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Copy pathCOM_3PPPack_RGG - 110 Spell Variants vol 4.user
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COM_3PPPack_RGG - 110 Spell Variants vol 4.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<fileinfo>
<info_author>W Birchler
Asandir - Lone Wolf boards
Sethvir - Paizo boards
[email protected]</info_author>
<info_history>Ver 1.0
June 2013
January 2015
Initial functionailty</info_history>
</fileinfo>
<thing id="spSGAdapt" name="Adapt" description="As {i}jump{/i}, but bonus applies to Acrobatics, Climb and Swim check, but only in your favored terrain. \n\n{i}Jump{/i}:\nThe subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th." compset="Spell" summary="Subject gets bonus on Acrobatics checks.">
<fieldval field="sCompDesc" value="a grasshopper's hind leg"/>
<fieldval field="sTarget" value="Creature touched"/>
<fieldval field="sDuration" value="1 min./level (D)"/>
<fieldval field="sSave" value="Will negates (harmless)"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="2"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="{ref s_Touch}Tch{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Harmless" name="Harmless" abbrev="Harmless"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="SpellEff" tag="BuffSkill" name="Increase Skill Bonus" abbrev="Increase Skill Bonus"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpRgr" name="Ranger" abbrev="Ranger"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGAdpWpn" name="Adapt Weapon" description="As {i}greater magic weapon{/i}, but rather than give enhancement bonuses the spell causes a weapon to act as cold iron, silver, or adamantine weapon for purposes of overcoming DR for\nthe duration of the spell. \n\n{i}Magic Weapon, Greater{/i}:\nThis spell functions like {i}magic weapon{/i}, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell." compset="Spell" summary="Weapon gains +1 bonus/four levels (max +5).">
<fieldval field="sCompDesc" value="powdered lime and carbon"/>
<fieldval field="sTarget" value="One weapon or 50 projectiles (all of which must be together at the time of casting)"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Will negates (harmless, object)"/>
<fieldval field="sResist" value="Yes (harmless, object)"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Hour" name="1+ Hours" abbrev="1+ Hours"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Harmless" name="Harmless" abbrev="Harmless"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Metal" name="Metal Elemental" abbrev="Metal Elemental"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="SpellEff" tag="EnhEquip" name="Enhance Equipment" abbrev="Enhance Equipment"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpInq" name="Inquisitor" abbrev="Inquisitor"/>
<tag group="sComp" tag="MorDF" name="Material or Divine Focus" abbrev="{ref s_M}M{ref}/{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGAnWhsp" name="Animal Whisper" description="As {i}honeyed tongue{/i} ( Advanced Player’s Guide) but bonus applies only to wild empathy checks you make.\n\n{i}Honeyed Tongue{/i}:\nThis spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll. If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check." compset="Spell">
<fieldval field="sCompDesc" value="V, M/DF (a drop of honey)"/>
<fieldval field="sRange" value="personal"/>
<fieldval field="sTarget" value="you"/>
<fieldval field="sDuration" value="10 minutes/level"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sComp" tag="MorDF"/>
<tag group="sRange" tag="Personal"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sDuration" tag="10Minute"/>
<tag group="sDuration" tag="PerLevel"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="SpellEff" tag="BuffSkill"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGAntJu6" name="Antijuju Field" description="As {i}antimagic field{/i}, but the field only works against hexes and magic from hags.\n\n{i}Antimagic Field{/i}:\nAn invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.\n\nAn {i}antimagic field{/i} suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an {i}antimagic field{/i} counts against the suppressed spell's duration. \n\nSummoned creatures of any type wink out if they enter an {i}antimagic field{/i}. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast {i}antimagic field{/i} in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an {i}antimagic field{/i} because the conjuration itself is no longer in effect, only its result.) \n\nA normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. {i}Dispel magic{/i} does not remove the field. \n\nTwo or more {i}antimagic fields{/i} sharing any of the same space have no effect on each other. Certain spells, such as {i}wall of force{/i}, {i}prismatic sphere{/i}, and {i}prismatic wall{/i}, remain unaffected by {i}antimagic field{/i}. Artifacts and deities are unaffected by mortal magic such as this. \n\nShould a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field." compset="Spell" summary="Negates magic within 10 ft.">
<fieldval field="sCompDesc" value="pinch of powdered iron or iron filings"/>
<fieldval field="sRange" value="10 ft."/>
<fieldval field="sArea" value="10-ft.-radius emanation, centered on you"/>
<fieldval field="sDuration" value="10 min./level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="See text"/>
<usesource source="src110SPV4"/>
<tag group="sLevel" tag="6" name="6" abbrev="6"/>
<tag group="sResist" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="MorDF" name="Material or Divine Focus" abbrev="{ref s_M}M{ref}/{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGAntJu5" name="Antijuju Field" description="As {i}antimagic field{/i}, but the field only works against hexes and magic from hags.\n\n{i}Antimagic Field{/i}:\nAn invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.\n\nAn {i}antimagic field{/i} suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an {i}antimagic field{/i} counts against the suppressed spell's duration. \n\nSummoned creatures of any type wink out if they enter an {i}antimagic field{/i}. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast {i}antimagic field{/i} in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an {i}antimagic field{/i} because the conjuration itself is no longer in effect, only its result.) \n\nA normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. {i}Dispel magic{/i} does not remove the field. \n\nTwo or more {i}antimagic fields{/i} sharing any of the same space have no effect on each other. Certain spells, such as {i}wall of force{/i}, {i}prismatic sphere{/i}, and {i}prismatic wall{/i}, remain unaffected by {i}antimagic field{/i}. Artifacts and deities are unaffected by mortal magic such as this. \n\nShould a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field." compset="Spell" summary="Negates magic within 10 ft.">
<fieldval field="sCompDesc" value="pinch of powdered iron or iron filings"/>
<fieldval field="sRange" value="10 ft."/>
<fieldval field="sArea" value="10-ft.-radius emanation, centered on you"/>
