder chooses. (A&EG102)


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This +3 Dwarven Waraxe has a crystalline blade, with three crystal spikes that can be removed and thrown as Masterwork Throwing Daggers. (A&EG99)


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This +3 Composite Shortbow allows the wielder to take a move-action to apply his entire strength bonus to the next single short fired. (A&EG102)


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This +3 Disruption Heavy Mace shines light in a 20ft. radius and is the favored weapon of Astral Devas. (A&EG103)


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These +1 Ghost Touch Gauntlets appear crudely made, but protect the wearer from Magic Jar and a ghost`s Malevolence ability. (A&EG107)


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This +4 Defending Dagger has a broad guard, and as long as it is wielded in the off hand, he cannot be flanked. (A&EG104)


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These +1 Bolts are constantly coated with a thin film of oil, which grants it`s target a +10 bonus on Escape Artist checks. (A&EG101)


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This +2/+1 Dire Flail grants the Deflect Arrows feat while it is wielded. When on Total Defense, it adds +2 AC vs. Ranged Attacks. (A&EG99)


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This hooked +2 Guisarme Stuns it`s target (DC16) for one round after a successful Trip attack. (A&EG109)


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These +2 Arrows can deal subdual damage at the wielders will, an Charm their targets (DC11) when in a woodland environment. (AE&G105)


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This +2 Handaxe grants an additional attack at a -5 penalty (much like Improved Two-Weapon Fighting) when wielded as an off-hand weapon. (A&EG99)


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Stormblade is AL CG; SV Fort +7, Ref +7, Will +8; Str -, Dex -, Con -, Int 19, Wis 12, Cha 13, Ego 14 (A&EG143)


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Damages only plants, 1 point of splash damage.


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Repels undead, must make DC 10 Will save to enter area of gravebane.


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Distracting light makes casting more difficult.


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An oversized sling that can throw flasks filled with liquid (I.E. Alchemist`s fire) (A&EG6).


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A sharp piece of metal thrown horizontal instead of vertical (A&EG10).


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One command, this +2 Longbow sheds like to 60 ft. as the Daylight spell, and every shot fired sheds Light as the spell. (A&EG102)


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The traditional weapon of the Balor demon is this large +1 Vorpal Bastard Sword, which can detect good as the spell within 30 ft. (A&EG100)


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These Hollow Glass Sling Bullets are filled with Holy Water.+1d4Dmg to Undead/Evil Outsider, -2 to hit because of larger size than normal sling bullet


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This +2 Shock Rapier is made from a single tooth of a ancient blue dragon, and emits an 8th level  Fear aura in a 5 foot radius (DC16). (A&EG105)


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+3 Guisarme can cast Spiritual Weapon twice per day (A&EG 122)


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This +2 Unholy Morningstar grants any cleric wielding it the War domain, so long as it is in their possession. (A&EG106)


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This +2 Mighty (+3) Composite Longbow protects it wielder, as it only provokes an attack of opportunity from it`s target when fired. (A&EG109)


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The wielder of this +2 Longsword may roll a 1d20 once per day. At any time the wielder may use that roll instead of his attack roll. (A&EG107)


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A polearm that looks like a pike on a pole and is designed to puncture heavy armor (A&EG 8).


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This +3 rapier allows short range teleportation (A&EG122)


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This +4 defending halberd deals 2 points of damage/level when smiting evil (A&EG122)


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This +2 short sword grants bonuses to small wielders in large groups while underground. (A&EG123)


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The +3 club rusts weapons that it strikes. (A&EG123)


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This +3/+2 Two-Bladed Sword allows it`s wielder to fight with it when grappled, as though it were a tiny weapon. (A&EG103)


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This +2 Heavy Flail allows uses to disarm opponents with a +2 Circumstance bonus and grants the Improved Disarm feat. (A&EG104)


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This +1 Dagger allows it`s wielder to cast Knock, Find Traps, and Detect Secret Doors once per day as a 9th level caster. (A&EG104)


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String wound javelin, requires move-equivalent action to load string.  Can be used as a normal javelin (A&EG8).


