{"player_name":"KAT","name":"KARA VEINOUS","race":"HUMAN","class":"CLERIC","level":"6","xp":"","malus_xp":"","sex":"FEMALE","age":"35","weight":"130","height":"54","color_skin":"TAN","color_hair":"BLACK","color_eyes":"BLUE","faith":"SANGUINIUS","origin":"FARMINGTON","favored_hand":"Ambidextrous","background":"I LIVED WITH MY PARENTS ON A FARM WHEN ONE DAY ABAGAILA A CLERIC APPROACHED ME AND TOLD ME I WAS DESTINED FOR MORE.  I TRAINED WITH HER FOR YEARS UNTIL SOME GIANTS ATTACKED MY HOME AND MY PARENTS AND ABAGAILA DIED.  I RAN AWAY AND BECAME A SCRIVINER AND A SAILER ON THE ARGO BUT DEEP DOWN I STILL WANT REVENGE ON THE GIANTS THAT KILLED MY LOVED ONES.","alignment":"Neutral Good","favored_class":"HEALING & STRENGTH","speed_walking":"","speed_loaded":"","speed_running":"","speed_travel":"","speed_forced_march":"","speed_flying":"","agility_flying":"","strength":"15","dexterity":"10","constitution":"15","intelligence":"10","wisdom":"16","charisma":"13","initiative":"0","hitpoints":"45","hitdice":"8","hitdicenumber":"6","ac_total":"15","ac_flat_footed":"15","ac_contact":"10","ac_arcane_fail":"","attack_base_bonus":"4","attack_base_cc":"","attack_base_ranged":"","save_fortitude":"7","save_reflex":"2","save_willpower":"8","proficiences":"HEALING - Granted Power: You cast healing spells at +1 caster level.\r\n\r\nSTRENGTH - Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts one round, and it is usable once per day.\r\n\r\nI can speak Giant and Common.\r\n\r\nI am proficient in the occupation of a scrivener, and sailing a boat i.e.: Argo, spellcasting, intimidating, healing, diplomacy, bluffing, climbing, disguise, hiding, jumping, listening, sensing motive, survival, swimming and using magic devices.\r\n\r\n","features":"[b]**Dedicate yourself to Saguinius & pursue the path of the feather.[\/b]\r\n[b]***Don't abandon your own quest to find yourself but don't subordinate your search for Sanguinius.[\/b]\r\n[b]**** Sanguinius may be restored from death but he may also be restored from time.[\/b]\r\n\r\n[b]Feats:[\/b]\r\n[u][b]Persuasive[\/b]:[\/u] - You have a way with words and body language. [u]Benefit[\/u]: You get a +2 bonus on all Bluff checks and Intimidate checks.\r\n[u][b]Max Spell[\/b]:[\/u] - You can cast spells to maximum effect. [u][b]Benefit[\/b][\/u]: All variable, numeric effect of a spell modified by this fear are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level *up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowers, maximized spell gains the separate benefits of each feat: the maximum result plus one half the normally rolled result. An empowered, maximized fireball cast by a 15th-level wizard deals points of damage equal to 60 plus one half of 10d6.\r\n[u][b]Quicken Spell[\/b][\/u]: You can cast a spell with a moment's thought. [u][b]Benefit[\/b][\/u]: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a q2uickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity. [u][b]Special[\/b][\/u]: This feat can't be applied to any spell cast spontaneously(including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases he casting time to a full-round action.\r\n[u]Power Attack[\/u]: You can make exceptionally powerful melee attacks. [u]Prerequisite[\/u]: Strength 13. [u]Benefit[\/u]: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. [u]Special[\/u]: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double-handed weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select power Attack as one of his fighter bonus feats.","attackstable":"","attacks":"","skill_appraise":"-1","skill_balance":"0","skill_bluff":"3","skill_climb":"2","skill_concentration":"4","skill_craft_tab":"scrivener -1","skill_decipher":"-1","skill_diplomacy":"1","skill_disable_device":"-1","skill_disguise":"2","skill_escape_artiste":"0","skill_forgery":"-1","skill_gather_info":"3","skill_handle_animal":"3","skill_heal":"3","skill_hide":"2","skill_intimidate":"3","skill_jump":"2","skill_knowledge_tab":"Arcana -1\r\nHistory -1\r\nReligion 0\r\nThe Plains -1","skill_listen":"3","skill_move_silently":"0","skill_open_lock":"0","skill_perform_tab":"Sailor 4\r\nMagic Devices 3","skill_profession":"3","skill_ride":"0","skill_search":"1","skill_sens_motive":"3","skill_sleight_of_hand":"0","skill_spellcraft":"1","skill_spot":"3","skill_survival":"3","skill_swim":"2","skill_tumble":"0","skill_use_magic_device":"1","skill_use_rope":"0","spellbook_0":"0 Create water - V, S - 1 standard action - Close 25 ft + 5 Ft\/ 2 levels - The spell generates wholesome, drinkable water, just like clean rainwater.  