# CVS $Revision: 13764 $ $Author: amaitland $ -- Fri Nov  5 22:46:23 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:DHG - The Practical Enchanter	SOURCESHORT:dhg_tpe	SOURCEWEB:http://www.lulu.com/product/paperback/the-practical-enchanter/559616	SOURCEDATE:01-2001
#Original Entry: Andrew Maitland

#COMMENT: Due to the CLASSES:ALL= factor, need to enable or disable taking these spells, as GM's might only want Wizards but not Clerics and Paladins gaining spells.
#		Implemented the Bypass by a simple Template; again, open to any other solution.
#COMMENT: Some of these are Regular Spells, and some are "template" spells, where the caster builds a variant from the template.
#		This source does not define individual classes, they are simply Level=x. It is up to the GM to allow or disallow spells
#		Only improvement that can be added here is adding temp bonuses.

# Spell Name					Unique Key							Classes of caster						School							Sub-School			Spell Descriptors						Type				Components														Casting Time									Range																																							Item		Target Area or Effect																																			Duration																										Save Info												Spell Resistance					Required Skill				Required Template								Description																		Combat bonus						Bonus to HP								Choose										Source Page		Ability
Force Armor														CLASSES:ALL=0						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+2							BONUS:COMBAT|AC|2|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor I													CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+4							BONUS:COMBAT|AC|4|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor II													CLASSES:ALL=2						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+6							BONUS:COMBAT|AC|6|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor III													CLASSES:ALL=3						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+7							BONUS:COMBAT|AC|7|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor IV													CLASSES:ALL=4						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+8							BONUS:COMBAT|AC|8|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor V													CLASSES:ALL=5						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+9							BONUS:COMBAT|AC|9|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor VI													CLASSES:ALL=6						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+10							BONUS:COMBAT|AC|10|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor VII													CLASSES:ALL=7						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+11							BONUS:COMBAT|AC|11|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor VIII													CLASSES:ALL=8						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+12							BONUS:COMBAT|AC|12|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Armor IX													CLASSES:ALL=9						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Force										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an armor bonus that affects incorporeal attackers.	DESC:+14							BONUS:COMBAT|AC|14|TYPE=Armor|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
#
Force Shield													CLASSES:ALL=0						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:0 +2							BONUS:COMBAT|AC|2|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield I													CLASSES:ALL=1						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:1 +4							BONUS:COMBAT|AC|4|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield II													CLASSES:ALL=2						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:2 +6							BONUS:COMBAT|AC|6|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield III													CLASSES:ALL=3						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:3 +7							BONUS:COMBAT|AC|7|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield IV													CLASSES:ALL=4						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:4 +8							BONUS:COMBAT|AC|8|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield V													CLASSES:ALL=5						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:5 +9							BONUS:COMBAT|AC|9|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield VI													CLASSES:ALL=6						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:6 +10							BONUS:COMBAT|AC|10|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield VII													CLASSES:ALL=7						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:7 +11							BONUS:COMBAT|AC|11|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield VIII													CLASSES:ALL=8						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:8 +12							BONUS:COMBAT|AC|12|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11
Force Shield IX													CLASSES:ALL=9						SCHOOL:Abjuration										DESCRIPTOR:Force										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:(CASTERLEVEL) minutes (D)																						SAVEINFO:Will negates (Harmless)								SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a shield bonus that affects incorporeal attackers.	DESC:9 +14							BONUS:COMBAT|AC|14|TYPE=Shield|PREAPPLY:ANYPC																					SOURCEPAGE:p.11