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This double bow may fire two arrows at one target with a -2 penalty.  Requires a move-equivalent action to load two arrows (A&EG7).


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This ammunition deals subdual damage instead of normal (A&EG5).


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This ammunition is tipped with thunderstones and does not deal damage (A&EG5).


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This +2 Dart, which looks more like a needle, paralyzes it`s target for 7 rounds as though Carrion Crawler Brain Juice (DC13) had been used. (A&EG104)


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Demoncleaver is AL LG; SV Fort +9, Ref +9, Will +8; Str -, Dex, Con, Int 13, Wis 8, Cha 17, Ego 9 (A&EG141)


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The most fearsome weapon of the Balor demon is this large +3 Vorpal Bastard Sword, which Binds the Soul of those it beheads. (A&EG100)


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Wave is AL N; SV Fort +7, Ref +7, Will +8; Str -, Dex -, Con -, Int 19, Wis 12, Cha 15, Ego 26 (A&EG142)


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Whelm is AL LN; SV Fort +9, Ref +9, Will +12; Str -, Dex -, Con -, Int 15, Wis 16, Cha 7, Ego 20 (A&EG142)


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The flat steel blade of this +3 Rapier provides +2 Enhancement bonus to Bluff for feinting in combat. (A&EG100)


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Anytime this +1 Flaming Repeating Crossbow is fired more than once in a round, it cumulatively gains an additional +1 fire damage. (A&EG104)


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Falconblade is AL LG; SV Fort +9, Ref +9, Will +8; Str -, Dex -, Con -, Int 12, Wis 9, Cha 16, Ego 10 (A&EG142)


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Falconblade is AL nG; SV Fort +6, Ref +6, Will +7; Str -, Dex -, Con -, Int 15, Wis 13, Cha 16, Ego 17 (A&EG144)


HelpText:
Roll a 1d4 to Determine Maximum Strength Modifier Bonus Allowed (Select Appropriate Mighty Whip from Normal Weapons List)


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Whenever this +2 Shortspear is used successfully to make a Sneak Attack, it deals an additional 2d6 points of damage. (A&EG109)


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In addition to its own enhancement bonus, all arrows fired from this +2 Shortbow gain a +1 enhancement bonus for 1 round. (A&EG103)


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This +1 Wounding Glaive gains a special ability when wielded by anyone with a natural wounding ability: It`s target takes -4 on all rolls. (A&EG107)


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This +3 Longspear allows it`s wielder to expend a rebuke attempt to imbue it with Divine energy that damages only Elves. (A&EG109)


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Deals 1d6 points of electricity damage, secondary target within 5` receives 1/2 damage.


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Deals damage to stonework only, 3 points of secondary damage.


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Repels vermin, must make DC 15 Fortitude save to enter area of verminbane.


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Each arrow fired from this +2 Mighty (+3) Composite Longbow becomes a force effect, with all inherent qualities there of. (A&EG102)


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The wielder of this +1 Mighty (+2) Composite Longbow may sacrifice a spell to add damage equal to the spells level to the next attack. (A&EG101)


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This Large +2 Heavy Crossbow deals 1d12 damage on a successful hit, and has a Critical Multiplier of x4 vs. Goblinoids. (A&EG104)


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These Hollow Glass Sling Bullets are filled with Alchemists Fire. +1d4 Fire Dmg, -2 to hit because of larger size than normal sling bullet


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This powerful Orc Double Axe`s heads are named `Shock` and `Thundering`. It`s +4 enhancement bonus can be allocated between it`s two heads (A&EG99)


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On command, this +2 Flaming Spiked Chain turn into a column of fire, and can be swept along the ground to set a 10-foot radius ablaze. (A&EG106)


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This +2 Rapier adds a +2 Insight bonus to AC & +2 Bonus on all disarm checks when facing a single opponents in melee. (A&EG100)


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This +2 Light Crossbow`s stock can hold 2 magic wands, and the wielder is considered to have them in hand when he holds the crossbow. (A&EG103)