Water can be created in an area as small as it will actually contain the liquid, or in an area 3x's as large - possibly creating a downpour or filling many small receptacles, note: can't create substances or objects within a creature.\r\n0 Cure Minor Wounds - V, S - target creature touched - 1 action - instantaneous - Cures 1 point of damage when laying your hand upon a living creature, you channel positive energy that cure 1 point. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds.  An undead creature can apply spell resistance & can attempt a will save to take half damage.\r\n0 Detect Magic - V, S - 60ft - Cone  shaped emanation - 1 action - concentration up to 1 min \/ level - no saving throw - you detect magical auras. The amount of information revealed depends on how long you study a particular are or subject. 1st round - presence or absence of magical auras - 2nd round - number of different magical auras & the power of the most potent aura. - 3rd round the strength & location of each aura, if the items or creatures bearing the auras are in line of sight, you can make spell craft skill checks to determine the school of magic involved in each. (make one check per aura, dc15 spell level or 15 + half cater level for a non spell effect)\r\n0 Detect Poison - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nTarget or Area:\tOne creature, one object, or a 5-ft. cube\r\nDuration:\tInstantaneous\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\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.\r\n0 Guidance - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\t1 minute or until discharged\r\nSaving Throw:\tWill negates (harmless)\r\nSpell Resistance:\tYes\r\nThis spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.\r\n0 Inflict Minor Wounds - Saving Throw:\tWill negates\r\nThis spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.\r\nWhen laying your hand upon a creature, you channel negative energy that deals 1 point of damage & a will save negates the damage instead of halving it.  Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather thatn harmig it.\r\n0 Light - Components:\tV, M\/DF\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tObject touched\r\nDuration:\t10 min.\/level (D)\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\nThis spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.\r\nA light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.\r\nArcane Material Component\r\nA firefly or a piece of phosphorescent moss.\r\n0 Mending - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\t10 ft.\r\nTarget:\tOne object of up to 1 lb.\r\nDuration:\tInstantaneous\r\nSaving Throw:\tWill negates (harmless, object)\r\nSpell Resistance:\tYes (harmless, object)\r\nMending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.\r\nCeramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item\u2019s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).\r\n0 Purify Food & Drink - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\t10 ft.\r\nTarget:\t1 cu. ft.\/level of contaminated food and water\r\nDuration:\tInstantaneous\r\nSaving Throw:\tWill negates (object)\r\nSpell Resistance:\tYes (object)\r\nThis spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.\r\nNote: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.\r\n0 Read Magic - Components:\tV, S, F\r\nCasting Time:\t1 standard action\r\nRange:\tPersonal\r\nTarget:\tYou\r\nDuration:\t10 min.\/level\r\nBy means of read magic, you can decipher magical inscriptions on objects\u2014books, scrolls, weapons, and the like\u2014that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).\r\nRead magic can be made permanent with a permanency spell.\r\nFocus\r\nA clear crystal or mineral prism.\r\n0 Resistance - Components:\tV, S, M\/DF\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\t1 minute\r\nSaving Throw:\tWill negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nYou imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.\r\nResistance can be made permanent with a permanency spell.\r\n0 Virtue - Components:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\t1 min.\r\nSaving Throw:\tFortitude negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nThe subject gains 1 temporary hit point.