hide results

    Spell Guide by Hedronas

    Version: 1.0 | Updated: 02/08/08 | Printable Version | Search This Guide

    1234567890123456789012345678901234567890123456789012345678901234567890123456789
    
    
               ######
               #     # #    # #    #  ####  ######  ####  #    #  ####
               #     # #    # ##   # #    # #      #    # ##   # #
               #     # #    # # #  # #      #####  #    # # #  #  ####
               #     # #    # #  # # #  ### #      #    # #  # #      #
               #     # #    # #   ## #    # #      #    # #   ## #    #
               ######   ####  #    #  ####  ######  ####  #    #  ####
    
                               ######
         ##   #    # #####     #     # #####    ##    ####   ####  #    #  ####
        #  #  ##   # #    #    #     # #    #  #  #  #    # #    # ##   # #
       #    # # #  # #    #    #     # #    # #    # #      #    # # #  #  ####
       ###### #  # # #    #    #     # #####  ###### #  ### #    # #  # #      #
       #    # #   ## #    #    #     # #   #  #    # #    # #    # #   ## #    #
       #    # #    # #####     ######  #    # #    #  ####   ####  #    #  ####
    
                      #######
                         #      ##    ####  ##### #  ####   ####
                         #     #  #  #    #   #   # #    # #
                         #    #    # #        #   # #       ####
                         #    ###### #        #   # #           #
                         #    #    # #    #   #   # #    # #    #
                         #    #    #  ####    #   #  ####   ####
    
    
    
    
    
    
    
          #####                                  #####
         #     # #####  ###### #      #         #     # #    # # #####  ######
         #       #    # #      #      #         #       #    # # #    # #
          #####  #    # #####  #      #         #  #### #    # # #    # #####
               # #####  #      #      #         #     # #    # # #    # #
         #     # #      #      #      #         #     # #    # # #    # #
          #####  #      ###### ###### ######     #####   ####  # #####  ######
    
    
      ___         _           _
     / __|___ _ _| |_ ___ _ _| |_ ___
    | (__/ _ \ ' \  _/ -_) ' \  _(_-<
     \___\___/_||_\__\___|_||_\__/__/
    ---------------------------------
    
    To find a specific item in the Guide, use Ctrl-F to open a Find box, and type
    in the section code.
    
    1.      Background Information
    ------------------------------
    
    1.1.    Version History
    1.2.    About the Author
    1.3.    Contact Information
    1.4.    Copyrights
    
    2.      About this Guide
    ------------------------
    
    2.1.    Guide Format
    
    3.      Spell Lists
    -------------------
    
    3.1.    Bard
    3.2.    Cleric
    3.3.    Druid
    3.4.    Paladin
    3.5.    Ranger
    3.6.    Sorcerer/Wizard
    
    4.      Power Lists
    -------------------
    
    4.1.    Psion
    4.2.    Psychic Warrior
    
    5.      Spell Details
    ---------------------
    
    5.1.    A - C
    5.2.    D - F
    5.3.    G - I
    5.4.    J - L
    5.5.    M - O
    5.6.    P - S
    5.7.    T - V
    5.8.    W - Z
    
    6.      Power Details
    ---------------------
    
    6.1.    A - C
    6.2.    D - F
    6.3.    G - I
    6.4.    J - L
    6.5.    M - O
    6.6.    P - S
    6.7.    T - V
    6.8.    W - Z
    
    1.   Background Information
    ===========================
    
    1.1  Version History
    --------------------
    
         1.00 - 8th February 2008
         The Guide is finished! Full lists and descriptions for all spell casting
         and power manifesting classes complete. Only minor changes will be done
         now, mostly reader comments and other corrections.
    
         0.90 - 6th February 2008
         Added the Druid and Ranger spell lists and spell descriptions, and thanks 
         to a quick level glitch found on Gamefaqs, I will be able to add the 
         Psion and Pyschic Warrior power lists and power descriptions soon. Guide
         should be finished by the end of the month.
    
         0.80 - 22nd January 2008
         Finished the Sorcerer and Wizard list, plus all the descriptions of the
         spells. Once I complete the game with my current party (2nd play through),
         I will start again with some Psionic based characters, and possibly a 
         Ranger to complete some more lists. Hopefully, the guide will be finished
         by end of Febuary.
    
         0.70 - 29th December 2007
         Hit an impasse when my memory stick wiped itself. Lists for the sorcerer
         are complete, but until I get a sorceror up to the lofty levels of 18
         again, the actual spell details will be missing for the higher level 
         spells. If any of you readers (As of now I have submitted the guide),
         wish to add any details to the spells, send them to me in the same
         format as I have written here. Also, the lists for the Bard, Druid
         Ranger, Psion and Pyschic Warrior would be appreciated.
       
         0.66 - 20th December 2007
         Whew, 2 updates in a day. Paladin spells entered. Now onto the 
         Sorcerer/Wizard spells.
    
         0.33 - 20th December 2007
         Finished adding all the Cleric spells. Now on to the Paladin's.
    
         0.00 - 18th December 2007
         Started this Guide for ease of reference to my main Guide
     
    1.2  About the Author
    ---------------------
    
         My name is Rob McDermott, and this is my second walkthrough/Game Guide.
         This is a separate section to my main Guide, simply to keep the file
         sizes down a bit.  I am a pen and paper Dungeons and Dragons player 
         primarily, so there may be some references to that in this guide, 
         although I will try to keep them to a minimum.  Any constructive 
         critisms are accepted, as well as any tips of your own that you have.
    
    1.3  Contact Information
    ------------------------
    
         Please send any comments to MrMc@shaolin.com.au.
         
         Any e-mails with poor grammer or that are hard to understand I will 
         likely not read, or send back to you with a request to re-word or 
         make readable. This way information that is in this Guide will be clear.
    
    1.4  Copyrights
    ---------------
    
         All work in this Guide is Copyright Rob McDermott 2007. All Dungeons and
         Dragons content in this Guide is Open Source. Go to www.wizards.com/dnd
         for more information.
    
         Currently, only Gamefaqs has permission to use this guide, if you wish to
         have it on your website, please contact me.
    
    2.   About the Guide
    ====================
    
    2.1  Guide Format
    -----------------
    
         The first thing in this guide are the spell an power lists for each class,
         current to the characters I have played.
    
         The next section will have the spells themselves, in alphabetical order.
         The spell entries will look like the following:
    
         -----------------
         Spell Name
         **********
    
         Casters and Level
         School
         Casting Time
         Range
         Duration
         Components
         Spell Resistance
         Saving Throw
    
         Spells Effect
         -----------------
         
         The Casters and Level part of the spell tells you which classes get the
         spell and what level that they need to be in order to cast it.
         The school section isn't too important in Tactics, as there are no Spell
         Focus feats. Casting time will affect what your character can do after
         casting the spell. A casting time of Standard Action means that you can
         move before or after casting the spell. A casting time of Full Round
         means that you cannot do anything else beside cast the spell.
         The range component is fairly self explanitory, except for Touch and 
         Ranged Touch. Touch means you have to hit the targets AC (if an Enemy) for
         the spell to take affect. Ranged Touch means the same thing, except you
         can be up to 30ft (usually) away from your target. Duration is fairly
         straight forward, whereas Components isn't. A Spell with a V component is
         a spoken spell, so your character must be able to speak. A spell with a S
         component requires that you have a hand free in order to cast. For Clerics
         this can be a problem, as you will want to use a shield to boost their AC,
         being that they are front - middle line fighters.
         Spell Resistance, or SR, is Armor Class for magic, your spellcaster needs
         to beat it with a D20 + Character Level. The feats Spell Penetration and
         Greater Spell Penetration add to this check. Most of the more powerful
         enemies in this game have SR, so these feats are a good investment.
         Saving Throw is either Fort, Ref or Will, and if the target succeeds, the
         spell is either negated or the effect lessened.
    
         Anyway, onto the Lists!
    
    
    3.   Spell Lists
    ================
    
    
    3.1  Bard Spell List
    --------------------
            
            Level 0: Daze                  
                     Detect Magic
                     Flare                   
                     Light                    
                     Lullaby                  
                     Resistance
    
            Level 1: Cause Fear
                     Charm Person
                     Confusion, Lesser
                     Cure Light Wounds      
                     Expeditious Retreat    
                     Hypnotism
                     Remove Fear          
                     Sleep                  
                     Summon Monster 1     
    
            Level 2: Animal Trance
                     Blindness/Deafness
                     Blur                 
                     Calm Emotions  
                     Cat's Grace
                     Cure Moderate Wounds  
                     Daze Monster
                     Delay Poison
                     Eagle's Splendor       
                     Fox's Cunning 
                     Heroism
                     Hold Person    
                     Hypnotic Pattern  
                     Invisibility
                     Rage
                     Scare
                     Silence
                     Sound Burst
                     Summon Monster 2
    
            Level 3: Blink          
                     Charm Monster 
                     Clairvoyance
                     Confusion
                     Cure Serious Wounds  
                     Deep Slumber
                     Dispel Magic  
                     Fear 
                     Haste  
                     Remove Curse 
                     See Invisibility
                     Slow
                     Summon Monster 3
    
            Level 4: Break Enchantment
                     Cure Critical Wounds
                     Dominate Person
                     Freedom of Movement 
                     Hold Monster      
                     Invisibility, Greater  
                     Neutralise Poison  
                     Rainbow Pattern
                     Shout
                     Summon Monster 4
    
            Level 5: Cure Light Wounds, Mass
                     Greater Heroism 
                     Mind Fog
                     Mislead
                     Summon Monster 5
    
            Level 6: Cat's Grace, Mass
                     Charm Monster, Mass
                     Cure Moderate wounds, Mass
                     Fox's Cunning Mass       
    
    3.2  Cleric Spell List
    ----------------------
    
            Level 0: Cure Minor Wounds
                     Detect Magic
                     Guidance
                     Inflict Minor Wounds                 
                     Light                                  
                     Resistance                             
                     Virtue
    
            Level 1: Bless                                  
                     Cause Fear
                     Command                              
                     Cure Light Wounds
                     Detect Chaos                         
                     Detect Evil                          
                     Detect Good                          
                     Detect Law                           
                     Detect Undead
                     Divine Favor
                     Doom                                 
                     Inflict Light Wounds                 
                     Magic Weapon                         
                     Remove Fear
                     Shield of Faith                      
                     Summon Monster 1
    
            Level 2: Aid                                  
                     Bear's Endurance
                     Bull's Strength                       
                     Calm Emotions
                     Cure Moderate Wounds
                     Delay Poison
                     Eagle's Splendor
                     Find Traps                           
                     Hold Person                          
                     Inflict Moderate Wounds              
                     Owl's Wisdom
                     Remove Paralysis
                     Silence                                
                     Sound Burst
                     Spirtual Weapon                      
                     Summon Monster 2
    
            Level 3: Animate Dead
                     Bestow Curse
                     Blindness/Deafness
                     Contagion
                     Cure Serious Wounds                    
                     Dispel Magic                           
                     Inflict Serious Wounds               
                     Invisibility Purge                   
                     Magic Vestment                       
                     Remove Curse
                     Remove Disease
                     Summon Monster 3
    
            Level 4: Cure Critical Wounds
                     Death Ward
                     Dismissal                              
                     Divine Power                         
                     Freedom of Movement
                     Inflict Critical Wounds              
                     Neutralise Poison
                     Poison
                     Summon Monster 4
    