Enchant Tools													CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools I													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools II													CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools III													CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools IV													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools V													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools VI													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools VII													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools VIII												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
Enchant Tools IX													CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Tool or Toolkit touched																																	DURATION:(CASTERLEVEL) hours (D)																						SAVEINFO:None (Object)										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts the user's effective skill and reduces time needed for specific tasks.																																		SOURCEPAGE:p.12
#
Summon Tools													CLASSES:ALL=2						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																																																														DURATION:(CASTERLEVEL) hours																							SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides the tools needed to use a skill.																																								SOURCEPAGE:p.12
#(Skill) Mastery (Various)
(Skill) Mastery													CLASSES:ALL=0						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery I													CLASSES:ALL=1						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery II												CLASSES:ALL=2						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery III												CLASSES:ALL=3						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery IV												CLASSES:ALL=4						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery V													CLASSES:ALL=5						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery VI												CLASSES:ALL=6						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery VII												CLASSES:ALL=7						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery VIII												CLASSES:ALL=8						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
(Skill) Mastery IX												CLASSES:ALL=9						SCHOOL:Divination|Transmutation																			COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level. +1 level for one hour per level, +3 for one day.														SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on one or more skills.																																						SOURCEPAGE:p.14
#
Sidestep														CLASSES:ALL=0						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep I														CLASSES:ALL=1						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep II														CLASSES:ALL=2						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep III													CLASSES:ALL=3						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep IV														CLASSES:ALL=4						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep V														CLASSES:ALL=5						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep VI														CLASSES:ALL=6						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep VII													CLASSES:ALL=7						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep VIII													CLASSES:ALL=8						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
Sidestep IX														CLASSES:ALL=9						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL*10) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on saving throws.																																							SOURCEPAGE:p.15
#
Weapon Mastery													CLASSES:ALL=0						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery I													CLASSES:ALL=1						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery II													CLASSES:ALL=2						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery III												CLASSES:ALL=3						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery IV													CLASSES:ALL=4						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery V													CLASSES:ALL=5						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery VI													CLASSES:ALL=6						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery VII												CLASSES:ALL=7						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery VIII												CLASSES:ALL=8						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15
Weapon Mastery IX													CLASSES:ALL=9						SCHOOL:Divination																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:(CASTERLEVEL) minutes																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a competence bonus on the recipient's base attack bonus.																																				SOURCEPAGE:p.15

### Deflection Bonus
# Shield of Faith			KEY:DHG ~ Shield of Faith	DESC:Provides a +2 or higher deflection bonus to AC.
Benevolent Shield of Faith											CLASSES:ALL=3						SCHOOL:Abjuration																		TYPE:Divine			COMPS:V, S, M													CASTTIME:One standard action							RANGE:40 foot radius burst around the caster																																		TARGETAREA:All allied creatures within the area																															DURATION:Ten minutes per level																						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a deflection bonus to AC to all allies within a 40 ft. radius.																																			SOURCEPAGE:p.16
Ward of Aeolus													CLASSES:ALL=6						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:One hour per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a +4 or higher deflection bonus to AC.																																							SOURCEPAGE:p.16
Ward of the Circling Winds											CLASSES:ALL=9						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:40 foot radius burst around the caster																																		TARGETAREA:All allied creatures within the area																															DURATION:One day																									SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a +4 or higher deflection bonus to all allies within a 40 ft radius.																																		SOURCEPAGE:p.16

#Enhancement Attribute and Special Attribute
#Enhance Attribute (Various)	Provides an enhancement bonus to one or more basic attributes.
Enhance Attribute													CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute I												CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute II												CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute III												CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute IV												CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute V												CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute VI												CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute VII												CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute VIII												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
Enhance Attribute IX												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, plus one category per +1 level. Mass versions automatically include short range.																										TARGETAREA:Creature(s) touched																																	DURATION:One minute per level. Extend to ten minutes per level at +1 Spell Level, one hour per level at +2, and one day at +3.						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides an enhancement bonus to one or more basic attributes.																																				SOURCEPAGE:p.17
#
Strain Ward														CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward I													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward II													CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward III													CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward IV													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward V													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward VI													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward VII													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward VIII													CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17
Strain Ward IX													CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Fort negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:The user may withstand the long-term use of attribute enhancement spells.																																		SOURCEPAGE:p.17

### Enhancement (Effective Level)

#Amplification (Specify) (Various)
Amplification													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Special																									SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Increases effective level with respect to the use of some specified ability.																																		SOURCEPAGE:p.18
Rite of Isis													CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, M, XP (10)												CASTTIME:10 minutes								RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Four hours																								SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Increases the recipients effective level in a class they already possess.																																		SOURCEPAGE:p.18