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n","spellbook_1":"1 Bless - Components:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\t50 ft.\r\nArea:\tThe caster and all allies within a 50-ft. burst, centered on the caster\r\nDuration:\t1 min.\/level\r\nSaving Throw:\tNone\r\nSpell Resistance:\tYes (harmless)\r\nBless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\r\nBless counters and dispels bane.\r\n1 Cause Fear - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nTarget:\tOne living creature with 5 or fewer HD\r\nDuration:\t1d4 rounds or 1 round; see text\r\nSaving Throw:\tWill partial\r\nSpell Resistance:\tYes\r\nThe affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.\r\nCause fear counters and dispels remove fear.\r\n1 Command - Components:\tV\r\nCasting Time:\t1 standard action\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nTarget:\tOne living creature\r\nDuration:\t1 round\r\nSaving Throw:\tWill negates\r\nSpell Resistance:\tYes\r\nYou give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.\r\nApproach - On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\r\nDrop - On its turn, the subject drops whatever it is holding. It can\u2019t pick up any dropped item until its next turn.\r\nFall - On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.\r\nFlee - On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\r\nHalt - The subject stands in place for 1 round. It may not take any actions but is not considered helpless.\r\nIf the subject can\u2019t carry out your command on its next turn, the spell automatically fails.\r\n1 Comprehend Languages - Components:\tV, S, M\/DF\r\nCasting Time:\t1 standard action\r\nRange:\tPersonal\r\nTarget:\tYou\r\nDuration:\t10 min.\/level\r\nYou can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.\r\nWritten material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.\r\nComprehend languages can be made permanent with a permanency spell.\r\nArcane Material Component\r\nA pinch of soot and a few grains of salt.\r\n1 Cure Light Wounds - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\tInstantaneous\r\nSaving Throw:\tWill half (harmless); see text\r\nSpell Resistance:\tYes (harmless); see text\r\nWhen laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).\r\nSince undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.\r\n1 Detect chaos\/evil\/good\/law - Components: V, S, DF\r\nCasting Time: 1 standard action\r\nRange: 60 ft.\r\nArea: Cone-shaped emanation\r\nDuration: Concentration, up to 10 min.\/ level (D)\r\nSaving Throw: None\r\nSpell Resistance: No\r\nYou can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.\r\n1st Round\r\nPresence or absence of evil.\r\n2nd Round\r\nNumber of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.\r\nIf you are of good alignment, and the strongest evil aura\u2019s power is overwhelming (see below), and the HD or level of the aura\u2019s source is at least twice your character level, you are stunned for 1 round and the spell ends.\r\n3rd Round\r\nThe power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.\r\nAura Power\r\nAn evil aura\u2019s power depends on the type of evil creature or object that you\u2019re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.\r\nCreature\/Object Aura Power\r\nFaint Moderate Strong Overwhelming\r\nExcept for undead and outsiders, which have their own entries on the table.\r\nSome characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.\r\nEvil creature1 (HD) 10 or lower 11-25 26-50 51 or higher\r\nUndead (HD) 2 or lower 3-8 9-20 21 or higher\r\nEvil outsider (HD) 1 or lower 2-4 5-10 11 or higher\r\nCleric of an evil deity2 (class levels) 1 2-4 5-10 11 or higher\r\nEvil magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher\r\nLingering Aura\r\nAn evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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:\r\nOriginal Strength Duration of Lingering Aura\r\nFaint 1d6 rounds\r\nModerate 1d6 minutes\r\nStrong 1d6\u00d710 minutes\r\nOverwhelming 1d6 days\r\nAnimals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.\r\n1 Detect Undead - Components:\tV, S, M\/DF Pinch of earth from a grave\r\nCasting Time:\t1 standard action\r\nRange:\t60 ft.\r\nArea:\tCone-shaped emanation\r\nDuration:\tConcentration, up to 1 minute\/ level (D)\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\nYou can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.\r\n1st Round\r\nPresence or absence of undead auras.