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This +3 Keen Punching Dagger has two large barbs that allow the wielder to make a free Grapple after any successful critical hit. (A&EG108)


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This blue-tinged +2 Shock Whip may make a special attack 3/day that deals an additional +2d6 Electricity damage. (A&EG105)


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The target of this +2 Bolt must make a Will Save (DC 16) or make concentration checks (DC16 + Level) to cast any spell.  (A&EG101)


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This +3 Flaming Battleaxe is made from dense metal (Hardness 15, 30hp), and can wrap it`s wielder in a Fire Shield 1/day. (A&EG107)


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When fired, this +1 arrow allows it`s wielder to see through a magical sensor that behaves like an Arcane Eye cast by a 10th level sorcerer. (A&EG98)


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This gnomish +1 Shorbow is covered with levers, pulleys, and other gadgets that can provide a number of bonuses to the wielder. (A&EG107)


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These +2 Spiked Gauntlets are shaped to look like a cats paws, and allow the wielder to Pounce (see MM Leopard) at the beginning of each round. (A&EG1


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This +2 shock lance allows the wielder to cast Feather Fall once per day. (UE55)


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This +1 mighty cleaving shortspear doubles the speed of the wielder. (GW66)


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This +2 defending light flail can be used by anyone as if they had the Simple Weapon Proficiency feat. (GW66)


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This +1 heavy mace adds 2 to the wielder`s effective level for rebuking or commanding undead. (GW66)


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This +1 undead bane scimitar was created by the church of Dracanish, and has the profile of a bronze-skinned man on the blade. (GW65)


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A +1 undead bane crossbow bolt, recognized by its bright green fletching. (GW65)


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This +1 battleaxe grants its bearer a +1 natural armor bonus at all times. (GW66)


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This exotic weapon has a serrated blade with a center-mounted hinge and handle. (Udrk 65)


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This +6 great ax of chaotic power grants one rage per day and Incite Rage epic feat if wielder has greater rage class feature.  (ELH 134)


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This +2 Mighty Cleaving Scythe is treated as Keen in all ways while Cleaving. (A&EG107)


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This hooked +2 Spiked Chain allows the wielder to Grapple it`s target on an successful hit. (A&EG103)


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Any creature holding this +2 Flaming Falchion is immune to fire damage, and takes double damage from cold effects. (A&EG104)


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These +1 Bolts flicker between the Ethereal & Material Planes, allowing them to pass through objects and strike Ethereal creatures. (A&EG106)


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This cleverly shaped & magically enhanced +2 halberd grants the Sunder feat, and deals double damage against Simple & Martial reach weapons. (A&EG103)


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This +2 Returning Throwing Axe of Distance can be thrown normally, or can be thrown to make a special sweeping trip attack. (A&EG99)


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This +3 Dancing Handaxe always looks well polished and new. 1/day while dancing, the axe can produce Tasha`s Hideous Laughter. (A&EG99)


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This massive +2 Warhammer deals 1d6 points of temporary Dexterity damage on a critical hit. (A&EG101)


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These Hollow Glass Sling Bullets are filled with Acid. +1d4 Acid Dmg, -2 to hit because of larger size than normal sling bullet


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When this arrow strikes, it`s target must make a fortitude save (DC 19) or vanish as though struck by a disintegrate spell. (A&EG98)


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This +2 Shortbow blends music with every shot. As a move action the wielder give up a Bardic Music use to add his Cha mod to attack & damage.(A&EG102)


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This +3 Heavy Pick is made from stone, and grants many Earth & Stone related bonuses. (A&EG106)


HelpText:
This +2 Light Pick grants its wielder the ability to Stone Shape 3/day, & Meld into Stone 1/day. (A&EG99)


# info Wondrous Items

HelpText:
These boots grant a +10 competence bonus to Jump (DMG211).


HelpText:
This cloak grants a +4 enhancement bonus to Cha (DMG213).


Name:
Helm of comprehending languages and reading magic

HelpText:
90% chance to understand any written language (DMG219).


HelpText:
This tome grants a +4 inherent bonus to Wis (DMG227).