#The Focal Point (Various)
The Focal Point													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Boosts effective caster level with respect to a broad group of spells.																																			SOURCEPAGE:p.19
Force of Will													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, M, XP (10)												CASTTIME:10 minutes								RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Four hours																								SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Enhances a characters effective level in a class or classes the recipient already possesses.																															SOURCEPAGE:p.19
Spell Storm														CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, XP (500)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Drastically enhances the characters effective casting level with all spells.																																		SOURCEPAGE:p.19

#Enhancement (Add Metamagic)
#	Add (Specify) Metamagic (Various)	DESC:Adds metamagical modifiers to the next spell cast. [20]

#Enhancement (Movement and Actions)
# Expeditious Retreat	DESC:Increases your land speed by 30 feet per round.
Personal Haste													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One round per level																							SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:You attack and move more quickly then normal.																																							SOURCEPAGE:p.22
Haste							KEY:DHG ~ Haste						CLASSES:ALL=3						SCHOOL:Transmutation																																															RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more than 30 ft. apart																									DURATION:One round per level.																							SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:See Text	DESC:One creature per level moves and attacks more quickly then normal.																																	SOURCEPAGE:p.22
Lightning Step													CLASSES:ALL=3						SCHOOL:Evocation																						COMPS:V														CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:You may move up to 400 + 40 Ft per level in a blurring moment.																																				SOURCEPAGE:p.22
Boundless Energy													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Ten minutes per level (D)																						SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Gain +90 feet of movement, attack more quickly, and dodge more easily.																																			SOURCEPAGE:p.22
Stop the Sands													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S, M (Crystal or Mirror)										CASTTIME:Three minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Special																									SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:See TextYou may take a rounds worth of actions outside of the normal initiative sequence.																																SOURCEPAGE:p.22
True Haste														CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more than 30 ft. apart																									DURATION:One round per level. (D by recipients. Each individual can drop it for themselves only)											SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants one creature per level an extra full action each round at the price of severe strain.																															SOURCEPAGE:p.23
Grand Haste														CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more than 30 ft. apart																									DURATION:One round per level																							SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants one creature per level an extra full action per turn.																																					SOURCEPAGE:p.23

#Longstrider	DESC:See Expeditious Retreat. Longstrider:  [22]


# Enhancement (Vitality)
#Immortal Vigor I-IX (Divine) (Various)
Immortal Vigor I													CLASSES:ALL=1						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +2d6 temporary bonus hit dice plus Con Bonus per HD.																	BONUS:HP|CURRENTMAX|CHOICE+(CON*2)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=2|MAX=12|TITLE=Roll 2d6 and pick a number		SOURCEPAGE:p.24
Immortal Vigor II													CLASSES:ALL=2						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +4d6 plus Con Bonus*4 temporary bonus hit dice.																		BONUS:HP|CURRENTMAX|CHOICE+(CON*4)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=4|MAX=24|TITLE=Roll 4d6 and pick a number		SOURCEPAGE:p.24
Immortal Vigor III												CLASSES:ALL=3						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +6d6 plus Con Bonus*6 temporary bonus hit dice.																		BONUS:HP|CURRENTMAX|CHOICE+(CON*6)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=6|MAX=36|TITLE=Roll 6d6 and pick a number		SOURCEPAGE:p.24
Immortal Vigor IV													CLASSES:ALL=4						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +8d6 plus Con Bonus*8 temporary bonus hit dice.																		BONUS:HP|CURRENTMAX|CHOICE+(CON*8)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=8|MAX=48|TITLE=Roll 8d6 and pick a number		SOURCEPAGE:p.24
Immortal Vigor V													CLASSES:ALL=5						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +10d6 plus Con Bonus*10 temporary bonus hit dice.																	BONUS:HP|CURRENTMAX|CHOICE+(CON*10)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=10|MAX=60|TITLE=Roll 10d6 and pick a number	SOURCEPAGE:p.24
Immortal Vigor VI													CLASSES:ALL=6						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +12d6 plus Con Bonus*12 temporary bonus hit dice.																	BONUS:HP|CURRENTMAX|CHOICE+(CON*12)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=12|MAX=72|TITLE=Roll 12d6 and pick a number	SOURCEPAGE:p.24
Immortal Vigor VII												CLASSES:ALL=7						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +14d6 plus Con Bonus*14 temporary bonus hit dice.																	BONUS:HP|CURRENTMAX|CHOICE+(CON*14)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=14|MAX=84|TITLE=Roll 14d6 and pick a number	SOURCEPAGE:p.24
Immortal Vigor VIII												CLASSES:ALL=8						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +16d6 plus Con Bonus*16 temporary bonus hit dice.																	BONUS:HP|CURRENTMAX|CHOICE+(CON*16)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=16|MAX=96|TITLE=Roll 16d6 and pick a number	SOURCEPAGE:p.24
Immortal Vigor IX													CLASSES:ALL=9						SCHOOL:Necromancy																						COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Normally Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +18d6 plus Con Bonus*18 temporary bonus hit dice.																	BONUS:HP|CURRENTMAX|CHOICE+(CON*18)|PREAPPLY:ANYPC	CHOOSE:NUMBER|MIN=18|MAX=108|TITLE=Roll 18d6 and pick a number	SOURCEPAGE:p.24
#-IX (Divine) (Various)