<fieldval field="sDuration" value="10 min./level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="See text"/>
<usesource source="src110SPV4"/>
<tag group="sLevel" tag="5"/>
<tag group="sResist" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="MorDF" name="Material or Divine Focus" abbrev="{ref s_M}M{ref}/{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGAplOr5" name="Apples to Oranges" description="As {i}polymorph{/i}, except as noted above and you only change the target’s gender.\n\n{i}Polymorph{/i}:\nThis spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally). If you use this spell to cause the target to take on the form of an animal or magical beast, the spell functions as beast shape II. If the form is that of an elemental, the spell functions as elemental body I. If the form is that of a humanoid, the spell functions as alter self. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject." compset="Spell" summary="Gives one willing subject a new form.">
<fieldval field="sCompDesc" value="a piece of the creature whose form you choose"/>
<fieldval field="sTarget" value="Living creature touched"/>
<fieldval field="sDuration" value="1 min/level (D)"/>
<fieldval field="sSave" value="Will negates (harmless)"/>
<fieldval field="sResist" value="Yes (harmless)"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="5" name="5" abbrev="5"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="{ref s_Touch}Tch{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Harmless" name="Harmless" abbrev="Harmless"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="Polymorph" name="Polymorph" abbrev="Polymorph"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpSor" name="Sorcerer" abbrev="Sorcerer"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGAplOr4" name="Apples to Oranges" description="As {i}polymorph{/i}, except as noted above and you only change the target’s gender.\n\n{i}Polymorph{/i}:\nThis spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally). If you use this spell to cause the target to take on the form of an animal or magical beast, the spell functions as beast shape II. If the form is that of an elemental, the spell functions as elemental body I. If the form is that of a humanoid, the spell functions as alter self. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject." compset="Spell" summary="Gives one willing subject a new form.">
<fieldval field="sCompDesc" value="a piece of the creature whose form you choose"/>
<fieldval field="sTarget" value="Living creature touched"/>
<fieldval field="sDuration" value="1 min/level (D)"/>
<fieldval field="sSave" value="Will negates (harmless)"/>
<fieldval field="sResist" value="Yes (harmless)"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="{ref s_Touch}Tch{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Harmless" name="Harmless" abbrev="Harmless"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="Polymorph" name="Polymorph" abbrev="Polymorph"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGArcTr2" name="Arcane Trail" description="As {i}scent trail{/i} (Advanced Player’s Guide) but rather than leave a trail of scents followed with Survival checks, you leave a trail of arcane marks visible only to those you specify when casting the spell. They following these marks using Spellcraft (as if it was Survival for tracking). You may still leave messages as with scent trail.\n\n{i}Scent Trail{/i}:\nYou, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of casting can detect. These creatures find it very easy to follow this trail. They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying this trail. Subject creatures with the scent special ability gain a +10 competence bonus on Wisdom or Survival checks to follow the trail. \n\nIn addition, you can leave scent messages along the trail. Each word or emotion in this message requires spending a move action in the same spot. Subject creatures seeking to understand this message must make another DC 20 Survival check, with a -1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times." compset="Spell">
<fieldval field="sCompDesc" value="V, S, M (a queen ant)"/>
<fieldval field="sRange" value="close (25 ft. + 5 ft./2 levels)"/>
<fieldval field="sTarget" value="one creature/level, no two of which can be more than 30 ft. apart"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Fortitude negates (harmless)"/>
<fieldval field="sResist" value="yes (harmless)"/>
<usesource source="src110SPV4"/>
<tag group="sClass" tag="cHelpMag"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sRange" tag="Close"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="PerLevel"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sClass" tag="cHelpAlc"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sSave" tag="FortNeg"/>
<tag group="sSave" tag="Harmless"/>
<tag group="sResist" tag="Harmless"/>
<tag group="sResist" tag="Yes"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGArcTr1" name="Arcane Trail" description="As {i}scent trail{/i} (Advanced Player’s Guide) but rather than leave a trail of scents followed with Survival checks, you leave a trail of arcane marks visible only to those you specify when casting the spell. They following these marks using Spellcraft (as if it was Survival for tracking). You may still leave messages as with scent trail.\n\n{i}Scent Trail{/i}:\nYou, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of casting can detect. These creatures find it very easy to follow this trail. They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying this trail. Subject creatures with the scent special ability gain a +10 competence bonus on Wisdom or Survival checks to follow the trail. \n\nIn addition, you can leave scent messages along the trail. Each word or emotion in this message requires spending a move action in the same spot. Subject creatures seeking to understand this message must make another DC 20 Survival check, with a -1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times." compset="Spell">
<fieldval field="sCompDesc" value="V, S, M (a queen ant)"/>
<fieldval field="sRange" value="close (25 ft. + 5 ft./2 levels)"/>
<fieldval field="sTarget" value="one creature/level, no two of which can be more than 30 ft. apart"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Fortitude negates (harmless)"/>
<fieldval field="sResist" value="yes (harmless)"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="1"/>
<tag group="sRange" tag="Close"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="PerLevel"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sComp" tag="V"/>
<tag group="sSave" tag="FortNeg"/>
<tag group="sSave" tag="Harmless"/>
<tag group="sResist" tag="Harmless"/>