HelpText:
This stone sustains a creature without air (DMG220).


HelpText:
These gloves allow the user to use the deflect arrows feat (DMG217).


HelpText:
When lit, this lantern reveals invisible creatures (DMG221).


HelpText:
This set of parchment cards can create a multitude of illusions (DMG215).


HelpText:
A figurine grows to full size and obeys the user. The dog is an intelligent war dog and can be used once per week up to six hours (DMG216).


HelpText:
A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 10d6 (1), 8d6 (2), 6d6 (2), 4d6 (4) (DMG222).


HelpText:
A cursed item. A magical bag that is really a feeding orifice with fangs and a STR of 23. Nothing more be said (DMG233).


HelpText:
This fine dust reveals hidden creatures just like the glitterdust spell (DMG215).


HelpText:
A cursed item.  Operates as +5 bracers, until attacked by an enemy whose CR=> character level.  Then they are -5 to AC (DMG233).


HelpText:
This mummified hand is worn as a necklace, and can accept a magic ring (DMG218).


HelpText:
A cursed item. Once donned, the wearer suffers -10 to STR and INT, and forgets all spells and magical knowledge (DMG235).


HelpText:
This rug is able to fly as per the spell while carrying up to 600 lbs (DMG212).


HelpText:
This stone grants a +2 enhancement bonus to Wis (DMG220).


HelpText:
This talisman improves control over a sphere of annihilation (DMG227).


HelpText:
This instrument makes listeners shaken unless they make a Will save (DMG224).


HelpText:
This item adds a +3 armor bonus to the wearer`s AC (DMG211).


HelpText:
A cursed item. Once thrown, all within 20 must save (Fort/DC15) or take 2d6 temporary CON damage plus.  All are stunned for 5d4 rounds (DMG234).


HelpText:
Recall any single 4th level spell that had been prepared and cast it again (DMG223).


HelpText:
This item renders the wearer immune to disease (DMG223)


HelpText:
This tome grants a +3 inherent bonus to Int (DMG227).


Name:
Cloak of displacement, major (50% miss chance)

HelpText:
This cloak acts like the displacement spell (DMG213).


HelpText:
Summon and control an air elemental (DMG212).


HelpText:
This tome grants a +3 inherent bonus to Wis (DMG227).


HelpText:
This silver headband grants a +2 competence bonus to Cha (DMG213).


HelpText:
Projects a blast of searing light (5d8 maximized for 40 damage) (DMG213).


HelpText:
This stone grants a +1 bonus to attacks, saves, and skill checks (DMG220).


HelpText:
This 60 ft. rope moves as commanded (DMG226).


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These goggles grant a +5 bonus to Search checks that involve imperfections, tiny seams, or cracks (DMG218).


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This thick substance creates an unbreakable bond (DMG226).


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This instrument makes listeners sensitive to sound (DMG224).


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This items allows the user to call forth all manner of weather.


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This bag weighs just 35 lbs. and can carry up to 1000 lbs. of gear (DMG207).


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This token forms a huge, swanlike boat able to travel at 60 ft (DMG224).


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This scarab grants spell resistance 15 and absorbs death attacks (DMG226).


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This item becomes a real steed with the stats of a heavy horse (DMG227).


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This manual grants a +4 inherent bonus to Con (DMG221).


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The wearer can detect and fight two types of golems (DMG226).


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This tome grants a +4 inherent bonus to Cha (DMG227).


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A cursed item. Anyone using the device will fall victim to a suggestion spell (DC19) (DMG234).


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This dust causes 1000 square feet to lose all trace of passage (DMG216).


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These horseshoes cause the horse to float just off the ground. The horse can run over surfaces such as water, and leave no tracks otherwise (DMG220).


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When blown, this horn summons barbarians to the user`s service (DMG219).


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This tome grants a +2 inherent bonus to Cha (DMG227).


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This stone sustains a creature without food or water (DMG220).


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This pair of iron rings allows materials to pass between them magically (DMG225).


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This holy item allows a cleric or paladin to turn undead as if four levels higher (DMG207).