#Ward of Life I-IX (Arcane) (Various)
Ward of Life I													CLASSES:ALL=1						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 4d6]																																SOURCEPAGE:p.24
Ward of Life II													CLASSES:ALL=2						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 8d6]																																SOURCEPAGE:p.24
Ward of Life III													CLASSES:ALL=3						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 12d6]																																SOURCEPAGE:p.24
Ward of Life IV													CLASSES:ALL=4						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 16d6]																																SOURCEPAGE:p.24
Ward of Life V													CLASSES:ALL=5						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 20d6]																																SOURCEPAGE:p.24
Ward of Life VI													CLASSES:ALL=6						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 24d6]																																SOURCEPAGE:p.24
Ward of Life VII													CLASSES:ALL=7						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 28d6]																																SOURCEPAGE:p.24
Ward of Life VIII													CLASSES:ALL=8						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 32d6]																																SOURCEPAGE:p.24
Ward of Life IX													CLASSES:ALL=9						SCHOOL:Necromancy																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants 1d6 temporary hit points +1d6 per two Caster Levels beyond the first [Max 36d6]																																SOURCEPAGE:p.24
#

#Enhancement (Weapon/ Armor/ Shield)
#Affects: AC, Attacks, Damage
Magic Armor														CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One suit of armor or a shield																																DURATION:One minute per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a suit of armor a +1 enhancement bonus.																																							SOURCEPAGE:p.25

#Eldritch Armor (Various)
Eldritch Armor I													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor II													CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor III												CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor IV													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor V													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor VI													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor VII												CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor VIII												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
Eldritch Armor IX													CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One suit of armor or shield																																DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special ability or combination of abilities on a suit of armor.																																	SOURCEPAGE:p.25
#As an example, a character might know a L4 spell - Eldritch Armor: Heavy Fortification. This is, of course, a very different spell from the L4 spell El. Armor: Invulnerability and Spell Resistance 13.
Magic (Natural) Weapon												CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One weapon or fifty identical projectiles																														DURATION:One minute per level or special																					SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon a +1 enhancement bonus.																																								SOURCEPAGE:p.25
#This spell is otherwise identical to Magic Armor.
Rune of Defense													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One suit of armor or a shield																																DURATION:One minute per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants armor a +2, or +3 at Caster Level 6, enhancement bonus.																																				SOURCEPAGE:p.25

#Eldritch Weapon (Various)
Eldritch Weapon													CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon II												CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon III												CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon IV												CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon V													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon VI												CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon VII												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
Eldritch Weapon VIII												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level, +1 level for one hour per level, +2 levels for one day													SAVEINFO:Will negates (Harmless, Object)							SPELLRES:Yes (Harmless, Object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Bestows a particular special weapon ability or combination thereof.																																			SOURCEPAGE:p.25
#Differing versions of Eldritch Weapon do not stack, and do not stack with special weapon abilities bestowed by other spells, although it does stack with simple enhancement bonuses to attack and damage. Only the highest level version currently applied will be active at any given time. As with the various Eldritch Armor spells, each version of Eldritch Weapon is a separate spell. The (L3) spell Eldritch Weapon: Holy Demonbane is quite separate from the (L3) spell Eldritch Weapon: Holy Ghost Touch.