<tag group="sResist" tag="Yes"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGArise" name="Arise" description="As {i}charm monster{/i}, but target 1 corpse (which gets a Will save using the bonus it had when alive). If the target fails its save, it rises as an undead under your control with 3 hit points per caster level (to a maximum equal to its original hp) for the duration of the spell. The creature changes type to undead but makes no other alterations to its stat block. If the arise is dispelled or the creature enters an antimagic field, it reverts to being an inanimate corpse.\n\nYou cannot have more than one creature arisen at a time – if you cast the spell on a second target, any animate corpse you cast it on previously becomes a corpse once more.\n\n{i}Charm Monster{/i}:\nThis spell functions like {i}charm person{/i}, except that the effect is not restricted by creature type or size." compset="Spell" summary="Makes monster believe it is your ally.">
<fieldval field="sTarget" value="One living creature"/>
<fieldval field="sDuration" value="1 day/level"/>
<fieldval field="sSave" value="Will negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="6"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSubschool" tag="Charm" name="Charm" abbrev="Charm"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDescript" tag="MindAffect" name="Mind-Affecting" abbrev="Mind-Affecting"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Day" name="1+ Days" abbrev="1+ Days"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGArmaP3" name="Arma Patrina" description="As {i}spiritual weapon{/i}, but you may designate yourself of an ally to control the effect. The effect remains adjacent to whoever controls it (and can only attack creatures in melee range of that character), who also benefits from the shield spell for the duration.\n\n{i}Spiritual Weapon{/i}:\nA weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword)." compset="Spell" summary="Magic weapon attacks on its own.">
<comment>This spell has no classes</comment>
<fieldval field="sEffect" value="Magic weapon of force"/>
<fieldval field="sDuration" value="1 round/level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDescript" tag="Force" name="Force" abbrev="Force"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sDuration" tag="Round" name="1+ Rounds" abbrev="1+ Rounds"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sRange" tag="Medium" name="Medium (100 + 10 ft./level)" abbrev="{ref s_Medium}Med{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Evocation" name="Evocation" abbrev="Evoc"/>
<tag group="SpellEff" tag="DamForce" name="Damage (Force)" abbrev="Damage (Force)"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="sClass" tag="cHelpOra"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGArmaP4" name="Arma Patrina" description="As {i}spiritual weapon{/i}, but you may designate yourself of an ally to control the effect. The effect remains adjacent to whoever controls it (and can only attack creatures in melee range of that character), who also benefits from the shield spell for the duration.\n\n{i}Spiritual Weapon{/i}:\nA weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword)." compset="Spell" summary="Magic weapon attacks on its own.">
<comment>This spell has no classes</comment>
<fieldval field="sEffect" value="Magic weapon of force"/>
<fieldval field="sDuration" value="1 round/level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDescript" tag="Force" name="Force" abbrev="Force"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sDuration" tag="Round" name="1+ Rounds" abbrev="1+ Rounds"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Medium" name="Medium (100 + 10 ft./level)" abbrev="{ref s_Medium}Med{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Evocation" name="Evocation" abbrev="Evoc"/>
<tag group="SpellEff" tag="DamForce" name="Damage (Force)" abbrev="Damage (Force)"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGBabel" name="Babel" description="As {i}:bestow curse{/i}: except as noted above, and that the curse effect is to randomize the languages of the targets. Each target knows the same total number of languages, but each \nlanguage is selected randomly. \n\n{i}:Bestow Curse{/i}::\nYou place a curse on the subject. Choose one of the following.\n\n• - 6 decrease to an ability score (minimum 1). \n• - 4 penalty on attack rolls, saves, ability checks, and skill checks. \n• Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\n\nYou may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.\n\nBestow curse counters remove curse." compset="Spell" summary="-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.">
<fieldval field="sDuration" value="Permanent"/>
<fieldval field="sSave" value="Will negates"/>
<fieldval field="sResist" value="Yes"/>
<fieldval field="sRange" value="Long (400 ft. + 40 ft./level)"/>
<fieldval field="sArea" value="20-ft.-radius-spread"/>
<usesource source="src110SPV4"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpWit" name="Witch" abbrev="Witch"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Permanent" name="Permanent" abbrev="Permanent"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Necromancy" name="Necromancy" abbrev="Necro"/>
<tag group="SpellEff" tag="NegAtk" name="Decrease Attack/Damage Bonus" abbrev="Decrease Attack/Damage Bonus"/>
<tag group="SpellEff" tag="NegAttr" name="Decrease Attribute" abbrev="Decrease Attribute"/>
<tag group="SpellEff" tag="NegFort" name="Decrease Fortitude Save Bonus" abbrev="Decrease Fortitude Save Bonus"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sRange" tag="Long"/>
<tag group="SpellEff" tag="NegRef" name="Decrease Reflex Save Bonus" abbrev="Decrease Reflex Save Bonus"/>
<tag group="SpellEff" tag="NegSkill" name="Decrease Skill Bonus" abbrev="Decrease Skill Bonus"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="SpellEff" tag="NegWill" name="Decrease Will Save Bonus" abbrev="Decrease Will Save Bonus"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGBait" name="Bait" description="As {i}:fire trap{/i}:, but the spell is placed on food and it affects the 1st creature of tiny or larger size that comes within 5 feet as beguiling gift (Advanced Player’s Guide) rather than explode.\n\n{i}:Fire Trap{/i}::\n{i}Fire trap{/i} creates a fiery explosion when an intruder opens the item that the trap protects. A {i}fire trap{/i} spell can ward any object that can be opened and closed. \n\nWhen casting {i}fire trap{/i}, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion. \n\nA fire-trapped item cannot have a second closure or warding spell placed on it. A {i}knock{/i} spell does not bypass a {i}fire trap{/i}. An unsuccessful {i}dispel magic{/i} spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. \n\nYou can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends. \n\nMagic traps such as {i}fire trap{/i} are hard to detect and disable. A character with trapfinding can use the Perception skill to find a {i}fire trap{/i} and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's {i}fire trap{/i} or DC 29 for the arcane version)." compset="Spell" summary="Opened object deals 1d4 damage + 1/level.">
<fieldval field="sCompDesc" value="gold dust"/>
<fieldval field="sCompCost" value="25"/>
<fieldval field="sTarget" value="Object touched"/>