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Once per day, this gauntlet can affect an object as with rusting grasp (DMG217).


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This robe allows the wearer to make a gaze-like daze attack (DMG225).


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This manual grants a +2 inherent bonus to Str (DMG221).


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This stone grants a +2 enhancement bonus to Con (DMG220).


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This manual grants a +5 inherent bonus to Con(DMG221).


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This medallion allows the wearer to read thoughts (DMG222).


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This item grants a +2 enhancement bonus to Wis (DMG224).


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A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 9d6 (1), 7d6 (2), 5d6 (2), 3d6 (2) (DMG222).


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This stone stores six levels of spells (DMG220).


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A cursed item. Upon reading this book, the character must make two saves (DC 15 each), or lose 1 point of INT and 2 points of WIS (DMG235).


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This brooch can absorb up to 101 points of magic missile damage (DMG212).


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This gem grants true seeing, as the spell (DMG217).


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This instrument can be used to build or defend structures (DMG221).


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This holy garment grants damage reduction 5/+5 to the wearer (DMG228).


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A cursed item. During combat, the boots will force the wearer to dance, a if under the influence of Otto`s Irresistible Dance (DMG233).


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This scarab enables the wearer to detect and fight a type of golem (DMG226).


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This tome grants a +2 inherent bonus to Int (DMG227).


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Upon impact, this item explodes for 5d6 damage in a 10-ft. radius (DMG210).


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This item adds a +2 natural armor bonus to the wearer`s AC (DMG207).


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This flask can create water in a stream, fountain, or geyser (DMG214).


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A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 8d6 (1), 6d6 (2), 4d6 (2), 2d6 (4) (DMG222).


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+4 luck bonus to saves against any type of poison (DMG224).


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This item allows the user to see over any distance (DMG213).


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This utensil produces enough food to sustain up to four humans (DMG222).


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This ointment returns a stone creature to flesh, or defend against petrification (DMG227).


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This manual grants a +3 inherent bonus to Str (DMG221).


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This fine dust conceals creatures just like improved invisibility (DMG215).


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This small iron sphere can trap any creature of large size or smaller (DMG220).


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These candles grant a number of benefits to clerics (DMG212).


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These boots allow the wearer to levitate, as the spell (DMG211).


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This cloak grants a +6 enhancement bonus to Cha (DMG213).


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This huge digging tool can be used as a +3 gargantuan morningstar  (DMG222).


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The horseshoes double the movement of the steed (DMG220).


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This instrument allows the performer to cast one suggestion for each ten minutes of playing (Will, DC14) (DMG218).


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This scarab enables the wearer to detect and fight any type of golem (DMG226).


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This robe grants a +5 armor bonus to AC, SR17, +1 resistance bonus to saves, and the effects of Spell Penetration (DMG225).


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This item adds a +2 armor bonus to the wearer`s AC (DMG211).


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This manual grants a +1 inherent bonus to Str (DMG221).


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This token causes a breeze of sufficient strength to propel one ship (DMG224).


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These gloves grant a +2 enhancement bonus to Dex (DMG217).


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This horn creates a magic circle against good or evil (DMG219).


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This pearl grants the user the ability to swim rapidly and function normally underwater.


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This cloak grants a +4 resistance bonus to all saving throws (DMG213).


Name:
Figurine of wondrous power (bronze griffon)

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A figurine that grows to full size and obeys the user.  Can be used twice a week for up to six hours per use (DMG216).


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A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 6d6 (1), 4d6 (2), 2d6 (2) (DMG222).


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A cursed item. Once held, carried, or worn, the scarab transforms into a burrowing beetle, reaching the victim`s heart and causing death (DMG235).


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A figurine that grows to full size and obeys the user.  The fly is the size of a pony hand conforms to the statistics of a hippogriff (DMG216).


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This bottle releases a huge volume of smoke when opened (DMG216).


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This bizarre apparatus is a magic submarine with room for two (DMG207).


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Recall any single 3rd level spell that had been prepared and cast it again (DMG223).