\r\n2nd Round\r\nNumber of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura\u2019s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.\r\n3rd Round\r\nThe strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.\r\nAura Strength\r\nThe strength of an undead aura is determined by the HD of the undead creature, as given on the following table:\r\nHD\tStrength\r\n1 or lower\tFaint\r\n2-4\tModerate\r\n5-10\tStrong\r\n11 or higher\tOverwhelming\r\nLingering Aura\r\nAn undead aura lingers after its original source is destroyed. If detect undead 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:\r\nOriginal Strength\tDuration of Lingering Aura\r\nFaint\t1d6 rounds\r\nModerate\t1d6 minutes\r\nStrong\t1d6\u00d710 minutes\r\nOverwhelming\t1d6 days\r\nEach round, you can turn to detect undead 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.\r\n1 Magic Weapon - Components:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tWeapon touched\r\nDuration:\t1 min.\/level\r\nSaving Throw:\tWill negates (harmless, object)\r\nSpell Resistance:\tYes (harmless, object)\r\nMagic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon\u2019s +1 bonus on attack rolls.)\r\nYou can\u2019t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk\u2019s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.\r\n1 Obscuring Mist - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\t20 ft.\r\nEffect:\tCloud spreads in 20-ft. radius from you, 20 ft. high\r\nDuration:\t1 min.\/level\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\nA misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\r\nA moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell\u2019s area. A wall of fire burns away the fog in the area into which it deals damage.\r\nThis spell does not function underwater.","spellbook_2":"2 Calm Emotions - Components:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\tMedium (100 ft. + 10 ft.\/level)\r\nArea:\tCreatures in a 20-ft.-radius spread\r\nDuration:\tConcentration, up to 1 round\/level (D)\r\nSaving Throw:\tWill negates\r\nSpell Resistance:\tYes\r\nThis spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.\r\nThis spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard\u2019s ability to inspire courage or a barbarian\u2019s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.\r\n2 Consecrate - Components:\tV, S, M, DF\r\nCasting Time:\t1 standard action\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nArea:\t20-ft.-radius emanation\r\nDuration:\t2 hours\/level\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\nThis spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.\r\nIf the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.\r\nIf the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.\r\nConsecrate counters and dispels desecrate.\r\nMaterial Component\r\nA vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.\r\n2  Cure Moderate Wounds - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\tInstantaneous\r\nSaving Throw:\tWill half (harmless); see text\r\nSpell Resistance:\tYes (harmless); see text\r\nWhen laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).\r\nSince undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.\r\nThis spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).\r\n2 Delay Poison - Components:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\t1 hour\/level\r\nSaving Throw:\tFortitude negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nThe subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell\u2019s duration does not affect the subject until the spell\u2019s duration has expired. Delay poison does not cure any damage that poison may have already done.\r\n2 Hold Person - Components:\tV, S, F\/DF\r\nCasting Time:\t1 standard action\r\nRange:\tMedium (100 ft. + 10 ft.\/level)\r\nTarget:\tOne humanoid creature\r\nDuration:\t1 round\/level (D); see text\r\nSaving Throw:\tWill negates; see text\r\nSpell Resistance:\tYes\r\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.)\r\nA winged creature who is paralyzed cannot flap its wings and falls. A swimmer can\u2019t swim and may drown.\r\nArcane Focus\r\nA small, straight piece of iron.\r\n2 Make Whole - Transmutation\r\nLevel:\tClr 2\r\nCasting Time:\t1 standard action\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nTarget:\tOne object of up to 10 cu. ft.\/ level\r\nThis spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).