<fieldval field="sDuration" value="Permanent until discharged (D)"/>
<fieldval field="sSave" value="Reflex half; see text"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Permanent" name="Permanent" abbrev="Permanent"/>
<tag group="sDuration" tag="UntilTrig" name="Until Used" abbrev="Until Used"/>
<tag group="sLevel" tag="3"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="{ref s_Touch}Tch{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="RefHalf" name="Reflex Half" abbrev="Reflex Half"/>
<tag group="sSave" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sSchool" tag="Fire" name="Fire Elemental" abbrev="Fire Elemental"/>
<tag group="SpellEff" tag="DamFire" name="Damage (Fire)" abbrev="Damage (Fire)"/>
<tag group="sCastTime" tag="Minute10" name="10 minutes" abbrev="10 minutes"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDescript" tag="Fire" name="Fire" abbrev="Fire"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGBstSp1" name="Beast Spirit I" description="As {i}beast shape 1{/i}, but you select 2 abilities that can be granted by that spell and gain them without changing shape. \n\n{i}Beast Shape I{/i}:\nWhen you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.\n\n{i}Small animal{/i}: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.\n\n{i}Medium animal{/i}: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus." compset="Spell" summary="You take the form and some of the powers of a Small or Medium animal.">
<fieldval field="sCompDesc" value="a piece of the creature whose form you plan to assume"/>
<fieldval field="sTarget" value="You"/>
<fieldval field="sDuration" value="1 min./level (D)"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="{ref s_Pers}Pers{ref}"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="Polymorph" name="Polymorph" abbrev="Polymorph"/>
<tag group="SpellEff" tag="BuffAttr" name="Increase Attribute" abbrev="Increase Attribute"/>
<tag group="SpellEff" tag="BuffNatAC" name="Increase Natural Armor Bonus" abbrev="Increase Natural Armor Bonus"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGBstSp2" name="Beast Spirit II" description="As {i}beast spirit I{/i}, except as noted above and you also gain a +4 enhancement bonus to Strength or Dexterity for the duration. \n\n{i}Beast Spirit I{/i}:\nAs {i}beast shape 1{/i}, but you select 2 abilities that can be granted by that spell and gain them without changing shape. \n\n{i}Beast Shape I{/i}:\nWhen you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.\n\n{i}Small animal{/i}: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.\n\n{i}Medium animal{/i}: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus." compset="Spell" summary="You take the form and some of the powers of a Small or Medium animal.">
<fieldval field="sCompDesc" value="a piece of the creature whose form you plan to assume"/>
<fieldval field="sTarget" value="You"/>
<fieldval field="sDuration" value="1 min./level (D)"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="{ref s_Pers}Pers{ref}"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="Polymorph" name="Polymorph" abbrev="Polymorph"/>
<tag group="SpellEff" tag="BuffAttr" name="Increase Attribute" abbrev="Increase Attribute"/>
<tag group="SpellEff" tag="BuffNatAC" name="Increase Natural Armor Bonus" abbrev="Increase Natural Armor Bonus"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGBstLng" name="Bestial Lunge" description="The target gains the benefits of a steed from {i}saddle surge{/i} ( Advanced Player’s Guide), but does not require a rider.\n\n{i}Saddle Surge{/i}:\nYou and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 competence bonus on Ride checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons or natural attacks for 1 round. For instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on Ride checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster level. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends." compset="Spell">
<fieldval field="sRange" value="touch"/>
<fieldval field="sTarget" value="animal touched"/>
<fieldval field="sDuration" value="1 round/level (D); see text"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="DF"/>
<tag group="sRange" tag="Touch"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Round"/>
<tag group="sDuration" tag="Dismiss"/>
<tag group="sDuration" tag="PerLevel"/>
<tag group="sDuration" tag="SeeText"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGBrsFlk" name="Brass Flask" description="As {i}dispel magic{/i} but can only be used to counterspell, and any spell you successfully counterspell is sucked into the flask. Anytime in the next hour as a standard action you can release the spell, as if casting it at your caster level and making all relevant choices (targets, area, and so on).\n\n{i}DIspel Magic{/i}:\nYou can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.\n\nTargeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.\n\nCounterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell." compset="Spell" summary="Cancels one magical spell or effect.">
<fieldval field="sTarget" value="One spellcaster, creature, or object"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<fieldval field="sCompDesc" value="V, S, M (brass flash worth 100 gp)"/>
<usesource source="src110SPV4"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="6"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sRange" tag="Medium" name="Medium (100 + 10 ft./level)" abbrev="{ref s_Medium}Med{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGTarBlt" name="Burning Tar Bolts" description="As {i}scorching ray{/i} but targets must also make Reflex saves or also suffer the effects of acid arrow and be entangled for as long as they take ongoing damage.\n\n{i}Scorching Ray{/i}:\nYou blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously." compset="Spell" summary="Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).">
<fieldval field="sEffect" value="One or more rays"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Reflex partial (see text)"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDescript" tag="Fire" name="Fire" abbrev="Fire"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSchool" tag="Evocation" name="Evocation" abbrev="Evoc"/>
<tag group="sSchool" tag="Fire" name="Fire Elemental" abbrev="Fire Elemental"/>
<tag group="SpellEff" tag="DamFire" name="Damage (Fire)" abbrev="Damage (Fire)"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpSor" name="Sorcerer" abbrev="Sorcerer"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sSave" tag="RefPart"/>
<tag group="sSave" tag="SeeText"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGCatNap" name="Cat Nap" description="As {i}restful sleep{/i} (Advanced Player’s Guide), but the healing effects are gained over 10 minutes of\nuninterrupted sleep (which must occur within the spell’s duration).\n\n{i}Restful Sleep{/i}:\nYou cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night's sleep. If a subject completes a full night's rest, it regains hit points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a full day's rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of restful sleep is considered natural healing, and has no affect on effects requiring magical healing to cure." compset="Spell">