            Level 5: Break Enchantment
                     Cure Light Wounds, Mass
                     Flame Strike                          
                     Inflict Light Wounds, Mass           
                     Raise Dead                           
                     Summon Monster 5
    
            Level 6: Bear's Endurance, Mass
                     Bull's Strength, Mass                  
                     Create Undead
                     Cure Moderate Wounds, Mass
                     Eagle's Splendor, Mass
                     Harm                                 
                     Heal                                   
                     Inflict Moderate Wounds, Mass        
                     Owl's Wisdom, Mass
                     Death to Undeath
    
            Level 7: Cure Serious Wounds, Mass
                     Destruction                          
                     Inflict Serious Wounds, Mass         
                     Regeneration                           
    
            Level 8: Antimagic Field
                     Cure Critical Wounds, Mass        
                     Earthquake
                     Fire Storm                          
                     Inflict Critical Wounds, Mass      
    
            Level 9: Heal, Mass                           
                     Implosion                           
                     Miracle                              
                     True Resurrection                    
    
    3.3  Druid Spell List
    ---------------------
    
            Level 0: Cure Minor Wounds
                     Detect Magic
                     Guidance
                     Light
                     Resistance
                     Virtue
    
            Level 1: Calm Animals
                     Charm Animal
                     Cure Light
                     Detect Snares and Pits
                     Entangle
                     Longstrider
                     Summon Nature's Ally 1
    
            Level 2: Animal Trance
                     Barkskin
                     Bear's Endurance
                     Bull's Strength
                     Delay Poison
                     Fog Cloud
                     Hold Animal
                     Owl's Wisdom
                     Soften Earth and Stone
                     Summon Nature's Ally 2
    
            Level 3: Call Lightning
                     Contagion
                     Cure Moderate Wounds
                     Dominate Animal
                     Neutralise Poison
                     Poison
                     Remove Disease
                     Summon Nature's Ally 3
    
            Level 4: Cure Serious Wounds
                     Flame Strike
                     Freedom of Movement
                     Ice Storm
                     Summon Nature's Ally 4
    
            Level 5: Call Lightning Storm
                     Commune with Nature
                     Control Winds
                     Cure Critical Wounds
                     Death Ward
                     Summon Nature's Ally 5
                     Wall of Fire
    
            Level 6: Bear's Endurance, Mass
                     Bull's Strength, Mass
                     Cure Light Wounds, Mass
                     Eagle's Splendor, Mass
                     Owl's Wisdom, Mass
    
            Level 7: Cure Moderate Wounds, Mass
                     Fire Storm
                     Heal
    
            Level 8: Cure Serious Wounds, Mass
                     Earthquake
                     Finger of Death
    
            Level 9: Cure Critical Wounds, Mass
                     Elemental Swarm
                     Foresight
                     Regenerate
    
    
    3.4  Paladin Spell List
    -----------------------
    
            Level 1: Bless
                     Bless Weapon                         
                     Cure Light Wounds
                     Detect Undead
                     Divine Favor
                     Magic Weapon
                     Resistance
                     Virtue
    
            Level 2: Delay Poison
                     Eagle's Splendor
                     Owl's Wisdom
                     Remove Paralysis
                     
            Level 3: Cure Moderate Wounds
                     Neutralise Poison
                     Remove Blindness/Deafness
                     Remove Curse
    
            Level 4: Break Enchantment
                     Cure Serious Wounds
                     Death Ward
    
    3.5  Ranger Spell List
    ----------------------
    
            Level 1: Calm Animals
                     Charm Animal
                     Delay Poison
                     Detect Snares and Pits
                     Entangle
                     Longstrider
                     Summon Nature's Ally 1
    
            Level 2: Barkskin
                     Bear's Endurance
                     Bull's Strength
                     Cure Light Wounds
                     Hold Animal
                     Owl's Wisdom
                     Summon Nature's Ally 2
    
            Level 3: Cure Moderate Wounds
                     Darkvision
                     Neutralise Poison
                     Remove Disease
                     Summon Nature's Ally 3
    
            Level 4: Commune with Nature
                     Cure Serious Wounds
                     Freedom of Movement
                     Summon Nature's Ally 4
    
    3.6  Sorcerer/Wizard Spell List
    -------------------------------
    
            Level 0: Acid Splash                          
                     Daze
                     Detect Magic
                     Disrupt Undead                       
                     Flare
                     Light
                     Ray of Frost                         
                     Resistance
                     Touch of Fatigue                     
    
            Level 1: Burning Hands                        
                     Cause Fear
                     Charm Person
                     Chill Touch                          
                     Detect Undead
                     Expeditious Retreat
                     Hypnotism
                     Mage Armor                           
                     Magic Missile                        
                     Magic Weapon
                     Ray of Enfeeblement                  
                     Shield                               
                     Shocking Grasp                       
                     Sleep
                     Summon Monster 1
                     True Strike                          
    
            Level 2: Bear's Endurance
                     Blindness/Deafness
                     Blur
                     Bull's Strength
                     Cat's Grace
                     Control Undead                       
                     Darkvision
                     Daze Monster
                     Eagle's Splendor
                     False Life                          
                     Fog Cloud
                     Fox's Cunning
                     Hypnotic Pattern
                     Invisibility
                     Knock                                
                     Melf's Acid Arrow                    
                     Owl's Wisdom
                     Scare
                     Scorching Ray                        
                     See Invisibility
                     Summon Monster 2
                     Web
    
            Level 3: Blink
                     Clairvoyance
                     Deep Slumber
                     Dispel Magic
                     Fireball                             
                     Flame Arrow                          
                     Haste
                     Heroism
                     Hold Person
                     Lightning Bolt                       
                     Rage
                     Slow
                     Summon Monster 3
    
            Level 4: Animate Dead
                     Bestow Curse
                     Charm Monster
                     Confusion
                     Contagion
                     Evard's Black Tentacles              
                     Fear
                     Globe of Invulnerability, Lesser
                     Ice Storm
                     Invisibility, Greater
                     Phantasmal Killer                    
                     Rainbow Pattern
                     Remove Curse
                     Shout
                     Solid Fog                            
                     Summon Monster 4
                     Wall of Fire
    
            Level 5: Break Enchantment
                     Cloudkill                            
                     Cone of Cold                         
                     Dismissal
                     Dominate Person
                     Feeblemind                           
                     Hold Monster
                     Mind Fog
                     Summon Monster 5
                     Waves of Fatigue                     
    
            Level 6: Acid Fog                             
                     Antimagic Field
                     Bear's Endurance, Mass
                     Bull's Strength, Mass
                     Cat's Grace, Mass
                     Chain Lightning                      
                     Circle of Death                      
                     Create Undead
                     Disintegrate                         
                     Eagle's Splendor, Mass
                     Fox's Cunning, Mass
                     Globe of Invulnerability             
                     Heroism, Greater
                     Mislead
                     Otiluke's Freezing Sphere            
                     Owl's Wisdom, Mass
                     Undeath to Death
    
            Level 7: Control Undead                       
                     Finger of Death
                     Inivisibilty, Mass                   
                     Mordenkainen's Sword                 
                     Power Word, Blind                    
                     Waves of Exhaustion                  
    
            Level 8: Charm Monster, Mass
                     Incendiary Cloud                     
                     Mind Blank                           
                     Moment of Prescience                 
                     Polar Ray                            
                     Power Word, Stun                     
                     Protection From Spells               
    
            Level 9: Dominate Monster                     
                     Foresight
                     Freedom                              
                     Meteor Swarm                         
                     Power Word, Kill                     
                     Time Stop                            
                     Wail of the Banshee                
    
    4.   Power Lists
    ================
    
    4.1  Psion Power List
    ---------------------
    
            Level 1: Crystal Shard
                     Deceleration
                     Defensive Precognition 
                     Demoralise
                     Detect Psionics
                     Dissipating Touch 
                     Force Screen
                     Inertial Armor
                     Mind Thrust
                     Offensive Precognition 
                     Psionic Charm
                     Psionic Daze
                     Psionic Vigor
    
            Level 2: Aversion
                     Brain Lock
                     Concussion Blast
                     Ego Whip
                     Id Insinuation 
                     Mental Disruption
                     Psionic Knock
                     Recall Agony
                     Swarm of Crystals
    
            Level 3: Body Adjustment
                     Danger Sense
                     Eradicate Invisibility
                     Psionic Blast
                     Psionic Darkvision
    
            Level 4: Aura Sight
                     Psionic Dominate
                     Psionic Freedom of Movement
    
            Level 5: Psychic Crush
    
            Level 6: Breath of the Black Dragon
                     Psionic Disintegrate
    
            Level 7: Crisis of Life
                     Psionic Moment of Prescience 
                     Ultrablast
    
            Level 8: Recall Death
    
            Level 9: Timeless Body
    
    
    4.2  Psychic Warrior Power List
    -------------------------------
    
            Level 1: Burst
                     Defensive Precognition
                     Detect Psionics
                     Dissipating Touch
                     Force Screen
                     Inertial Armor
                     Metaphysical Weapon
                     Offensive Precognition
                     Psionic Vigor
                     Thick Skin
    
            Level 2: Body Adjustment
                     Dissolving Touch
                     Psionic Darkvision
    
            Level 3: Danger Sense
                     Exhalation of the Black Dragon
    
            Level 4: Psionic Freedom of Movement
    
            Level 5: Psychofeedback
    
            Level 6: Breath of the Black Dragon
    
    5.   Spell Details
    ==================
    
    5.1  A - C
    ----------
    
         Acid Fog
         ********
    
         Sorcerer/Wizard 6
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         You fill an area with a acidic fog. All creatures in the fog have their
         movement speed cut in half. Any creature in the fog takes 2D6 points
         of damage each round that they remain in the fog.
         --------------------------------------------------------------------
         Acid Splash
         ***********
    
         Sorcerer/Wizard 0
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You conjure a orb of acid, which flies to it's target. If it hits, it
         deals 1D3 points of damage.
         --------------------------------------------------------------------
        
         Aid
         ***
    
         Cleric 2
         School: Enchantment
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Gain a +1 to attack rolls, +1 to Will saves against fear, and 1D8 +1 per
         level (maximum 10) temporary Hit Points, which are added to your total
         maximum Hit Points
         --------------------------------------------------------------------
    
         Animal Trance
         *************
    
         Bard 2, Druid 2
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Concentrate
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You make up to 2d6 HD of creatures do nothing for the duration of the 
         spell. If you perform any action besides moving, the spell ends.
         --------------------------------------------------------------------
    
         Animate Dead
         ************
    
         Cleric 3, Sorcerer/Wizard 4
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Bring a corpse to life as a Zombie to fight for you
         --------------------------------------------------------------------
    
         Antimagic Field
         ***************
    
         Cleric 8, Sorcerer/Wizard 6
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You create a field around you, 10ft (2 Squares) in diameter. Inside this
         field, no spells can be cast, and any spells cast at you fail, as the
         magical energy cannot enter the field.
         --------------------------------------------------------------------
    
         Barkskin
         ********
    
         Druid 2, Ranger 2
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         You grant the target creature a +2 bonus to AC. This bonus is a Natural
         Armor bonus, so it stacks with any Armor, Shield or Deflection bonus the 
         target has. The armor bonus increases by +1 for every three levels beyond
         3rd, (+3 at 6th level, +4 at 9th level, +5 at 12th level). The maximum
         this spell can provide is +5.
         --------------------------------------------------------------------
    