Magic Armor (Greater)												CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One suit of armor or a shield																																DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a shield or suit of armor an enhancement bonus of +1/4 levels, to a maximum of +5.																																SOURCEPAGE:p.26
Rune of War														CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One weapon or fifty identical projectiles																														DURATION:Ten minutes per level or special																					SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon a +2 [or +3 at caster level 6] enhancement bonus.																																				SOURCEPAGE:p.26
Magic Weapon (Greater)				KEY:DHG ~ Magic Weapon ~ Greater			CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One weapon or fifty identical projectiles which must be in contact at the time of casting																						DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon an enhancement bonus of up to +5.																																						SOURCEPAGE:p.26
Magic Armor (Grand)												CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One suit of armor or a shield																																DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a shield or suit of armor bonuses of up to +8.																																						SOURCEPAGE:p.27
#This spell, like the Paramount and Epic versions, is generic, flexible, and somewhat less flavorful than the Eldritch Armor spells in 3.0 d20. It becomes far less flexible in 3.5 d20, where fewer armor functions are rated in "pluses". Still, if you want simplicity, or to get sorcerers and bards to take armor-enhancing spells, this works nicely. On the downside, enchantment is simpler and there's an annoying tendency to for characters to match defenses to their opponents on the fly.
Magic Weapon (Grand)												CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One weapon or fifty identical projectiles which must be in contact at the time of casting																						DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon bonuses totaling up to +8.																																								SOURCEPAGE:p.27
Magic Armor (Paramount)												CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One suit of armor or a shield																																DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a shield or suit of armor bonuses totaling up to +12																																					SOURCEPAGE:p.27
Rune of Invulnerability												CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One suit of armor or a shield																																DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a shield or suit of armor bonuses totaling up to +24.																																					SOURCEPAGE:p.27
Magic Weapon (Paramount)											CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One weapon or fifty identical projectiles which must be in contact at the time of casting																						DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon bonuses totaling up to +12.																																							SOURCEPAGE:p.27
Rune of Devastation												CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One weapon or fifty identical projectiles																														DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon an enhancement bonus of up to +24.																																						SOURCEPAGE:p.28
Magic Armor (Epic)												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One suit of armor or a shield																																DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a shield or suit of armor bonuses totaling up to +24.																																					SOURCEPAGE:p.28
Magic Weapon (Epic)												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, F (Item to be enhanced)										CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One weapon or fifty identical projectiles which must be in contact at the time of casting																						DURATION:One hour per level																							SAVEINFO:Will negates (Harmless, object)							SPELLRES:Yes (Harmless, object)								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a weapon bonuses totaling up to +24.																																							SOURCEPAGE:p.28

#Inherent Bonus
Increase Attribute												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, XP (4000)												CASTTIME:One minute								RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instant																									SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a +1 inherent bonus on any one attribute.																																						SOURCEPAGE:p.30

#Insight Bonus
#Moment of Insight (Various)
Moment of Insight													CLASSES:ALL=1						SCHOOL:Divination																						COMPS:V, F														CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:See text																																																			PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a +20 insight bonus on a single type of die roll.																																					SOURCEPAGE:p.31

#A version of this spell with range Touch and target Creature touched is available at level two.
#A version with a duration of one round, rather than one die roll, is level 2. The effects "active" duration cannot be extended further than this, but can be delayed.
#Foresight's Guide (Various)
Foresight's Guide													CLASSES:ALL=2						SCHOOL:Divination																						COMPS:V, F														CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One round per level if an opponent is involved, one minute per level otherwise																																							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a short-term insight bonus to a particular type of task.																																				SOURCEPAGE:p.31