<fieldval field="sDuration" value="10 minutes/level"/>
<fieldval field="sCompDesc" value="V, S, M (a pinch of sand)"/>
<fieldval field="sRange" value="close (25 ft. + 5 ft./2 levels)"/>
<fieldval field="sTarget" value="one creature/level, no two of which can be more than 30 ft. apart"/>
<fieldval field="sSave" value="Fortitude negates (harmless)"/>
<fieldval field="sResist" value="yes (harmless)"/>
<usesource source="src110SPV4"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sCastTime" tag="Minute10"/>
<tag group="sRange" tag="Close"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sLevel" tag="2"/>
<tag group="sSave" tag="FortNeg"/>
<tag group="sSave" tag="Harmless"/>
<tag group="sDuration" tag="10Minute"/>
<tag group="sResist" tag="Harmless"/>
<tag group="sResist" tag="Yes"/>
<tag group="sDuration" tag="PerLevel"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGCausDt" name="Cause of Death" description="As {i}speak with dead{/i}, but can only ask questions about last 5 minutes of corpse’s life.\n\n{i}Speak with Dead{/i}:\nYou grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life. If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature." compset="Spell" summary="Corpse answers questions about last 5 minutes of life.">
<fieldval field="sRange" value="10 ft."/>
<fieldval field="sTarget" value="one dead creature"/>
<fieldval field="sDuration" value="1 min./level"/>
<fieldval field="sSave" value="Will negates; see text"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="2"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Necromancy" name="Necromancy" abbrev="Necro"/>
<tag group="sCastTime" tag="Minute10" name="10 minutes" abbrev="10 minutes"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDescript" tag="LangDepend" name="language-dependent" abbrev="language-dependent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="sRange" tag="10"/>
<tag group="sRange" tag="Feet"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGClstHn" name="Celestial Hunter" description="As {i}sanctify armor{/i} (Advanced Player’s Guide), but effect (including DR) only applies when you are \nusing the wild shape class feature. \n\n{i}Sanctify Armor{/i}:\nYou imbue your armor with a righteous aura. It gains a +1 enhancement bonus per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain DR 5/evil.\nAn outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell." compset="Spell">
<fieldval field="sCompDesc" value="V, S"/>
<fieldval field="sRange" value="touch"/>
<fieldval field="sTarget" value="armor touched"/>
<fieldval field="sDuration" value="1 minute/level"/>
<fieldval field="sSave" value="Will negates (harmless, object)"/>
<fieldval field="sResist" value="yes (harmless, object)"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Touch"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="PerLevel"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sSave" tag="Harmless"/>
<tag group="sSave" tag="Object"/>
<tag group="sSave" tag="WillNeg"/>
<tag group="sDescript" tag="Good"/>
<tag group="sResist" tag="Harmless"/>
<tag group="sResist" tag="Object"/>
<tag group="sResist" tag="Yes"/>
<tag group="SpellEff" tag="BuffAC"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="SpellEff" tag="ResistDam"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGChmEnm" name="Charm Enemy" description="As {i}charm monster{/i}, but only targets creatures of your favorite enemy type.\n\n{i}Charm Monster{/i}:\nThis spell functions like {i}charm person{/i}, except that the effect is not restricted by creature type or size." compset="Spell" summary="Makes monster believe it is your ally.">
<fieldval field="sTarget" value="One living creature"/>
<fieldval field="sDuration" value="1 day/level"/>
<fieldval field="sSave" value="Will negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4" name="4" abbrev="4"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Enchant" name="Enchantment" abbrev="Ench"/>
<tag group="sSchool" tag="Wood" name="Wood Elemental" abbrev="Wood Elemental"/>
<tag group="sSubschool" tag="Charm" name="Charm" abbrev="Charm"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDescript" tag="MindAffect" name="Mind-Affecting" abbrev="Mind-Affecting"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Day" name="1+ Days" abbrev="1+ Days"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGChdEg6" name="Child of the Eagle" description="As {i}overland flight{/i} except as noted above, and that the target gains +5 to Perception checks and\nthe Flyby Attack feat.\n\n{i}Overland Flight{/i}:\nThis spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet)." compset="Spell" summary="You fly at a speed of 40 ft. and can hustle over long distances.">
<comment>This spell has no classes</comment>
<fieldval field="sFocusDesc" value="a wing feather"/>
<fieldval field="sTarget" value="creature touched"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Will negates (harmless)"/>
<fieldval field="sResist" value="Yes (harmless)"/>
<fieldval field="sRange" value="touch"/>
<usesource source="src110SPV4"/>
<tag group="sSave" tag="Harmless" name="Harmless" abbrev="Harmless"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Air" name="Air Elemental" abbrev="Air Elemental"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Hour" name="1+ Hours" abbrev="1+ Hours"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sRange" tag="Touch"/>
<tag group="sLevel" tag="6" name="6" abbrev="6"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGChdEg7" name="Child of the Eagle" description="As {i}overland flight{/i} except as noted above, and that the target gains +5 to Perception checks and\nthe Flyby Attack feat.\n\n{i}Overland Flight{/i}:\nThis spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet)." compset="Spell" summary="You fly at a speed of 40 ft. and can hustle over long distances.">
<fieldval field="sFocusDesc" value="a wing feather"/>
<fieldval field="sTarget" value="creature touched"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Will negates (harmless)"/>
<fieldval field="sResist" value="Yes (harmless)"/>
<fieldval field="sRange" value="touch"/>
<usesource source="src110SPV4"/>
<tag group="sSave" tag="Harmless" name="Harmless" abbrev="Harmless"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Air" name="Air Elemental" abbrev="Air Elemental"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Hour" name="1+ Hours" abbrev="1+ Hours"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="sRange" tag="Touch"/>
<tag group="sLevel" tag="7"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGChldlk" name="Childlike" description="As {i}disguise self{/i}, but only to disguise yourself as an adolescent member of a race one or two size categories bigger than yourself.\n\n{i}Disguise Self{/i}:\nYou make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion." compset="Spell" summary="Changes your appearance.">