         Bear's Endurance
         ****************
    
         Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target gains a +4 bonus to his Constitution score.
         --------------------------------------------------------------------
    
         Bear's Endurance, Mass
         **********************
    
         Cleric 6, Druid 6, Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All targets inside a 15ft radius gain +4 bonus to their Constitution 
         scores.
         --------------------------------------------------------------------
    
         Bestow Curse
         ************
    
         Cleric 3, Sorcerer/Wizard 4
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Permanent
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         When you touch the target, you curse him for life. He now takes a -4
         penalty on attack rolls, saving throws, Ability checks and skill checks.
         --------------------------------------------------------------------
    
         Bless
         *****
    
         Cleric 1, Paladin 1
         School: Enchantment
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All Allies within the area gain +1 to Attack, and a +1 bonus to Will
         Saves against fear.
         --------------------------------------------------------------------
    
         Bless Weapon
         ************
    
         Paladin 1
         School: Transmution
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You bless your weapon with holy energy.  The weapon now has a +1 
         enhancement and deals an extra 2D6 points of damage to Undead. It is now
         also considered good aligned, which means it can beat the damage reduction
         of evil outsiders.
         --------------------------------------------------------------------
    
         Blindness/Deafness
         ******************
    
         Bard 2, Cleric 3, Sorcerer/Wizard 2
         School: Illusion
         Casting Time: Standard Action
         Range: Medium (100ft)
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         The target is made blind and deaf. This means he has a 50% chance per 
         attack to miss you entirely
         --------------------------------------------------------------------
    
         Blink
         *****
    
         Bard 3, Sorcerer/Wizard 3
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         As you shift at random times between the Material Plane and the Etheral
         Plane, attacks against you have a 50% chance to miss. Area effect spells
         (like fireball) do half damage to you. You also get a 80% chance to hit
         creatures on the Etheral Plane whilst this spell is in effect.
         --------------------------------------------------------------------
    
         Blur
         ****
    
         Bard 2, Sorcerer/Wizard 2
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V
         Spell Resistance: Yes
         Saving Throw: None
    
         You make the creature touched blur to vision, which gives attacks a 20%
         chance to miss you entirely.
         --------------------------------------------------------------------
    
         Break Enchantment
         *****************
    
         Bard 4, Cleric 5, Paladin 4, Sorcerer/Wizard 5
         School: Divination
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         This spell instantly removes all spells cast on the target, such as 
         Bless, Bull's Strength, Bestow Curse and similar.
         --------------------------------------------------------------------
    
         Bull's Strength
         ***************
    
         Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target gains a +4 bonus to his Strength score.
         --------------------------------------------------------------------
    
         Bull's Strength, Mass
         *********************
    
         Cleric 6, Druid 6, Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All targets inside a 15ft radius gain +4 bonus to their Strength scores.
         --------------------------------------------------------------------
    
         Burning Hands
         *************
    
         Sorcerer/Wizard 1
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         A 15ft (3 Squares) cone of fire erupts from your hands, dealing 1D4 points
         (max 5D4) of fire damage to anything in the area.
         --------------------------------------------------------------------
    
         Call Lightning
         **************
    
         Druid 3
         School: Divination
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: No
         Saving Throw: Reflex Save
    
         You call forth from the sky bolts of lightning that deal 3d10 points of
         electric damage.
         --------------------------------------------------------------------
    
    
         Call Lightning Storm
         ********************
    
         Druid 5
         School: Divination
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: No
         Saving Throw: Reflex Save
    
         You call forth from the sky bolts of lightning that deal 5d10 points of
         electric damage.
         --------------------------------------------------------------------
    
         Calm Animals
         ************
    
         Druid 1, Ranger 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 minute (10 Rounds) per level 
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell calms an animal, stopping it from attacking you until you make
         a threatening move towards it, or the duration expires.
         --------------------------------------------------------------------
    
         Calm Emotions
         *************
    
         Bard 2, Cleric 2
         School: Enchantment
         Casting Time: Standard Action
         Range: Medium (100ft)
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell removes the effects of the Barbarians rage, as well as any
         spells that grant morale bonuses, like Bless and Aid.
         --------------------------------------------------------------------
    
         Cat's Grace
         ***********
    
         Bard 2, Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target gains a +4 bonus to his Dexterity score.
         --------------------------------------------------------------------
    
         Cat's Grace, Mass
         *****************
    
         Bard 6, Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All targets within a 15ft radius gain +4 to their Dexterity score.
         --------------------------------------------------------------------
    
         Cause Fear
         **********
    
         Bard 1, Cleric 1, Sorcerer/Wizard 1
         School: Necromancy
         Casting Time: Standard Action
         Range: Close
         Duration: 2 Rounds
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Any creature with less than 5HD (levels) is made afraid, taking a -2
         penalty to attack, damage and saving throws.
         --------------------------------------------------------------------
        
         Chain Lightning
         ***************
    
         Sorcerer/Wizard 6
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You cast a lightning bolt at one target, dealing 1d6 points of damage per
         level (max 20d6). Any enemy target within 30ft of the first target takes
         half the damage of the first bolt, to a maximum of one enemy per level.
         --------------------------------------------------------------------
    
         Charm Animal
         ************
    
         Druid 1, Ranger 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You can charm any animal, though any threatening move towards the target
         instantly ends the spell.
         --------------------------------------------------------------------
    
         Charm Monster
         *************
    
         Bard 3, Sorcerer/Wizard 4
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You cause an enemy monster to join your cause. Any aggressive act made 
         by it or towards it ends the spell. 
         --------------------------------------------------------------------
         
         Charm Monster, Mass
         *******************
    
         Bard 6, Sorcerer/Wizard 8
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         As per Charm Monster, but affects all targets within a 30ft area.
         --------------------------------------------------------------------
    
         Charm Person
         ************
    
         Bard 1, Sorcerer/Wizard 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You cause an enemy humanoid to join your cause. Any aggressive act made 
         by it or towards it ends the spell.
         --------------------------------------------------------------------
    
         Chill Touch
         ***********
    
         Sorcerer/Wizard 1
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         Negative energy deals 1D6 points of damage to the target, which also has
         to make a Fortitude save or take 1 point of Strength damage. Undead that
         this spell hit's take no damage, but if they fail a Will save, they flee
         panicked for 1D4 rounds.
         --------------------------------------------------------------------
    
         Circle of Death
         ***************
    
         Sorcerer/Wizard 6
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You instantly slay 1d4 HD of creatures per level (to a maximum of 20d4)
         in a 40ft radius area. Any creature with more than 9HD is immune to this
         spell.
         --------------------------------------------------------------------
    
         Clairvoyance
         ************
    
         Bard 3, Sorcerer/Wizard 3
         School: Divination
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 Round
         Components: Verbal, Somatic, Focus
         Spell Resistance: No
         Saving Throw: None
    
         This spell removes the fog-of-war effect of the Adventure Map
         --------------------------------------------------------------------
    
         Cloudkill
         *********
    
         Sorcerer/Wizard 5
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 2 Rounds
         Components: V, S
         Spell Resistance: No
         Saving Throw: Fortitude Save
    
         You create a cloud of poisonous fog, that kills any creature below 6HD
         instantly. Higher level creatures are not affected, though the cloud
         provides concealment to all those in it.
         --------------------------------------------------------------------
    
         Command
         *******
    
         Cleric 1
         School: Enchantment
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round
         Components: V
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You can control the actions of the target for one round.
         --------------------------------------------------------------------
    
         Command Undead
         **************
    
         Sorcerer/Wizard 2
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 ROund per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You can commmad any Undead to move and attack for the duration of the
         spell.     
         --------------------------------------------------------------------
    
         Commune with Nature
         *******************
    
         Druid 5, Ranger 4
         School: Divination
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 Round
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell removes the Fog of War from the level.
         --------------------------------------------------------------------
    
         Cone of Cold
         ************
    
         Sorcerer/Wizard 5
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400')
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You create a cone of frigid air, starting from your character. This cone
         deals 1d6 points if cold damage per level, to a maximum of 15d6.
         --------------------------------------------------------------------
    
         Confusion, Lesser
         *****************
    
         Bard 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target becomes confused for one round.
         --------------------------------------------------------------------
    
         Confusion
         *********
    
         Bard 3, Sorcerer/Wizard 4
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target of the spell will randomly move, attack a random target, or
         simply stand still and do nothing.
         --------------------------------------------------------------------
    
         Contagion
         *********
    
         Cleric 3, Druid 3, Sorcerer/Wizard 4
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You infect the target with your choice of disease. These all do some
         sort of ability damage to the target.
         --------------------------------------------------------------------
    
         Control Undead
         **************
    
         Sorcerer/Wizard 7
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 minute (10 Rounds) per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         2HD per level worth of Undead fall under your control within a 15ft radius
         area.
         --------------------------------------------------------------------
    
         Create Undead
         *************
    
         Cleric 6, Sorcerer/Wizard 6
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Like Animate Dead, you summon an Undead to fight for you. The Undead that
         you get depends on your level;
         Level 11 or Lower: Ghoul
         Level 12-13: Ghast
         Level 14-15: Mummy
         Level 16+: Mummy Lord
         --------------------------------------------------------------------
    
         Control Winds
         *************
    
         Druid 5
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell removes any fog and cloud based spells from the level, such as
         Cloudkill.
         --------------------------------------------------------------------
    
         Cure Critical Wounds
         ********************
    
         Bard 4, Cleric 4, Druid 5
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You use positive energy to heal the target of 4D8 + 1 per level (Max +20),
         points of damage. As this is positive energy, you damage Undead instead 
         of healing it.
         --------------------------------------------------------------------
     
         Cure Critical Wounds, Mass
         **************************
    
         Cleric 8, Druid 9
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You use positive energy to heal a group of targets within a 30ft diameter
         area to heal 4d8 + 1 per level (max +20) points of damage. This spell 
         damages any Undead within the area instead of healing them.
         --------------------------------------------------------------------
    
         Cure Light Wounds
         *****************
    
         Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 2.
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You use positive energy to heal the target of 1D8 + 1 per level (Max +5),
         points of damage. As this is positive energy, you damage Undead instead 
         of healing it.
         --------------------------------------------------------------------
    
         Cure Light Wounds, Mass
         ***********************
    
         Bard 5, Cleric 5, Druid 6
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You use positive energy to heal a group of targets within a 30ft diameter
         area to heal 1d8 + 1 per level (max +5) points of damage. This spell 
         damages any Undead within the area instead of healing them.
         --------------------------------------------------------------------
    
         Cure Minor Wounds
         *****************
    
         Cleric 0, Druid 0
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will
    
         Restore 1 Hp to the target.
         --------------------------------------------------------------------
    
         Cure Moderate Wounds
         ********************
         
         Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3.
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Yes
    
         You use positive energy to heal the target of 2D8 + 1 per level (Max +10),
         points of damage. As this is positive energy, you damage Undead instead 
         of healing it.
         --------------------------------------------------------------------
    
         Cure Moderate Wounds, Mass
         **************************
    
         Bard 6, Cleric 6, Druid 7
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You use positive energy to heal a group of targets within a 30ft diameter
         area to heal 2d8 + 1 per level (max +10) points of damage. This spell 
         damages any Undead within the area instead of healing them.
         --------------------------------------------------------------------
    
         Cure Serious Wounds
         *******************
         
         Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4.
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Yes
    