#Luck Bonus
Aura of Favor													CLASSES:ALL=1						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One minute																																																		PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus of +L/3 to attacks and damage up to a maximum of +6.																																		SOURCEPAGE:p.32
#Fortune's Favor I-IX (Various)
Fortune's Favor													CLASSES:ALL=0						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor I													CLASSES:ALL=1						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor II												CLASSES:ALL=2						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor III												CLASSES:ALL=3						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor IV												CLASSES:ALL=4						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor V													CLASSES:ALL=5						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor VI												CLASSES:ALL=6						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor VII												CLASSES:ALL=7						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor VIII												CLASSES:ALL=8						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Fortune's Favor IX												CLASSES:ALL=9						SCHOOL:Evocation																						COMPS:V, S, F (Dice)												CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus on skill and attribute checks for a time.																																				SOURCEPAGE:p.32
Ward of Heaven													CLASSES:ALL=1						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One minute																																																		PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus of +L/3 (+6 Max) to AC and saves for a time.																																				SOURCEPAGE:p.32
Sutra															CLASSES:ALL=2						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:40 feet.																																							TARGETAREA:All allies within a 40 foot radius burst centered on the caster.																										DURATION:One round per level.																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants all allies in a 40 Ft burst a luck bonus to attacks, damage, saves, and skill checks.																															SOURCEPAGE:p.32
Karmic Shield													CLASSES:ALL=2						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One minute																																																		PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a luck bonus to attacks, damage, armor class, and saves.																																				SOURCEPAGE:p.32
Good Fortune													CLASSES:ALL=3						SCHOOL:Evocation																						COMPS:V														CASTTIME:One free action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows one reroll of a roll just made.																																								SOURCEPAGE:p.32
Prayer						KEY:DHG ~ Prayer						CLASSES:ALL=3						SCHOOL:Evocation																																																																																									TARGETAREA:Everyone within a 40 foot radius burst centered on the caster.																										DURATION:One round per level																							SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings good fortune to allies and ill luck to enemies.																																						SOURCEPAGE:p.33
#	DESC:Prayer brings good fortune to your allies as per Sutra and ill fortune - in the form of a -1 penalty on attacks, weapon damage, saves, and checks - to your enemies.
#The spell type has been changed to evocation because the original type - "En c h a n t m e n t (Co m p u l s i o n ) [Mind-Affecting]" was not suitable for a spell that created luck bonuses and penalties; that type would create morale bonuses and penalties.
Aura of Favor (Greater)												CLASSES:ALL=4						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Ten minutes																																																		PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus of +L/3 to attacks and damage to a maximum of +9.																																			SOURCEPAGE:p.33
Ward of Heaven (Greater)											CLASSES:ALL=4						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Ten minutes																																																		PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus of +L/3 (+9 Max) to AC and saves for a brief time.																																			SOURCEPAGE:p.33
High Prayer														CLASSES:ALL=5						SCHOOL:Evocation																																																																																									TARGETAREA:Everyone within a 40 foot radius burst centered on the caster.																										DURATION:One round per level																							SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:As per Prayer, but +2/-2 bonuses/ penalties.																																							SOURCEPAGE:p.34
Grand Psalm														CLASSES:ALL=7						SCHOOL:Evocation																																																																																									TARGETAREA:Everyone within a 40 foot radius burst centered on the caster.																										DURATION:One round per level																							SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:As per Prayer, but +4/-4 bonuses/penalties																																								SOURCEPAGE:p.34
Aura of Favor (Grand)												CLASSES:ALL=8						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One hour																																																			PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus of +L/3 to attacks and damage to a maximum of +12.																																			SOURCEPAGE:p.34
Ward of Heaven (Grand)												CLASSES:ALL=8						SCHOOL:Evocation																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:One hour																																																			PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a luck bonus of +L/3 (+12 Max) to AC and saves for a brief time.																																		SOURCEPAGE:p.34
Chorus of Exaltation												CLASSES:ALL=9						SCHOOL:Evocation																																																																																									TARGETAREA:Everyone within a 40 foot radius burst centered on the caster.																										DURATION:One round per level																							SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:As per Prayer, but bonuses and penalties are +6 and -6 respectively.																																			SOURCEPAGE:p.34