<fieldval field="sTarget" value="You"/>
<fieldval field="sDuration" value="10 min./level (D)"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="0"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="{ref s_Pers}Pers{ref}"/>
<tag group="sSchool" tag="Illusion" name="Illusion" abbrev="Illu"/>
<tag group="sSubschool" tag="Glamer" name="Glamer" abbrev="Glamer"/>
<tag group="SpellEff" tag="BuffSkill" name="Increase Skill Bonus" abbrev="Increase Skill Bonus"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="arHdCleric"/>
<tag group="sClass" tag="cHelpOra"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGCnfrnc" name="Conference" description="As {i}zone of truth{/i}, but the spell’s effect is to grant a common language known by you to all creatures within the area.\n\n{i}Zone of Truth{/i}:\nCreatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose." compset="Spell" summary="Subjects within range cannot lie.">
<fieldval field="sArea" value="20-ft.-radius emanation"/>
<fieldval field="sDuration" value="1 min./level"/>
<fieldval field="sSave" value="Will negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="2" name="2" abbrev="2"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Enchant" name="Enchantment" abbrev="Ench"/>
<tag group="sSubschool" tag="Compulsion" name="Compulsion" abbrev="Compulsion"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDescript" tag="MindAffect" name="Mind-Affecting" abbrev="Mind-Affecting"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="arHdCleric"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="sClass" tag="cHelpOra"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGCnqDmp" name="Conquer Demiplane" description="As {i}dispel magic{/i} except only functions against demiplanes created by a spell and a successful dispel check gives you control of the demiplane as if you had created it with {i}create greater demiplane{/i} (Ultimate Magic).\n\n{i}Dispel Magic{i}:\nYou can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.\n\nTargeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.\n\nCounterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell." compset="Spell" summary="Gives you control a demiplane as if created by Create Greater Demiplane">
<fieldval field="sMythic" value="When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result."/>
<fieldval field="sTarget" value="One spellcaster, creature, or object"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="9"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="sClass" tag="cHelpOra"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sRange" tag="Medium" name="Medium (100 + 10 ft./level)" abbrev="{ref s_Medium}Med{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGThral4" name="Create Thrall" description="As {i}charm person{/i}, but you may exert additional control as dominate person at will (during which time the target can act as if it was your image from {i}project image{/i}).\n\n{i}Charm Person{/i}:\nThis charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.\n\nThe spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming." compset="Spell" summary="Makes one person your friend or dominate them.">
<fieldval field="sTarget" value="One humanoid creature"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Will negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Hour" name="1+ Hours" abbrev="1+ Hours"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="6"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Enchant" name="Enchantment" abbrev="Ench"/>
<tag group="sSchool" tag="Wood" name="Wood Elemental" abbrev="Wood Elemental"/>
<tag group="sSubschool" tag="Charm" name="Charm" abbrev="Charm"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpBrd" name="Bard" abbrev="Bard"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDescript" tag="MindAffect" name="Mind-Affecting" abbrev="Mind-Affecting"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGThral8" name="Create Thrall" description="As {i}charm person{/i}, but you may exert additional control as dominate person at will (during which time the target can act as if it was your image from {i}project image{/i}).\n\n{i}Charm Person{/i}:\nThis charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.\n\nThe spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming." compset="Spell" summary="Makes one person your friend or dominate them.">
<fieldval field="sTarget" value="One humanoid creature"/>
<fieldval field="sDuration" value="1 hour/level"/>
<fieldval field="sSave" value="Will negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="8"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Enchant" name="Enchantment" abbrev="Ench"/>
<tag group="sSchool" tag="Wood" name="Wood Elemental" abbrev="Wood Elemental"/>
<tag group="sSubschool" tag="Charm" name="Charm" abbrev="Charm"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDescript" tag="MindAffect" name="Mind-Affecting" abbrev="Mind-Affecting"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Hour" name="1+ Hours" abbrev="1+ Hours"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGCritrn" name="Criterion Change" description="As {i}transformation{/i}, but the spell’s effect is to add a class archetype to target. The target gains a single archetype for a class it possesses, gaining the abilities appropriate to its class level and losing those abilities sacrificed by the archetype.\n\n{i}Transformation{/i}:\nYou become a fighting machine - stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list." compset="Spell" summary="You gain combat bonuses.">
<fieldval field="sCompDesc" value="a potion of bull's strength, which you drink and whose effects are subsumed by the spell effects"/>
<fieldval field="sMythic" value="You can still cast spells and use spell completion and spell trigger items, but the level of the spell you're casting or using must be equal to or less than your tier. You gain a number of temporary hit points equal to your caster level."/>
<fieldval field="sTarget" value="creature touched"/>
<fieldval field="sDuration" value="1 round/level"/>
<fieldval field="sRange" value="touch"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sDuration" tag="Round" name="1+ Rounds" abbrev="1+ Rounds"/>
<tag group="sLevel" tag="7"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="SpellEff" tag="BuffAttr" name="Increase Attribute" abbrev="Increase Attribute"/>
<tag group="SpellEff" tag="BuffFort" name="Increase Fortitude Save Bonus" abbrev="Increase Fortitude Save Bonus"/>
<tag group="SpellEff" tag="BuffNatAC" name="Increase Natural Armor Bonus" abbrev="Increase Natural Armor Bonus"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sRange" tag="Touch"/>