         You use positive energy to heal the target of 3D8 + 1 per level (Max +15),
         points of damage. As this is positive energy, you damage Undead instead 
         of healing it.
         --------------------------------------------------------------------
    
         
         Cure Serious Wounds, Mass
         *************************
    
         Cleric 7, Druid 8
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You use positive energy to heal a group of targets within a 30ft diameter
         area to heal 3d8 + 1 per level (max +15) points of damage. This spell 
         damages any Undead within the area instead of healing them.
         --------------------------------------------------------------------
    
    5.2. D - F
    ----------
    
         Darkvision
         **********
    
         Ranger 3, Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 hour (600 Rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You gain the ability to see in the dark, for a distance of 60ft (12 
         Squares)
         --------------------------------------------------------------------
    
         Daze
         ****
    
         Bard 0, Sorcerer/Wizard 0
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         If the target has less than 4HD, then the target is stunned for 1 round
         if it fails it's save.
         --------------------------------------------------------------------
    
         Daze Monster
         ************
    
         Bard 2, Sorcerer/Wizard 2
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         If the target has less than 6HD, then the target is stunned for 1 round
         if it fails it's save.
         --------------------------------------------------------------------
    
         Death Ward
         **********
    
         Cleric 4, Druid 5, Paladin 4
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: No   
    
         This spell protects the target from negative energy spells, preventing
         effects like energy drain, death magic and ability damage/drain.
         --------------------------------------------------------------------
      
         Deep Slumber
         ************
    
         Bard 3, Sorcerer/Wizard 3
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell functions like sleep, except that it affects up to 10HD of
         targets.
         --------------------------------------------------------------------
    
         Delay Poison
         ************
    
         Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 hour (600 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: No
    
         The target becomes immune to poison for the duration of the spell.
         --------------------------------------------------------------------
    
         Destruction
         ***********
    
         Cleric 7
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25')
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         Instantly slays the target. If the target makes the save, the target
         instead takes 10D6 damage (which may be enough to kill the target anyway).
         --------------------------------------------------------------------
    
         Detect Chaos
         ************
    
         Cleric 1
         School: Divination
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Detect the presence of chaos.
         --------------------------------------------------------------------
    
         Detect Evil
         ***********
    
         Cleric 1
         School: Divination
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Detect the presence of evil.
         --------------------------------------------------------------------
    
         Detect Good
         ***********
    
         Cleric 1
         School: Divination
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Detect the presence of good.     
         --------------------------------------------------------------------
    
         Detect Law
         **********
    
         Cleric 1
         School: Divination
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Detect the presence of law.
         --------------------------------------------------------------------
    
         Detect Magic
         ************
    
         Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
         School: Divination
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Detect the presence of magic, usually spells or magic items.
         --------------------------------------------------------------------
    
         Detect Snares and Pits
         **********************
    
         Druid 1, Ranger 1
         School: Divination
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 Rounds)
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         You detect the presence of traps in any natural enviroment.
         --------------------------------------------------------------------
    
         Detect Undead
         *************
    
         Cleric 1
         School: Divination
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Detect the presence of Undead creatures.
         --------------------------------------------------------------------
    
         Disintegrate
         ************
    
         Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         If you succeed at a ranged touch attack, a thin green ray hits the target,
         dealing 2d6 points of damage per level (maximum 40d6). If this deals
         enough damage to kill the target, it is turned into a fine dust. A target
         that succeeds it's saving throw takes 5d6 damage instead, although if
         this damage kills the target, it is also disintegrated.
         --------------------------------------------------------------------
    
         Dispel Magic
         ************
    
         Bard 3, Cleric 3, Sorcerer/Wizard 3
         School: Abjuration
         Casting Time: Standard Action
         Range: Medium
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         By making a Caster Level check (1D20 + level), you attempt to remove
         any spells cast on the target. You have to beat a DC of 11 + the Spells
         Casters level on the target.
         --------------------------------------------------------------------
    
         Dismissal
         *********
    
         Cleric 4, Sorcerer/Wizard 5
         School: Abjuration
         Casting Time: Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell forces any Outsider Type or Elemental Type back to it's 
         native plane of existance if it fails a special Will save.
         --------------------------------------------------------------------
         
         Disrupt Undead
         **************
    
         Sorcerer/Wizard 0
         School: Necromancy
         Range: Close (25ft)
         Casting Time: 1 Standard Action
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         If you succeed on a ranged touch attack, the targetted Undead takes 1D6
         points of damage.
         --------------------------------------------------------------------
    
         Divine Favor
         ************
    
         Cleric 1, Paladin 1
         School: Evocation
         Casting Time: Standard Action
         Range: Personal
         Duration: 1 minute (10 Rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You gain a +1 bonus per three levels (maximum +3) to attack and damage.
         --------------------------------------------------------------------
    
         Divine Power
         ************
    
         Cleric 4
         School: Evocation
         Casting Time: Standard Action
         Range: Personal
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You imbue yourself with great martial skill. Your BAB changes to match 
         your level (Maximum +20), and you gain +6 to your Strength, and 1 
         temporary Hp per level, which is added to your maximum possible Hp.
         --------------------------------------------------------------------
    
         Dominate Animal
         ***************
    
         Druid 3
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V , S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target animal becomes a faithful ally of the caster for the duration
         of the spell.
         --------------------------------------------------------------------
    
         Dominate Monster
         ****************
    
         Sorcerer/Wizard 9
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target enemy becomes a faithful friend to the caster for the
         duartion of the spell.
         --------------------------------------------------------------------
         
         Dominate Person
         ***************
    
         Bard 4, Sorcerer/Wizard 5
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 2 Rounds per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target enemy becomes a faithful friend to the caster for the
         duartion of the spell.
         --------------------------------------------------------------------
    
         Doom
         ****
    
         Cleric 1
         School: Enchantment
         Casting Time: Standard Action
         Range: Medium (100ft)
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target receives a -2 penalty to all attack rolls, damage rolls, saving
         throws, ability checks and skill checks.
         --------------------------------------------------------------------
    
         Eagle's Splendor
         ****************
    
         Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target gains a +4 bonus to his Charisma score.
         --------------------------------------------------------------------
    
         Eagle's Splendor, Mass
         **********************
    
         Cleric 6, Druid 6, Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All targets inside a 15ft radius gain +4 bonus to their Charisma scores.
         --------------------------------------------------------------------
    
         Earthquake
         **********
    
         Cleric 8, Druid 8
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: Reflex Save
    
         You cause the ground to shake massively, dealing 8D6 points of damage
         to all creatures within a 80ft radius area.
         --------------------------------------------------------------------
    
         Elemental Swarm
         ***************
    
         Druid 9
         School: Conjuration
         Casting Time: Full-round Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a number of Large Earth Elementals to serve you.
         --------------------------------------------------------------------
    
         Entangle
         ********
    
         Druid 1, Ranger 1
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: 1 minute (10 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: Reflex Save
    
         You cause the local vegetation come to life, making it wrap around the 
         legs of any creatures in the spells 40ft target radius. A successful
         Reflex save prevents the target from becoming entangled, however, all
         movement through the area is halved.
         --------------------------------------------------------------------
    
         Evard's Black Tentacles
         ***********************
    
         Sorcerer/Wizard 4
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         Magical black tentacles grow from the ground in a 20ft radius area from
         the target. These tentacles try to grapple opponents, and if they succeed,
         they deal 1d6 + 4 bludgeoning damage until the target escapes.
         --------------------------------------------------------------------
    
         Expeditious Retreat
         *******************
    
         Bard 1, Sorcerer/wizard 1
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You gain 30ft (6 Squares) to your speed.
         --------------------------------------------------------------------
    
         False Life
         **********
    
         Sorcerer/Wizard 2
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You gain 1D10 + 1 per level (max +10) temporary Hp, which are added to 
         your maximum score, by harnessing the power of Unlife.
         --------------------------------------------------------------------
    
         Fear
         ****
    
         Bard 3, Sorcerer/Wizard 4
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         A cone of deep terror washes out to the target, panicking any creatures
         that fail their Will Save.
         --------------------------------------------------------------------
    
         Feeblemind
         **********
    
         Sorcerer/Wizard 5
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Permanent
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You reduce the targets Int and Cha to 1, making them incapable of
         casting spells or using skills based of those skills.
         --------------------------------------------------------------------
    
         Find Traps
         **********
    
         Cleric 2
         School: Divination
         Casting Time: Standard Action
         Range: Personal
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You gain the ability to search for a traps like a Rogue can. You are also
         granted a bonus to your Search skill equal to half your level (max +10).
         --------------------------------------------------------------------
    
         Finger of Death
         ***************
    
         Druid 8, Sorcerer/Wizard 7
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         The target must make the Fortitude save or die. If they succeed, they take
         3d6 +1 per level (maximum +25) points of damage.
         --------------------------------------------------------------------
    
         Fireball
         ********
    
         Sorcerer/Wizard 3
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         This spell creates an explosion of fire, dealing 1d6 per level (max 10D6)
         points of fire damage to all targets within a 20ft (4 Squares) radius.
         --------------------------------------------------------------------
    
         Firestorm
         *********
    
         Cleric 8, Druid 7
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You create a massive storm of fire, dealing 1D6 + 1 per level (max +15)
         points of damage to all creatures within a 20ft (4 Squares) area.
         --------------------------------------------------------------------
    
         Flame Arrow
         ***********
    
         Sorcerer/Wizard 3
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 10 minutes (100 Rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You empower a companions arrows or bolts to do 1D6 points of fire damage.
         --------------------------------------------------------------------
    
         Flame Strike
         ************
    
         Cleric 5, Druid 4
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You call upon a pillar of divine fire, dealing 1D6 points of damage
         per level (max 15D6) to any creature within a 10ft (2 Squares) of the
         target. As this damage is consider divine, fire resistance doesn't apply.
         --------------------------------------------------------------------
    
         Flare
         *****
    
         Bard 0, Sorcerer/Wizard 0
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 10 Rounds
         Components: V
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You make a burst of bright light in front of the target, dazzling it. It
         now has a -1 penalty to attack rolls for the duration of the spell.
         --------------------------------------------------------------------
    
         Fog Cloud
         *********
    
         Druid 2, Sorcerer/Wizard 2
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ftf)
         Duration: 10 minutes (100 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         A thick fog spreads out from the target location, granting concealment
         to all targets in or behind the fog.
         --------------------------------------------------------------------
    
         Foresight
         *********
    
         Druid 9, Sorcerer/Wizard 9
         School: Divination
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell grants the target a +2 bonus to AC and a +2 bonus to Reflex
         saves.
         --------------------------------------------------------------------
    
         Fox's Cunning
         *************
    
         Bard 2, Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target gains a +4 bonus to his Intelligence score.
         --------------------------------------------------------------------
    
         Fox's Cunning, Mass
         *******************
    
         Bard 6, Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All targets within a 15ft radius gain a +4 bonus to their Intelligence
         score.
         --------------------------------------------------------------------
    
         Freedom
         *******
    
         Sorcerer/Wizard 9
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell negates the effects of paralysis and stun, and spells that
         restrict movement.
         --------------------------------------------------------------------
    
         Freedom of Movement
         *******************
    
         Bard 4, Cleric 4, Druid 4, Ranger 4
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         The target creature becomes immune to paralysis, stun, sleep, 
         and entanglement effects, as well as removing any of these effects on 
         the target.
         --------------------------------------------------------------------
    