\r\n2 Silence - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tLong (400 ft. + 40 ft.\/level)\r\nArea:\t20-ft.-radius emanation centered on a creature, object, or point in space\r\nDuration:\t1 min.\/level (D)\r\nSaving Throw:\tWill negates; see text or none (object)\r\nSpell Resistance:\tYes; see text or no (object)\r\nUpon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature\u2019s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.\r\n2 Spiritual Weapon - \r\nLevel:\tClr 2, War 2\r\nComponents:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\tMedium (100 ft. + 10 ft.\/level)\r\nEffect:\tMagic weapon of force\r\nDuration:\t1 round\/level (D)\r\nSaving Throw:\tNone\r\nSpell Resistance:\tYes\r\nA weapon made of pure force springs into existence and attacks opponents 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 normal miss chance 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.\r\nEach 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\u2019s 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\u2019s range, not the weapon\u2019s normal range increment, and switching targets still is a move action.\r\nA 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\u2019s AC against touch attacks is 12 (10 + size bonus for Tiny object).\r\nIf 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.\r\nThe weapon that you get is often a force replica of your deity\u2019s 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.\r\n2 Summon Monster II - \r\nComponents: \r\n\r\nV, S, F\/DF \r\n\r\nCasting Time: \r\n\r\n1 round \r\n\r\nRange: \r\n\r\nClose (25 ft. + 5 ft.\/2 levels) \r\n\r\nEffect: \r\n\r\nOne summoned creature \r\n\r\nDuration: \r\n\r\n1 round\/level (D) \r\n\r\nSaving Throw: \r\n\r\nNone \r\n\r\nSpell Resistance: \r\n\r\nNo \r\n\r\nThis spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.   Arcane FocusA tiny bag and a small (not necessarily lit) candle.This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. \r\n2 Zone of Truth - Components:\tV, S, DF\r\nCasting Time:\t1 standard action\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nArea:\t20-ft.-radius emanation\r\nDuration:\t1 min.\/level\r\nSaving Throw:\tWill negates\r\nSpell Resistance:\tYes\r\nCreatures within the emanation area (or those who enter it) can\u2019t 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.\r\n\r\n","spellbook_3":"3 Cure Serious Wounds - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\tInstantaneous\r\nSaving Throw:\tWill half (harmless); see text\r\nSpell Resistance:\tYes (harmless); see text\r\nWhen laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).\r\nSince undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.  This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).\r\n3 Dispel Magic - \r\nComponents: \r\n\r\nV, S \r\n\r\nCasting Time: \r\n\r\n1 standard action \r\n\r\nRange: \r\n\r\nMedium (100 ft. + 10 ft.\/level) \r\n\r\nTarget or Area: \r\n\r\nOne spellcaster, creature, or object; or 20-ft.-radius burst \r\n\r\nDuration: \r\n\r\nInstantaneous \r\n\r\nSaving Throw: \r\n\r\nNone \r\n\r\nSpell Resistance: \r\n\r\nNo \r\n\r\nYou can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster\u2019s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can\u2019t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. Note: The effect of a spell with an instantaneous duration can\u2019t 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 three ways: a targeted dispel, an area dispel, or a counterspell:Targeted Dispel One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell\u2019s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), 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\u2019s caster level. If you succeed, all the item\u2019s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item\u2019s 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. Area Dispel When dispel magic is used in this way, the spell affects everything within a 20-foot radius.For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature\u2019s magic items are not affected. \r\n3 Helping Hand - \r\nComponents: \r\n\r\nV, S, DF \r\n\r\nCasting Time: \r\n\r\n1 standard action \r\n\r\nRange: \r\n\r\n5 miles \r\n\r\nEffect: \r\n\r\nGhostly hand \r\n\r\nDuration: \r\n\r\n1 hour\/level \r\n\r\nSaving Throw: \r\n\r\nNone \r\n\r\nSpell Resistance: \r\n\r\nNo \r\n\r\nYou create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.  