<tag group="sClass" tag="cHelpSor" name="Sorcerer" abbrev="Sorcerer"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDwnLgh" name="Dawn’s Light" description="As {i}daylight{/i}, but undead within the area that are harmed by natural sunlight also take damage as if they has been caught in the area of a cleric channeling positive energy. This deals 1d6 damage per 2 caster levels (max 8d6) once per round to such undead in the area. The first time an undead is damage by this spell the caster must make a caster level check to overcome the undead’s SR (if any). On a failed caster level check, the undead is immune to the damaging effects of the spell. Each time an undead takes damage from this spell it may make a Fortitude save to reduce the damage by 50%. Undead not vulnerable to sunlight take no damage from this spell. \n\n{i}Daylight{/i}:\nYou touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light. If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.\n\nDaylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\n\nDaylight counters or dispels any darkness spell of equal or lower level, such as darkness." compset="Spell" summary="60-ft. radius of bright light.">
<fieldval field="sMythic" value="The illumination in the additional 60 foot radius increases to at least normal light regardless of the existing lighting conditions. Creatures that take penalties in bright light double those penalties while in the area of bright light produced by this spell. All other creatures in the area of bright light gain a +2 circumstance bonus on Perception checks and saves to resist fear."/>
<fieldval field="sTarget" value="Object touched"/>
<fieldval field="sDuration" value="10 min./level (D)"/>
<fieldval field="sSave" value="See text"/>
<fieldval field="sResist" value="See text"/>
<usesource source="src110SPV4"/>
<tag group="sDescript" tag="Light" name="Light" abbrev="Light"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="{ref s_Touch}Tch{ref}"/>
<tag group="sSchool" tag="Evocation" name="Evocation" abbrev="Evoc"/>
<tag group="SpellEff" tag="MiscLight" name="Uses Light" abbrev="Uses Light"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpClr" name="Cleric" abbrev="Cleric"/>
<tag group="sClass" tag="cHelpDrd" name="Druid" abbrev="Druid"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sClass" tag="cHelpOra"/>
<tag group="sSave" tag="SeeText"/>
<tag group="sResist" tag="SeeText"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDtctAb" name="Detect Aberrations or Magical Beasts" description="As {i}detect animals or plants{/i}, except for what it detects.\n\n{i}Detect Animals or Plants{/i}:\nYou can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.\n\n1st Round: Presence or absence of that kind of animal or plant in the area.\n\n2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen.\n\n3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location.\n\nConditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it." compset="Spell" summary="Detects kinds of aberrations or magical beasts">
<fieldval field="sArea" value="Cone-shaped emanation"/>
<fieldval field="sDuration" value="Concentration, up to 10 min./level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="2"/>
<tag group="sRange" tag="Long" name="Long (400 + 40 ft./level)" abbrev="{ref s_Long}Long{ref}"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Divination" name="Divination" abbrev="Div"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpRgr" name="Ranger" abbrev="Ranger"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDtCWpn" name="Detect Concealed Weapon" description="As {i}detect poison{/i}, but detects manufactured weapons not visible to the naked eye rather than poisons.\n\n{i}Detect Poison{/i}:\nYou determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it." compset="Spell" summary="Detects manufactured weapons not normally visible">
<fieldval field="sTarget" value="One creature, one object, or a 5-ft. cube"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sRange" tag="Close" name="Close (25 + 5 ft./2 levels)" abbrev="{ref s_Close}Cls{ref}"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Divination" name="Divination" abbrev="Div"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sLevel" tag="2"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDtcMtv" name="Detect Motive" description="As {i}augury{/i}, but the spell’s effect is to tell you if a specific motive you suggest for a crime is the actual motive. You have the same % chance of success as with {i}augury{/i}, and you do not learn anything else about the crime (such as who committed it).\n\n{i}Augury{/i}:\nAn augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:\n\n• Weal (if the action will probably bring good results). \n• Woe (for bad results). \n• Weal and woe (for both). \n• Nothing (for actions that don't have especially good or bad results). \n\nIf the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.\n\nThe augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting." compset="Spell" summary="Tells you if the specific motive for a crime is the actual motive.">
<fieldval field="sFocusDesc" value="incense worth at least 25 gp, a set of marked sticks or bones"/>
<fieldval field="sFocusCost" value="25"/>
<fieldval field="sTarget" value="You"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="{ref s_Pers}Pers{ref}"/>
<tag group="sSchool" tag="Divination" name="Divination" abbrev="Div"/>
<tag group="Helper" tag="SplMatAtLe" name="Material Component Cost is "at least"" abbrev="Material Component Cost is "at least""/>
<tag group="sCastTime" tag="Minute1" name="1 minute" abbrev="1 minute"/>
<tag group="sComp" tag="F" name="Focus" abbrev="{ref s_F}F{ref}"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDtctMu" name="Detect Murder" description="As {i}detect magic{/i}, but learn if a corpse was slain by a willful act of malice rather than detect magic auras.\n\n{i}Detect Magic{/i}:\nYou detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.\n\n{i}1st Round{/i}: Presence or absence of magical auras.\n{i}2nd Round{/i}: Number of different magical auras and the power of the most potent aura.\n{i}3rd Round{/i}: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).\n\nMagical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.\n\n{i}Aura Strength{/i}: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, {i}detect magic{/i} indicates the stronger of the two.\n\n{i}Lingering Aura{/i}: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If {i}detect magic{/i} is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:\n\n{b}Original Strength - Duration of Lingering Aura{/b}\nFaint - 1d6 rounds\nModerate - 1d6 minutes\nStrong - 1d6 x 10 minutes\nOverwhelming - 1d6 days\n\nOutsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\n\n{i}Detect magic{/i} can be made permanent with a {i}permanency{/i} spell." compset="Spell" summary="Detects all spells and magic items within 60 ft.">
<fieldval field="sRange" value="60 ft"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute/level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