    5.3. G - I
    ----------
    
         Globe of Invulnerability, Lesser
         ********************************
    
         Sorcerer/Wizard 4
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell blocks all spells of 3rd level or lower from affecting the 
         caster.
         --------------------------------------------------------------------
    
         Globe of Invulnerability
         ************************
    
         Sorcerer/Wizard 6
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell blocks all spells of 4th level or lower from affecting 
         a 10ft radius area around the caster.
         --------------------------------------------------------------------
    
         Guidance
         ********
    
         Cleric 0, Druid 0
         School: Divination
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 Round
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Grant a +1 bonus to attack rolls, saving throws and skill checks.
         --------------------------------------------------------------------
    
         Harm
         ****
    
         Cleric 6
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         When you touch the target, you deal 10 points of damage per level, (to a
         maximum of 150 points) of damage. If the target makes it's save, it only
         takes half this damage. If the target is an Undead, it gets healed by 
         the same amount.
         --------------------------------------------------------------------
    
         Haste
         *****
    
         Bard 3, Sorcerer/Wizard 3
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You speed up all beings within a 15ft radius area. While hasted, each
         being moves at twice their movement, has one extra attack during a Full
         Attack, and gains a +1 bonus to AC and attack.
         --------------------------------------------------------------------
    
         Heal
         ****
    
         Cleric 6
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         When you touch the target, you heal 10 points of damage per level, (to a
         maximum of 150) points of damage. If the target is Undead, it takes damage
         instead, and a Will save halves the damage.
         --------------------------------------------------------------------
    
         Heal, Mass
         **********
    
         Cleric 9
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You heal 10 points of damage per level (max 150) to all creatures within 
         a 30ft radius. This spell harms Undead instead of healing it.
         --------------------------------------------------------------------
    
         Heroism
         *******
    
         Bard 2, Sorcerer/Wizard 3
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You inspire great bravery with a touch, granting a +2 bonus to all 
         attacks, saving throws and ability checks.
         --------------------------------------------------------------------
    
         Heroism, Greater
         ****************
        
         Bard 5, Sorcerer/Wizard 6
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You inspire great bravery with a touch, granting a +4 bonus to all 
         attacks, saving throws and ability checks, and temporary Hp equal to the
         casters' level (maximum 20).
         --------------------------------------------------------------------
    
         Hold Animal
         ***********
    
         Druid 1, Ranger 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target animal freezes, and can take no actions for the duration of the
         spell.
         --------------------------------------------------------------------
    
         Hold Monster
         ************
    
         Bard 4, Sorcerer/Wizard 5
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         As Hold Person, but any enemy can be targeted with this spell.
         --------------------------------------------------------------------
    
         Hold Person
         ***********
    
         Bard 2, Cleric 2, Sorcerer/Wizard 3
         School: Enchantment
         Casting Time: Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You paralyse the target. The target is allowed a new save each round the 
         spell lasts. The target must be human-shaped.
         --------------------------------------------------------------------
    
         Hypnotic Pattern
         ****************
    
         Bard 2, Sorcerer/Wizard 2
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Concentrate
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You create a hypnotic pattern that fascinates up to 2D4 + 1 per level
         (maximum + 10).
         --------------------------------------------------------------------
    
         Hypnotism
         *********
    
         Bard 1, Sorcerer/Wizard 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 5 Rounds
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You cause up to 4HD of creatures to become fascinated, which means that
         they will focus on you until you attack them.
         --------------------------------------------------------------------
    
         Ice Storm
         *********
    
         Druid 4, Sorcerer/Wizard 4
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: 1 Round
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: None
    
         You call forth a pilar of ice shards, that swirl ina 20ft radius area,
         dealing 5d6 points of ice damage.
         --------------------------------------------------------------------
    
         Implosion
         *********
    
         Cleric 9
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         If the target fails it Fortitude save, it is instantly killed.
         --------------------------------------------------------------------
    
         Incendiary Cloud
         ****************
    
         Sorcerer/Wizard 8
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: Reflex Save
    
         You create a large cloud of smoke and embers that deals 4d6 points of fire
         damage to any creature within it every round.
         --------------------------------------------------------------------
    
         Inflict Critical Wounds
         ***********************
    
         Cleric 4
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a target, dealing 4D8 + 1 per level (max +20)
         points of damage. As this is negative energy, you heal Undead instead 
         of damaging it.
         --------------------------------------------------------------------
    
         Inflict Critical Wounds,Mass
         ****************************
    
         Cleric 8
         School: Necromancy
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a targets within a 30ft diameter area, 
         dealing 4D8 + 1 per level (max +20) points of damage. This spell heals
         any Undead in the spells area instead of damaging it.
         --------------------------------------------------------------------
    
         Inflict Light Wounds
         ********************
    
         Cleric 1
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a target, dealing 1D8 + 1 per level (max +5)
         points of damage. As this is negative energy, you heal Undead instead 
         of damaging it.
         --------------------------------------------------------------------
    
         Inflict Light Wounds,Mass
         *************************
    
         Cleric 5
         School: Necromancy
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a targets within a 30ft diameter area, 
         dealing 1D8 + 1 per level (max +5) points of damage. This spell heals
         any Undead in the spells area instead of damaging it.
         --------------------------------------------------------------------
    
         Inflict Moderate Wounds
         ***********************
    
         Cleric 2
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a target, dealing 2D8 + 1 per level (max +10)
         points of damage. As this is negative energy, you heal Undead instead 
         of damaging it.
         --------------------------------------------------------------------
    
         Inflict Moderate Wounds,Mass
         ****************************
    
         Cleric 6
         School: Necromancy
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a targets within a 30ft diameter area, 
         dealing 2D8 + 1 per level (max +10) points of damage. This spell heals
         any Undead in the spells area instead of damaging it.
         --------------------------------------------------------------------
    
         Inflict Minor Wounds
         ********************
    
         Cleric 0
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Inflict 1 point of damage to the target.
         --------------------------------------------------------------------
    
         Inflict Serious Wounds
         **********************
    
         Cleric 3
         School: Necromancy
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a target, dealing 3D8 + 1 per level (max +15)
         points of damage. As this is negative energy, you heal Undead instead 
         of damaging it.
         --------------------------------------------------------------------
    
         Inflict Serious Wounds,Mass
         ***************************
    
         Cleric 7
         School: Necromancy
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         Use negative energy to wound a targets within a 30ft diameter area, 
         dealing 3D8 + 1 per level (max +15) points of damage. This spell heals
         any Undead in the spells area instead of damaging it.
         --------------------------------------------------------------------
    
         Invisibility
         ************
    
         Bard 2, Sorcerer/Wizard 2
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target of the spell becomes invisible to normal sight. The target 
         becomes visible when it takes a offensive action, a invisible cleric can
         cast curing and buff spells without becoming visible.
         --------------------------------------------------------------------
    
         Invisibility, Greater
         *********************
    
         Bard 4, Sorcerer/Wizard 4
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         This spell makes you invisible to both normal sight and darkvision. The 
         same conditions apply to this spell as Invisibility.
         --------------------------------------------------------------------
    
         Invisibility, Mass
         ******************
    
         Sorcerer/Wizard 7
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All creatures within a 30ft radius vanish from both normal sight and
         darkvision. Any creature that makes an attack ends the spell for that
         creature.
    
         Invisibility Purge
         ******************
    
         Cleric 3
         School: Evocation
         Casting Time: Standard Action
         Range: Personnal
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You surrond yourself with an energy field that reveals any invisible
         creatures within 5ft (1 Square) of you.
         --------------------------------------------------------------------
    
    
    5.4. J - L
    ----------
    
         Knock
         *****
    
         Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: Instantaneous
         Components: V
         Spell Resistance: No
         Saving Throw: None
    
         Instantly unlocks the target. Any door that is magically sealed, or any
         "quest" type chest/door cannot be opened by this spell.
         --------------------------------------------------------------------
    
         Light
         *****
    
         Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
         School: Evocation
         Casting Time: Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V
         Spell Resistance: No
         Saving Throw: None
    
         The target emits light like a torch, providing light out to 20ft (4
         Squares), and shadowy light out an additional 20ft.
         --------------------------------------------------------------------
    
         Lightning Bolt
         **************
    
         Sorcerer/Wizard 3
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You send a bolt of electricity towards your target, dealing 1D6 points of
         shock damage per level (max 10D6). This spell only effects a single target
         as the PSP system isn't powerful enough to calculate ricochets.
         --------------------------------------------------------------------
    
         Longstrider
         ***********
    
         Druid 1, Ranger 1
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 hour (600 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell increases your movement by 10ft (2 Squares).
         --------------------------------------------------------------------
    
         Lullaby
         *******
    
         Bard 0
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Concentrate
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         As long as the caster makes no actions, except to move, any creatures 
         affected by this spell fall asleep until the caster does something, such
         as attacking, or casting another spell.
         --------------------------------------------------------------------
    
    5.5. M - O
    ----------
    
         Mage Armor
         **********
    
         Sorcerer/Wizard 1
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 Hour (600 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You create a field of force that surrounds you, granting you a +4 AC
         bonus.
         --------------------------------------------------------------------
    
         Magic Missile
         *************
    
         Sorcerer/Wizard 1
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         You hurl magical bolts of force into a target. Each missile deals 1D4 + 1
         damage, and you get one extra missile at 3rd, 5th, 7th and 9th levels.
         --------------------------------------------------------------------
    
         Magic Weapon
         ************
    
         Cleric 1, Paladin 1, Sorcerer/Wizard 0
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The characters currently equipped weapon gains a +1 enchancement, which
         means the character gains a +1 to attack and damage.
         --------------------------------------------------------------------
    
         Magic Vestment
         **************
    
         Cleric 3
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 hour (600 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You grant the armor or shield touch an enchancement bonus of +1 per four
         levels (maximum +5)
         --------------------------------------------------------------------
    
         Melf's Acid Arrow
         *****************
    
         Sorcerer/Wizard 2
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         You lauch a bolt of acid at the target, dealing 2D4 acid damage. The spell
         continues to damage the target for 1 round per three caster levels.
         --------------------------------------------------------------------
    
         Meteor Shower
         *************
    
         Sorcerer/Wizard 9
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You fire a meteor at a target. The target takes 2d6 damage, and the
         resulting explosion deals 6d6 points of damage to all targets within
         20ft of the impact point.
         --------------------------------------------------------------------
    
         Mind Blank
         **********
    
         Sorcerer/Wizard 8
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 8 Hours (4800 Rounds)
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell renders the target immune to all mind affecting spells.
         --------------------------------------------------------------------
    
         Mind Fog
         ********
    
         Bard 5, Sorcerer/Wizard 5
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 30 minutes (300 rounds)
         Components: Verbal, Somatic
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This fog weakens the minds of those in it, giving all a penalty of -10 to
         all Will Saves and Wisdom checks
         --------------------------------------------------------------------
    
         Miracle
         *******
    
         Cleric 9
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 10 Rounds
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You instantly remove all negative effects from the target, and heal it
         of 10 points of damage per level. If the target is undamaged, it gains
         50 temporary Hp, which are added to it's maximum total.
         --------------------------------------------------------------------
    
         Mislead
         *******
    
         Bard 5, Sorcerer/Wizard 6
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 2 Rounds per level
         Components: S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell makes you invisible, and misdirects enemies at the smae time, 
         granting you +2 AC and +3 to attack (this is in addition to the bonuses
         for being invisible).
         --------------------------------------------------------------------
    