When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.  Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears. The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you. If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject. If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears. The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can\u2019t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell. \r\n3 Locate Object - Components:\tV, S, F\/DF\r\nCasting Time:\t1 standard action\r\nRange:\tLong (400 ft. + 40 ft.\/level)\r\nArea:\tCircle, centered on you, with a radius of 400 ft. + 40 ft.\/level\r\nDuration:\t1 min.\/level\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\nYou sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).\r\nThe spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.\r\nArcane Focus\r\nA forked twig.\r\n3 Remove Blindness \/ Deafness - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\tInstantaneous\r\nSaving Throw:\tFortitude negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nRemove blindness\/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.\r\nRemove blindness\/deafness counters and dispels blindness\/deafness.\r\n3 Remove Curse - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature or item touched\r\nDuration:\tInstantaneous\r\nSaving Throw:\tWill negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nRemove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.\r\nRemove curse counters and dispels bestow curse.\r\n3 Remove Disease - Components:\tV, S\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tCreature touched\r\nDuration:\tInstantaneous\r\nSaving Throw:\tFortitude negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nRemove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.\r\nNote: Since the spell\u2019s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.\r\n3 Speak With Dead - Components:\tV, S, DF\r\nCasting Time:\t10 minutes\r\nRange:\t10 ft.\r\nTarget:\tOne dead creature\r\nDuration:\t1 min.\/level\r\nSaving Throw:\tWill negates; see text\r\nSpell Resistance:\tNo\r\nYou grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse\u2019s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature\u2019s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.\r\nIf 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.\r\nThis spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.\r\nIndeed, it can\u2019t even remember being questioned.\r\nThis spell does not affect a corpse that has been turned into an undead creature.\r\n 3 Summon Monster III -  Components:\tV, S, F\/DF\r\nCasting Time:\t1 round\r\nRange:\tClose (25 ft. + 5 ft.\/2 levels)\r\nEffect:\tOne summoned creature\r\nDuration:\t1 round\/level (D)\r\nSaving Throw:\tNone\r\nSpell Resistance:\tNo\r\nThis spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.\r\nThe spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.\r\nA summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.\r\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\r\nArcane Focus\r\nA tiny bag and a small (not necessarily lit) candle. Effect:\t\r\nOne or more summoned creatures, no two of which can be more than 30 ft. apart\r\nThis spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.\r\n3 Water Breathing - Components:\tV, S, M\/DF\r\nCasting Time:\t1 standard action\r\nRange:\tTouch\r\nTarget:\tLiving creatures touched\r\nDuration:\t2 hours\/level; see text\r\nSaving Throw:\tWill negates (harmless)\r\nSpell Resistance:\tYes (harmless)\r\nThe transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.\r\nThe spell does not make creatures unable to breathe air.\r\n\r\nArcane Material Component\r\nA short reed or piece of straw.\r\n\r\n","spellbook_4":"","spellbook_5":"","spellbook_6":"","spellbook_7":"","spellbook_8":"","spellbook_9":"","spellbook_epic":"","cp":"","sp":"","gp":"610","pp":"","equipment":"40 GP of Gems\r\nDiary\r\nSmall Patch\r\nHopes ashes\r\nFood Rations\r\nEN Bloodvile\r\nBackpack\r\nGold Feather\r\nChain Mail\r\nLamartis Patch\r\nStraw (3)\r\nInsense (3)\r\nGold Powder (3)\r\nBone (?) (1)\r\nGrave dirt (3)","hitpoints_current":"45","hitpoints_temp":"","hitpoints_temp_current":"","conditions":"","spellslot_1":"4","spellslot_2":"4","spellslot_3":"3","spellslot_4":"0","spellslot_5":"0","spellslot_6":"0","spellslot_7":"0","spellslot_8":"0","spellslot_9":"0","tags":"","isShared":"on","templateId":"44","blockId":"999166","world":""}