<tag group="sRange" tag="Feet" name="Feet" abbrev="Feet"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Divination" name="Divination" abbrev="Div"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Concent" name="Concentration" abbrev="Concentration"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDevenm" name="Devenom" description="As {i}neutralize poison{/i}’s ability to neutralize the poison in a poisonous creature.\n\n{i}Neutralize Poison{/i}:\nYou detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.\n\nThis spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect." compset="Spell" summary="Immunizes subject against poison, detoxifies venom in or on subject.">
<fieldval field="sCompDesc" value="charcoal"/>
<fieldval field="sDuration" value="10 minutes/level"/>
<fieldval field="sTarget" value="one creature"/>
<fieldval field="sSave" value="Fort negates"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="MorDF" name="Material or Divine Focus" abbrev="{ref s_M}M{ref}/{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sSchool" tag="Conjur" name="Conjuration" abbrev="Conjur"/>
<tag group="sSubschool" tag="Healing" name="Healing" abbrev="Healing"/>
<tag group="SpellEff" tag="HealCond" name="Heal Condition" abbrev="Heal Condition"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sRange" tag="Close"/>
<tag group="sClass" tag="cHelpAdp" name="Adept" abbrev="Adept"/>
<tag group="sDuration" tag="10Minute"/>
<tag group="sSave" tag="FortNeg"/>
<tag group="sClass" tag="cHelpDrd" name="Druid" abbrev="Druid"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sClass" tag="cHelpRgr" name="Ranger" abbrev="Ranger"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGDsncnt" name="Disconnect" description="As {i}hold person{/i}, but spell’s effect is to prevent target from using any spells, spelllike abilities or supernatural abilities.\n\n{i}Hold Person{/i}:\nThe subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown." compset="Spell" summary="Paralyzes one humanoid for 1 round/level.">
<fieldval field="sCompDesc" value="a small, straight piece of iron"/>
<fieldval field="sTarget" value="One humanoid creature"/>
<fieldval field="sDuration" value="1 round/level (D); see text"/>
<fieldval field="sSave" value="Will negates; see text"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="src110SPV4"/>
<tag group="sDescript" tag="MindAffect" name="Mind-Affecting" abbrev="Mind-Affecting"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sDuration" tag="Round" name="1+ Rounds" abbrev="1+ Rounds"/>
<tag group="sLevel" tag="2" name="2" abbrev="2"/>
<tag group="sRange" tag="Medium" name="Medium (100 + 10 ft./level)" abbrev="{ref s_Medium}Med{ref}"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Enchant" name="Enchantment" abbrev="Ench"/>
<tag group="sSubschool" tag="Compulsion" name="Compulsion" abbrev="Compulsion"/>
<tag group="SpellEff" tag="NegParalyz" name="Inflict Paralysis" abbrev="Inflict Paralysis"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpClr" name="Cleric" abbrev="Cleric"/>
<tag group="sComp" tag="ForDF" name="Focus or Divine Focus" abbrev="{ref s_F}F{ref}/{ref s_DF}DF{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sClass" tag="cHelpOra"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGFairFc" name="Fair of Face" description="As {i}disguise self{/i}, but you can only look like a more attractive, idealized version of yourself. You gain a +5 competence bonus to Charisma-based ability and skill checks for the duration of the spell.\n\n{i}Disguise Self{/i}:\nYou make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion." compset="Spell" summary="Changes your appearance.">
<fieldval field="sTarget" value="You"/>
<fieldval field="sDuration" value="10 min./level (D)"/>
<usesource source="src110SPV4"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="2"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="{ref s_Pers}Pers{ref}"/>
<tag group="sSchool" tag="Illusion" name="Illusion" abbrev="Illu"/>
<tag group="sSubschool" tag="Glamer" name="Glamer" abbrev="Glamer"/>
<tag group="SpellEff" tag="BuffSkill" name="Increase Skill Bonus" abbrev="Increase Skill Bonus"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="sClass" tag="cHelpBrd" name="Bard" abbrev="Bard"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGFallBk" name="Fall Back" description="As {i}gallant inspiration{/i} ( Advanced Player’s Guide) but the bonus only applies to Reflex saves, and the target must fall prone to gain the benefit of the spell.\n\n{i}Gallant Inspiration{/i}:\nThis word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds." compset="Spell">
<fieldval field="sTarget" value="one living creature"/>
<fieldval field="sSave" value="Reflex negates (harmless)"/>
<fieldval field="sResist" value="yes"/>
<usesource source="src110SPV4"/>
<tag group="SpellEff" tag="BuffSkill"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpInq"/>
<tag group="sClass" tag="cHelpMag"/>
<tag group="sClass" tag="cHelpWit"/>
<tag group="sComp" tag="V"/>
<tag group="sRange" tag="Close"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sSave" tag="Harmless"/>
<tag group="sSave" tag="RefNeg"/>
<tag group="sLevel" tag="1"/>
<tag group="sResist" tag="Yes"/>
<tag group="sCastTime" tag="Immed1"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="SpellEff" tag="BuffAtk"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGFinlSm" name="Final Smite" description="As {i}rest eternal{/i} (Advanced Player’s Guide), except as detailed above.\n\n{i}Rest Eternal{/i}:\nYou place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can be negated with remove curse or break enchantment." compset="Spell" summary="Dead creature cannot be revived.">
<fieldval field="sCompDesc" value="ashes and a vial of holy or unholy water"/>
<fieldval field="sTarget" value="One corpse of a slain undead you used your smite evil ability on."/>
<fieldval field="sDuration" value="Permanent"/>
<fieldval field="sSave" value="none"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Necromancy" name="Necromancy" abbrev="Necro"/>
<tag group="sCastTime" tag="Round1" name="1 round" abbrev="1 round"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sDuration" tag="Permanent" name="Permanent" abbrev="Permanent"/>
<tag group="sLevel" tag="3"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="{ref s_Touch}Tch{ref}"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="spSGFlood" name="Flood" description="As {i}control water{/i}, but only the ‘raise’ function of that spell, and it does not require an initial water source.\n\n{i}Control Water{/i}:\nThis spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.\n\nLower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.\n\nRaise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect." compset="Spell" summary="Raises bodies of water.">
<fieldval field="sCompDesc" value="a pinch of dust for lower water or a drop of water for raise water"/>
<fieldval field="sArea" value="water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)"/>
<fieldval field="sDuration" value="10 min./level (D)"/>
<fieldval field="sSave" value="None; see text"/>
<fieldval field="sResist" value="No"/>
<usesource source="src110SPV4"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>