         Moment of Prescience
         ********************
    
         Sorcerer/Wizard 8
         School: Divination
         Casting Time: Free Action
         Range: Personal
         Duration: 1 Round
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         During the round that the spell is cast and the next round, you gain a 
         bonus to AC, attack, and saving throws equal to his caster level. For
         example a 16th level caster would gain +16 AC, +16 to attack and +16 to
         all his saving throws for the next round.
         --------------------------------------------------------------------
    
         Mordenkainen's Sword
         ********************
    
         Sorcerer/Wizard 7
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a sword that fights for you, dealing 4d6 + 3 points of 
         damage.
         --------------------------------------------------------------------
    
         Neutralise Poison
         *****************
    
         Bard 4, Cleric 4, Druid 3, Paladin 3, Ranger 3
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         This spell removes any poison from the target.
         --------------------------------------------------------------------
    
         Otiluke's Freezing Sphere
         *************************
    
         Sorcerer/Wizard 4
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         You create a sphere of intense cold, dealing 1d6 per level (maximum 15d6)
         points of cold damage in a 10ft radius area.
         --------------------------------------------------------------------
    
         Owl's Wisdom
         ************
    
         Cleric 2, Druid 2, Paladin 2, Ranger 2,Sorcerer/Wizard 2
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         The target gains a +4 bonus to his Wisdom score.
         --------------------------------------------------------------------
    
         Owl's Wisdom, Mass
         ******************
    
         Cleric 6, Druid 6, Sorcerer/Wizard 6
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All targets inside a 15ft radius gain +4 bonus to their Wisdom scores.
         --------------------------------------------------------------------
    
    5.6. P - S
    ----------
    
         Phantasmal Killer
         *****************
    
         Sorcerer/Wizard 4
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell instantly kills a target from inflicting intense fear. If they
         succed on the save, they instead take 3d6 points of damage. This spell
         doesn't effect creatures with more than 9HD
         --------------------------------------------------------------------
    
         Poison
         ******
    
         Cleric 4, Druid 3
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: Permanent
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You inflict a deadly poison upon the target. You deal 1D10 points of 
         Constitution damage to the target, then another 1D10 points of damage
         1 minute (10 Rounds) later.
         --------------------------------------------------------------------
    
         Polar Ray
         *********
    
         Sorcerer/Wizard 8
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25)
         Duration: Instantaneous
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: None
    
         A ray of freezing cold leaps from your hand to deal 1d6 points of cold
         damage per level (maximum 25d6) to the target.
         --------------------------------------------------------------------
    
         Power Word, Blind
         *****************
    
         Sorcerer/Wizard 7
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: Verbal
         Spell Resistance: Yes
         Saving Throw: None
    
         This spell blinds the target if it has less than 201 Hp.
         --------------------------------------------------------------------
    
         Power Word, Kill
         ****************
    
         Sorcerer/Wizard 9
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: Verbal
         Spell Resistance: Yes
         Saving Throw: None
    
         Instantly kill a target with less than 101 Hp.
         --------------------------------------------------------------------
    
         Power Word, Stun
         ****************
    
         Sorcerer/Wizard 8
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 2 minutes (20 Rounds)
         Components: Verbal
         Spell Resistance: Yes
         Saving Throw: None
    
         This spell stuns any creature with less than 151 Hp.
         --------------------------------------------------------------------
    
         Protection From Spells
         **********************
    
         Sorcerer/Wizard 8
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         This spell grants the target a +8 bonus to all saves against spells and
         spell like abilities.
         --------------------------------------------------------------------
    
         Rage
         ****
    
         Bard 2, Sorcerer/Wizard 3
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Concentrate
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         This spell bestows the effects of a Barbarians rage on to the target, 
         granting a +4 bonus to Strength and Constitution, a +2 bonus on Will
         Saves, -2 penalty to AC. When the spell ends, the target is fatigued. This
         spell effects one creature per three levels in a 30ft diameter area.
         --------------------------------------------------------------------
    
         Rainbow Pattern
         ***************
    
         Bard 4, Sorcerer/Wizard 4
         School: Illusion
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Concentrate
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         As long as the caster focuses, all creatures with a 20ft radius are
         fascinated by a field of glowing colours.
         --------------------------------------------------------------------
    
         Raise Dead
         **********
    
         Cleric 5
         School: Conjuration
         Casting Time: Full-round Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You return the target to life, however the target only comes back with
         1 Hp per level.
         --------------------------------------------------------------------
    
         Ray of Enfeeblement
         *******************
    
         Sorcerer/Wizard 1
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 10 Rounds
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         With a successful ranged touch attack, you drain the Strength of the 
         target by 1D6 + 1 per 2 levels.
         --------------------------------------------------------------------
    
         Ray of Frost
         ************
    
         Sorcerer/Wizard 0
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         You project a beam of frost from your finger, dealing the target 1D3
         points of cold damage.
         --------------------------------------------------------------------
    
         Regenerate
         **********
    
         Cleric 7, Druid 9
         School: Conjuration
         Casting Time: Full-round Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You cure the target of 4D8 +1 per level (max 20) points of damage, and 
         remove the effects of exhaustion and fatigue.
         --------------------------------------------------------------------
    
         Remove Curse
         ************
    
         Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         All the effects of a curse and the curse itself are removed from the 
         target.
         --------------------------------------------------------------------
    
         Remove Disease
         **************
    
         Cleric 3, Druid 3, Ranger 3
         School: Conjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You cure the target of disease, and remove any of the effects of the 
         disease.
         --------------------------------------------------------------------
    
         Remove Fear
         ***********
    
         Bard 1, Cleric 1
         School: Abjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 10 minutes (100 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Grants a +4 bonus to resist fear spells.  Also removes the effect of
         Cause Fear and other fear spells.
         --------------------------------------------------------------------
    
         Remove Paralysis
         ****************
    
         Cleric 2, Paladin 2
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Frees up to four paralysed creatures within a 30ft (6 Squares) area.
         --------------------------------------------------------------------
    
         Resistance
         **********
    
         Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
         School: Abjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds)
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Gain a +1 bonus on all Saving Throws.
         --------------------------------------------------------------------
    
         Scare
         *****
    
         Bard 2, Sorcerer/Wizard 2
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per Level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         The target creature is affected by fear, if it has less that 5HD, and
         receives a -2 penalty to attack rolls, skill checks and ability checks.
         --------------------------------------------------------------------
    
         Scorching Ray
         *************
    
         Sorcerer/Wizard 2
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         You fire a ray of fire to the target location, doing 4D6 points of 
         damage in a 20ft diameter area.
         --------------------------------------------------------------------
    
         See Invisibility
         ****************
    
         Bard 3, Sorcerer/Wizard 2
         School: Divination
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 10 minutes (100 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You see any object that has been made invisible. This spell doesn't 
         reveal any targets that are simply hiding.
         --------------------------------------------------------------------
    
         Shield
         ******
    
         Sorcerer/Wizard 1
         School: Abjuration
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You create a disk of force in front of you that gives you a +4 AC bonus.
         You are also immune to Magic Missile spells whilst the spells last.
         --------------------------------------------------------------------
    
         Shield of Faith
         ***************
    
         Cleric 1
         School: Abjuration
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Grants a +2 deflection bonus to AC, with an additional +1 to AC for every
         six levels the caster has (maximum +5).
         --------------------------------------------------------------------
    
         Shocking Grasp
         **************
    
         Sorcerer/Wizard 1
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         You reach out and grasp the target, dealing 1D6 points of electrical 
         damage per level (max 5D6). You also get a +3 bonus to hit the target
         if he his wearing metal armor.
         --------------------------------------------------------------------
    
         Shout
         *****
    
         Bard 4, Sorcerer/Wizard 4
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 minute (10 Rounds)
         Components: Verbal
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You unleash a powerful scream, dealing 5d6 damage to any creature in the
         area. You also deafen the creatures in the target area. A successful save
         halves the damage taken, and negates the deafened affect.
         --------------------------------------------------------------------
    
         Silence
         *******
    
         Bard 2, Cleric 2
         School: Illusion
         Casting Time: Standard Action
         Range: Long (100ft)
         Duration: 1 minute (10 rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell silences all targets in a 20ft diameter area. This prevents
         spellcasters from casting any spells with the "V" component.
         --------------------------------------------------------------------
    
         Sleep
         *****
    
         Bard 1, Sorcerer/Wizard 1
         School: Enchantment
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         You put to sleep up to 4HD's worth of targets in a 10ft (2 Squares) radius
         area.
         --------------------------------------------------------------------
    
         Slow
         ****
    
         Bard 3, Sorcerer/Wizard 3
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         All creatures in the spells area are slowed. This reduces their movement
         range by 50%, they lose 1 attack per round, get a -1 penalty to AC, Reflex
         saves and attack rolls.
         --------------------------------------------------------------------
    
         Soften Earth and Stone
         **********************
    
         Druid 2
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: Reflex Save
    
         This spell softens the land in the target area. Any creature caught in the
         area of the spell must make a Reflex save or be stuck in the mire.
         --------------------------------------------------------------------
    
         Solid Fog
         *********
    
         Sorcerer/Wizard 4
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 minute (10 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: None
    
         Create a dense, thick fog that makes it so hard to move that all creatures
         in the area move at half speed
         --------------------------------------------------------------------
    
         Sound Burst
         ***********
    
         Bard 2, Cleric 2
         School: Evocation
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You create a sonic boom in a 15ft diameter area, dealing those within it
         1D8 damage. Those who fail their Fortitude save are stunned and unable to
         act for one round.
         --------------------------------------------------------------------
    
         Spirtual Weapon
         ***************
    
         Cleric 2
         School: Evocation
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a ghostly weapon, according to your Deity. It uses your attack
         bonus to strike, and deals 1D8 points of damage.
         --------------------------------------------------------------------
    
         Summon Monster 1
         ****************
    
         Bard 1, Cleric 1, Sorcerer/Wizard 1
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a Celestial Dog to aid you in combat.
         --------------------------------------------------------------------
    
         Summon Monster 2
         ****************
    
         Bard 2, Cleric 2, Sorcerer/Wizard 2
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a Fiendish Wolf to aid you in combat.
         --------------------------------------------------------------------
    
         Summon Monster 3
         ****************
    
         Bard 3, Cleric 3, Sorcerer/Wizard 3
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a Dire Wolf to aid you in combat. This creature takes up
         10ft (4 Squares) area on the map, so you cannot cast this spell in 
         tight areas.
         --------------------------------------------------------------------
    
         Summon Monster 4
         ****************
    
         Bard 4, Cleric 4, Sorcerer/Wizard 4
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a Monstrous Spider to aid you in combat. This creature takes up
         10ft (4 Squares) area on the map, so you cannot cast this spell in 
         tight areas.
         --------------------------------------------------------------------
    
         Summon Monster 5
         ****************
    
         Bard 5, Cleric 5, Sorcerer/Wizard 5
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a Earth Elemental to aid you in combat.
         --------------------------------------------------------------------
    
         Summon Nature's Ally 1
         **********************
    
         Druid 1, Ranger 1
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a wolf to serve as an ally in combat.
         --------------------------------------------------------------------
    
         Summon Nature's Ally 2
         **********************
    
         Druid 2, Ranger 2
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a small earth elemental to serve as an ally in combat.
         --------------------------------------------------------------------
    
         Summon Nature's Ally 3
         **********************
    
         Druid 3, Ranger 3
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a Dire Wolf to serve as an ally in combat. As this creature is
         large, it requires a 10ft x 10ft space to be available.
         --------------------------------------------------------------------
    
         Summon Nature's Ally 4
         **********************
    
         Druid 4, Ranger 4
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a medium earth elemental to serve as an ally in combat.
         --------------------------------------------------------------------
    
         Summon Nature's Ally 5
         **********************
    
         Druid 5
         School: Conjuration
         Casting Time: Standard Action
         Range: Close (25ft)
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You summon a large earth elemental to serve as an ally in combat. As this
         creature is large, it requires a 10ft x 10ft square to be avilable.
         --------------------------------------------------------------------
    
    5.7. T - V
    ----------
    
         Time Stop
         *********
    
         Sorcerer/Wizard 9
         School: Transmutation
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 3 Rounds
         Components: V
         Spell Resistance: No
         Saving Throw: None
    
         You stop time for all creatures on the adventure map for 3 rounds. You
         then have these rounds to act freely (cast more spells, attack etc.,)
         --------------------------------------------------------------------
    
         Touch of Fatigue
         ****************
    
         Sorcerer/Wizard 0
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Touch
         Duration: 1 Round per level
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         With a touch, you cause the target to become fatigued.
    
         True Resurrection
         *****************
    
         Cleric 9
         School: Conjuration
         Casting Time: 1 Full Round Action
         Range: Personal
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: None
    
         You return to life all creatures within 15ft (3 Squares) of yourself.
         --------------------------------------------------------------------
    
         True Strike
         ***********
    
         Sorcerer/Wizard 1
         School: Divination
         Casting Time: 1 Standard Action
         Range: Personal
         Duration: 2 Rounds
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         You gain a +20 bonus to hit for 1 round. The duration says two, but the
         first round is the round you cast the spell, so you have this bonus to
         Attacks of Opportunity.
         --------------------------------------------------------------------
    
         Undeath to Death
         ****************
    
         Level: Cleric 6, Sorcerer/Wizard 6
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: Instantaneous
         Components: V,S
         Spell Resistance: Yes
         Saving Throw: Will Save
    
         This spell destroys 1D4 HD of Undead per level (max 20D4), destroying
         those Undead with the fewest HD first, in a 40ft radius area. Any Undead
         that have equal HD, the closest to the point of origin will be affected
         first.
         --------------------------------------------------------------------
    
         Virtue
         ******
    
         Cleric 0, Druid 0, Paladin 1
         School: Transmutation
         Casting Time: Standard Action
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Components: V,S
         Spell Resistance: No
         Saving Throw: None
    
         Target gains 1 Temporary Hit Point, which is added to the maximum the 
         character has.
         --------------------------------------------------------------------
    
    5.8. W - Z
    ----------
    
         Wail of the Banshee
         *******************
    
         Sorcerer/Wizard 9
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Close (25ft)
         Duration: Instantaneous
         Components: V
         Spell Resistance: Yes
         Saving Throw: Fortitude Save
    
         You kill a number of creatures in a 30ft radius equal to your caster
         level. A Fortitude save prevents death.
         --------------------------------------------------------------------
    
         Wall of Fire
         ************
    
         Druid 5, Sorcerer/Wizard 4
         School: Evocation
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 1 Round per level
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: None
    
         You create a wall of flames that deal 2d6 +1 per level to any creatures 
         in the area.
         --------------------------------------------------------------------
    
         Waves of Exhaustion
         *******************
    
         Sorcerer/Wizard 7
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Permanent
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: None
    
         All those in the path of this negative energy become exhausted.
         --------------------------------------------------------------------
    
         Waves of Fatigue
         ****************
    
         Sorcerer/Wizard 5
         School: Necromancy
         Casting Time: 1 Standard Action
         Range: Long (400ft)
         Duration: Permanent
         Components: V, S
         Spell Resistance: Yes
         Saving Throw: None
    
         All creatures in the target area become fatigued.
         --------------------------------------------------------------------
    
         Web
         ***
    
         Sorcerer/Wizard 2
         School: Conjuration
         Casting Time: 1 Standard Action
         Range: Medium (100ft)
         Duration: 10 minutes (100 Rounds) per level
         Components: V, S
         Spell Resistance: No
         Saving Throw: Reflex
    
         You create a thick, ropey spider web in a 20ft radius. These webs slow any
         creature that enters them, except for spiders.
         --------------------------------------------------------------------
    
    6.   Power Details
    ==================
    
         The format for these will be similar to that of spells, except for a few
         minor changes. See below:
    
         Power Name
         **********
    
         Level
         School
         Power Point Cost
         Augmentable
         Range
         Duration 
         Power Resistance
         Saving Throw
    
         Description of Power effects
         --------------------------------------------------------------------
    
         The level of the power isn't that important, it only lets you know when 
         you can take that power. The important part is the Power Point cost, as
         you need at least that number available to mainfest the power. If you 
         can augment teh spell, I will list in the description what the cost is
         for augmentation and what it does. Basically, the more Power Points that
         you spend in the manifestation of the power, the better the effects will
         be. You can manifest powers as long as you have points remaining, the
         weapons and armor you have on should not effect the ability to manifest,
         like with spells. However, there are spells that are not available as'
         powers, and vice versa. Example, while there is a spell to enhance ability
         scores, there is no power to do so, and while their is a power to breathe
         acid, there is no high level acid based spell.
    
         You can only add up to your current level in power points to augment a 
         power. i.e., a 5th level psion can manifest 3rd level powers, costing
         5 Power Points, and can augment a 2nd level power by up to 3 Power points
         (so the total cost is 5 Power Points), and can augment a 1st level power
         by up to 4 Power Points (once again the total cost is up to 5 Power 
         Points). This may not be very clear, it is somewhat tricky to explain, but
         if you play a Psion you will soon figure it out.
    
         For all intents and purposes, Power Resistance is the same as Spell
         Resistance in Tactics.
    
         Anyway, on to the Powers!
    
    
    6.1. A - C
    ----------
    
         Aura Sight
         **********
    
         Psion 4
         School: Clairsentience
         Power Point Cost: 7
         Augmentable: No
         Range: 60ft
         Duration: 10 minutes (100 Rounds)
         Power Resistance: No
         Saving Throw: None
    
         Detect any creature with a good or evil aura in a 60ft cone.
         --------------------------------------------------------------------
    
         Aversion
         ********
    
         Psion 2
         School: Telepathy
         Power Point Cost: 3
         Augmentable: No
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: Yes
         Saving Throw: Will Save
    
         Any creature within 30ft (6 squares) of the manifester becomes panicked,
         if they succeed the Will Save, they are instead shaken.
         --------------------------------------------------------------------
    
         Body Adjustment
         ***************
    
         Psion 3, Psychic Warrior 2
         School: Psy-metabolism
         Power Point Cost: 5 (Psions), 3 (Psychic Warriors)
         Augmentable: Yes
         Range: Personal
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: None
    
         You cure yourself of 1d12 points of damage.
    
         Augmentation: For every 2 extra points spent, you heal an additional 1d12
                       points of damage.
         --------------------------------------------------------------------
    
         Brain Lock
         **********
    
         Psion 2
         School: Telepathy
         Power Point Cost: 3
         Augmentable: No
         Range: Medium (100ft)
         Duration: Concentrate
         Power Resistance: Yes
         Saving Throw: Will Save
    
         As long as the Psion concentrates, the target is dazed.
         --------------------------------------------------------------------
    
         Breath of the Black Dragon
         **************************
    
         Psion 6, Psychic Warrior 6
         School: Psy-metabolism
         Power Point Cost: 11
         Augmentation: Yes
         Range: Close (25ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Reflex Save
    
         Breath a cone of Acid, dealing 11d6 points of damage to anything in the
         target area.
    
         Augmentation: For every extra point spent, the damage increases by 1d6.
         --------------------------------------------------------------------
    
         Burst
         *****
    
         Psychic Warrior 1
         School: Psychoportation
         Power Point Cost: 1
         Augmentable: No
         Range: Personal
         Duration: 1 Round
         Power Resistance: No
         Saving Throw: None
    
         Gain a burst of speed for 1 round, moving 40ft (8 Squares) further
         than normal. Manifest this before you move or you will waste the power.
         --------------------------------------------------------------------
    
         Concussion Blast
         ****************
    
         Psion 2
         School: Psychokinesis
         Power Point Cost: 3
         Augmentable: Yes
         Range: Medium (100ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: None
    
         You cause a blast of psychokinetic energy, dealing 1d6 points of damage.
    
         Augmentation: For every 2 extra points spent, the damage increases by 1d6.
         --------------------------------------------------------------------
    
         Crisis of Life
         **************
    
         Psion 7
         School: Metacreativity
         Power Point Cost: 13
         Augmentable: Yes
         Range: Medium (100ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Fortitude Save
    
         You reach out mentally to stop the heart of the target. If it has less
         than 11HD then it dies if it fails it's save. Targets with more HD or
         ones that succeed their save instead take 7d6 damage.
    
         Augmentation: For every extra point spent, the HD of the target that can
                       be affected increases by 1. The damage dealt to a target
                       that makes it save or has more HD than the power can affect
                       increases by 1d6.
         --------------------------------------------------------------------
    
         Crystal Shard
         *************
    
         Psion 1
         School: Metacreativity
         Power Point Cost: 1
         Augmentable: Yes
         Range: Close (25ft)
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: None
    
         You summon shards of crystal, hurling them at the target dealing 1d6
         points of damage.
    
         Augmentation: For every extra point spent, you deal an extra 1d6 points of
                       damage.
         --------------------------------------------------------------------
    
    6.2. D - F
    ----------
    
         Danger Sense
         ************
    
         Psion 3, Psychic Warrior 3
         School: Clairsentience
         Power Point Cost: 5
         Augmentable: No
         Range: Personal
         Duration: 1 hour (600 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         You gain +4 to Reflex saves and +4 to AC
         --------------------------------------------------------------------
    
         Deceleration
         ************
    
         Psion 1
         School: Psychoportation
         Power Point Cost: 1
         Augmentable: No
         Range: Close (25ft)
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: Yes
         Saving Throw: Reflex Save
    
         Reduce the targets movement speed by 10ft (2 Squares). This power doesn't
         affect targets of large size.
         --------------------------------------------------------------------
    
         Defensive Precognition
         **********************
    
         Psion 1, Psychic Warrior 1
         School: Clairsentience
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         Gain a +1 bonus to AC, by dodging attacks.
    
         Augmentation: For every 3 extra power points spent, the AC bonus increases
                       by +1.
         --------------------------------------------------------------------
    
         Demoralise
         **********
    
         Psion 1
         School: Telepathy
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: Yes
         Saving Throw: Will Save
    
         Demoralise any target within 30ft (6 Squares) of the manifester. Targets
         failing the saving throw become shaken.
    
         Augmentation: For every 2 points spent, the range of the power increases
                       by 5ft (1 Square).
         --------------------------------------------------------------------
    
         Detect Psionics
         ***************
    
         Psion 1, Psychic Warrior 1
         School: Clairsentience
         Power Point Cost: 1
         Augmentable: No
         Range: 60ft
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         This spell reveals to the caster any active Psionic effects in the powers
         range.
         --------------------------------------------------------------------
    
         Dissipating Touch
         *****************
    
         Psion 1, Psychic Warrior 1
         School: Psychoportation
         Power Point Cost: 1
         Augmentable: Yes
         Range: Touch
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: None
    
         Your touch teleports small fragments of the target away, dealing 1d6
         points of damage.
    
         Augmentation: For every power point spent, the damage increases by 1d6.
         --------------------------------------------------------------------
    
         Dissolving Touch
         ****************
    
         Psychic Warrior 2
         School: Psy-metabolism
         Power Point Cost: 3
         Augmentable: Yes
         Range: Touch
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: None
    
         Your touch deals 4d6 points of acid damage.
    
         Augmentation: For every 2 extra points spent, you deal an additional 1d6
                       points of damage.
         --------------------------------------------------------------------
    
         Ego Whip
         ********
    
         Psion 2
         School: Telepathy
         Power Point Cost: 3
         Augmentable: Yes
         Range: Medium (100ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Will Save
    
         Your mind lances into your targets personality, dealing 4 points of 
         Charisma damage.
    
         Augmentation: For every 4 extra points spent, you deal an extra 2 points
                       of Charisma damage.
         --------------------------------------------------------------------
    
         Eradicate Invisibility
         **********************
    
         Psion 3
         School: Psychokinesis
         Power Point Cost: 3
         Augmentable: Yes
         Range: Personal
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: Reflex Save
    
         You cause all invisible creatures to become visible that are within 30ft
         (6 Squares) of you.
    
         Augmentation: For every extra point spent, the radius increases by 5ft.
         --------------------------------------------------------------------
    
         Exhalation of the Black Dragon
         ******************************
    
         Psychic Warrior 3
         School: Psy-metabolism
         Power Point Cost: 5
         Augmentable: Yes
         Range: Close (25ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Reflex Save
         
         You spew forth a line of acid, dealing 3d6 damage.
    
         Augmentation: For every 2 extra points spent, the damage is increased by
                       1d6 points.
         --------------------------------------------------------------------
     
         Force Screen
         ************
    
         Psion 1, Psychic Warrior 1
         School: Psychokinesis
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 1 minute (10 Rounds)
         Spell Resistance: No
         Saving Throw: None
    
         This spell creates a mobile shield of force that grants +4 to AC.
    
         Augmentation: For every 4 extra power points spent, the AC granted
                       increases by +1.
         --------------------------------------------------------------------
    
    6.3. G - I
    ----------
    
         Id Insinuation
         **************
    
         Psion 2
         School: Telepathy
         Power Point Cost: 3
         Augmentable: No
         Range: Close (25ft)
         Duration: Concentrate
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You send random thoughts into the targets mind, causing them to be
         confused for as long as the target concentrates.
         --------------------------------------------------------------------
    
         Inertial Armor
         **************
    
         Psion 1, Psychic Warrior 1
         School: Psychokinesis
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 1 hour (600 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         Create a field of force that functions like armor, granting a +4 bonus
         to AC.
    
         Augmentation: For every 2 extra power points spent, the AC granted
                       increases by +1.
         --------------------------------------------------------------------
    
    6.4. J - L
    ----------
    
    6.5. M - O
    ----------
    
         Mental Disruption
         *****************
    
         Psion 2
         School: Telepathy
         Power Point Cost: 3
         Augmentable: Yes
         Range: Personal
         Duration: 1 Round
         Power Resistance: Yes
         Saving Throw: Will Save
    
         Every creature within 10ft radius (2 Squares) becomes dazed.
    
         Augmentation: For every 2 extra points spent, the radius increases by 5ft.
         --------------------------------------------------------------------
    
         Metaphysical Weapon
         *******************
    
         Psychic Warrior 1
         School: Metacreativity
         Power Point Cost: 1
         Augmentable: Yes
         Range: Touch
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: Yes
         Saving Throw: Will Save
    
         Your weapon gains a +1 enhancement bonus.
    
         Augmentation: For every 4 extra points spent, the bonus increases by +1
         --------------------------------------------------------------------
    
         Mind Thrust
         ***********
    
         Psion 1
         School: Telepathy
         Power Point Cost: 1
         Range: Close (25ft)
         Augmentable: Yes
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You launch a barrage of random thoughts at the targets mind, dealing 1d10
         points of damage.
    
         Augmentation: For every extra point spent, the damage increases by 1d10
                       points.
         --------------------------------------------------------------------
    
         Offensive Precognition 
         **********************
    
         Psion 1, Psychic Warrior 1
         School: Clairsentience
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         You gain a +1 bonus to attack rolls.
    
         Augmentation: For every 3 extra points spent, the bonus increases by +1
         --------------------------------------------------------------------
    
    6.6. P - S
    ----------
    
         Psionic Blast
         *************
    
         Psion 3
         School: Telepathy
         Power Point Cost: 5
         Augmentable: No
         Range: Close (25ft)
         Duration: 1 Round
         Power Resistance: No
         Saving Throw: Will Save
    
         You create a cone shaped burst of mental energy, dazing all creatures 
         within 30ft for 1 round.
         --------------------------------------------------------------------
    
         Psionic Charm
         *************
    
         Psion 1
         School: Telepathy
         Power Point Cost: 1
         Augmentable: No
         Range: Close (25ft)
         Duration: 1 Round per level
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You become friends with the target. Any aggressive action towards the 
         target breaks the power.
         --------------------------------------------------------------------
    
         Psionic Darkvision
         ******************
    
         Psion 3, Psychic Warrior 2
         Level: Psion 3, Psychic Warrior 2
         School: Clairsentience
         Power Point Cost: 5 (Psions), 3 (Psychic Warriors)
         Range: Personal
         Duration: 1 hour (600 Rounds) per level
         Power Resistance: Yes
         Saving Throw: Will Save
    
         This power grants the manifester darkvision to 60ft (12 Squares)
         --------------------------------------------------------------------
    
         Psionic Daze
         ************
    
         Psion 1
         School: Telepathy
         Power Point Cost: 1
         Augmentable: Yes
         Range: Close (25ft)
         Duration: 1 Round
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You daze any creature that has less than 5HD for 1 Round.
    
         Augmentation: For every extra point spent, the HD of the creature affected
                       increases by +1.
         --------------------------------------------------------------------
    
         Psionic Disintegrate
         ********************
    
         Psion 6
         School: Psychoportation
         Power Point Cost: 11
         Augmentable: No
         Range: Medium (100ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Fortitude Save
    
         You cast a thin ray at the target. If the target fails it's save, it is
         turned into dust. If the target succeeds it's save, it instead takes 5d6
         points of damage.
         --------------------------------------------------------------------
    
         Psionic Dominate
         ****************
    
         Psion 4
         School: Telepathy
         Power Point Cost: 1
         Augmentable: No
         Range: Medium (100ft)
         Duration: Concentrate
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You cause the target to fight for you as long as you concentrate.
         --------------------------------------------------------------------
    
         Psionic Freedom of Movement
         ***************************
    
         Psion 4, Psychic Warrior 4
         School: Psychoportation
         Power Point Cost: 7
         Augmentation: No
         Range: Personal
         Duration: 10 minutes (100 Rounds) per level
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You are freed from, and immune to any spell or power that hampers 
         movement in any way.
         --------------------------------------------------------------------
    
         Psionic Knock
         *************
    
         Psion 2
         School: Psychoportation
         Power Point Cost: 3
         Augmentable: No
         Range: Touch
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: None
    
         Open a chest or door instantly.
         --------------------------------------------------------------------
    
         Psionic Moment of Prescience
         ****************************
    
         Psion 7
         School: Clairsentience
         Power Point Cost: 13
         Augmentable: No
         Range: Personal
         Duration: 1 Round
         Power Resistance: No
         Saving Throw: None
    
         You gain a bonus equal to your level to your attacks, AC and saves for 1
         Round.
         --------------------------------------------------------------------
    
         Psionic Vigor
         *************
    
         Psion 1, Psychic Warrior 1
         School: Psy-metabolism
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 1 minute (10 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         You gain 5 temporary Hit Points.
    
         Augmentation: For every extra point spent, you gain an additional 5Hp.
         --------------------------------------------------------------------
    
         Psychic Crush
         *************
    
         Psion 5
         School: Telepathy
         Power Point Cost: 9
         Augmentable: Yes
         Range: Close (25ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Will Save
    
         Instantly kill a target that fails it save. If it succeeds it's save, it
         instead takes 3d6 damage.
    
         Augmentation: For every 2 extra points spent, the damage dealt to the 
                       target when it saves is increased by 1d6.
         --------------------------------------------------------------------
    
         Psychofeedback
         **************
    
         Psychic Warrior 5
         School: Psy-metabolism
         Power Point Cost: 9
         Augmentable: No
         Range: Personal
         Duration: 1 Round per level
         Power Resistance: No
         Saving Throw: None
    
         You gain +4 to Str and take -4 to Wis. I do not recommend using this
         power as it also takes away any power points you have for having a high
         Wis.
         --------------------------------------------------------------------
    
         Recall Agony
         ************
    
         Psion 2
         School: Clairsentience
         Power Point Cost: 3
         Augmentable: Yes
         Range: Medium (100ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You make the target recall vividly a previous injury, dealing 2d6 points
         of damage.
    
         Augmentation: For every extra point spent, the damage increases by 1d6.
         --------------------------------------------------------------------
    
         Recall Death
         ************
    
         Psion 8
         School: Clairsentience
         Power Point Cost: 15
         Augmentable: No
         Range: Medium (100ft)
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You make the target see it's death in it's future. The horror caused by
         this instantly kills the target if it fails it's save. If it succeeds it's
         save, it takes 5d6 damage instead.
         --------------------------------------------------------------------
    
         Swarm of Crystals
         *****************
    
         Psion 2
         School: Metacreativity
         Power Point Cost: 3
         Augmentable: Yes
         Range: 15ft
         Duration: Instantaneous
         Power Resistance: No
         Saving Throw: None
    
         You shoot a cloud of razor sharp crystals, dealing 3d4 points of damage to
         all creatures in a 15ft (3 Squares) cone.
    
         Augmentation: For every extra point spent, the damage increases by 1d4.
         --------------------------------------------------------------------
    
    6.7. T - V
    ----------
    
         Thick Skin
         **********
    
         Psychic Warrior 1
         School: Psy-metabolism
         Power Point Cost: 1
         Augmentable: Yes
         Range: Personal
         Duration: 10 minutes (100 Rounds) per level
         Power Resistance: No
         Saving Throw: None
    
         Your skin thickens, granting you a +1 natural armor bonus.
    
         Augmentation: For every 3 extra points spent, the bonus increases by +1.
         --------------------------------------------------------------------
    
         Timeless Body
         *************
    
         School: Psychoportation
         Power Point Cost: 17
         Augmentable: No
         Range: Personal
         Duration: 2 Rounds
         Power Resistance: Yes
         Saving Throw: None
    
         For the rest of this Round and the next, you become immune to all harmful
         effects.
         --------------------------------------------------------------------
    
         Ultrablast
         **********
    
         Psion 7
         School: Telepathy
         Power Point Cost: 13
         Augmentable: Yes
         Range: Personal
         Duration: Instantaneous
         Power Resistance: Yes
         Saving Throw: Will Save
    
         You make a loud psionic shriek, dealing 13d6 points of damage to all
         targets within 15ft (3 Squares) of you.
    
         Augmentation: For every extra point spent, the damage increases by 1d6.
         --------------------------------------------------------------------
    
    
    6.8. W - Z
    ----------
    
    END OF GUIDE