# Morale Bonus
Wrath															CLASSES:ALL=1						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One willing living creature																																DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a +2 morale bonus to Str and Con and +1 to will, but -2 on AC.																																			SOURCEPAGE:p.35
Battlecry (Various)												CLASSES:ALL=1						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V														CASTTIME:One free action							RANGE:Short.																																							TARGETAREA:One living creature. +2 levels for Mass variants.																												DURATION:One round per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants morale bonuses against a specified type of opponent.																																					SOURCEPAGE:p.35
Inspiring Word													CLASSES:ALL=1						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One living creature.																																	DURATION:One minute per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants its target a +1 morale bonus.																																									SOURCEPAGE:p.35
Heroism						KEY:DHG ~ Heroism						CLASSES:ALL=2						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Target creature gains a +2 morale bonus on attacks, saves, and checks.																																			SOURCEPAGE:p.35
Rage							KEY:DHG ~ Rage						CLASSES:ALL=2						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One willing living creature per three levels, no two of which may be more than 30 ft. apart																					DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:One creature per three levels gains a +2 morale bonuses to Str and Con.																																			SOURCEPAGE:p.35
Good Hope						KEY:DHG ~ Good Hope					CLASSES:ALL=3						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One living creature per level, no two of which may be more than 30 ft. apart																																																			SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants one creature per level a +2 morale bonus.																																							SOURCEPAGE:p.36
Awesome Wrath													CLASSES:ALL=3						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One willing living creature																																DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Target gains a +4 morale bonus to Str and Con.																																							SOURCEPAGE:p.36
Rage (Greater)													CLASSES:ALL=5						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One willing living creature per three levels, no two of which may be more than 30 ft. apart																					DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:One creature per three levels gains +4 morale bonuses to Str and Con.																																			SOURCEPAGE:p.36
Heroism (Greater)					KEY:DHG ~ Heroism ~ Greater				CLASSES:ALL=5						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Target gains a +4 morale bonus and bonus hit points.																																						SOURCEPAGE:p.36
Grandiose Wrath													CLASSES:ALL=5						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One willing living creature																																DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants +6 morale bonuses to Str and Con.																																								SOURCEPAGE:p.37
Warband														CLASSES:ALL=7						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One living creature per level, no two of which may be more than 30 ft. apart																								DURATION:Ten minutes per level																						SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants one creature per level a +4 morale bonus and temporary hit points.																																		SOURCEPAGE:p.37
Wrath of Grod													CLASSES:ALL=7						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One willing living creature																																DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a +8 morale bonus to Str and Con.																																								SOURCEPAGE:p.37
Battlesong														CLASSES:ALL=8						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One willing living creature per three levels, no two of which may be more than 30 ft. apart																					DURATION:Concentration + 1 round per level (D)																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants one target per level a +6 morale bonus to Str and Con.																																				SOURCEPAGE:p.37
Superheroism													CLASSES:ALL=9						SCHOOL:Enchantment					SUBSCHOOL:Compulsion	DESCRIPTOR:Mind-Affecting								COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One living creature per level, no two of which may be more than 30 ft. apart																								DURATION:One hour per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides +4 morale bonuses and other benefits to a group, +6 to the group leader.																																	SOURCEPAGE:p.37

# Natural Armor
Hide Like Ox													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target creature a +1 or higher natural armor bonus.																																					SOURCEPAGE:p.38
Barkskin						KEY:DHG ~ Barkskin					CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target creature a +2 or higher natural armor bonus.																																					SOURCEPAGE:p.38
#Barkskin ~ Practical Enchanter.MOD	DESC:Barkskin provides a natural armor bonus of +2, +1 per every three caster levels above third, to a maximum bonus of +5 at caster level 12 and up.
Stone Ox														CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target creature a +4 or higher natural armor bonus.																																					SOURCEPAGE:p.38
Dragon's Hide													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target creature a +7 or higher natural armor bonus but encumbers the recipient.																																SOURCEPAGE:p.38

# Resistance Bonus
Resistance						KEY:DHG ~ Resistance					CLASSES:ALL=0						SCHOOL:Abjuration																						COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute																								SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a +1 resistance bonus on saves.																																								SOURCEPAGE:p.39
Warding Rune													CLASSES:ALL=1						SCHOOL:Abjuration																						COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute																								SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target a (+1 [+ Caster Level/3]) (+4 Maximum) resistance bonus on saves.																																	SOURCEPAGE:p.39
Warding Rune (Greater)												CLASSES:ALL=3						SCHOOL:Abjuration																						COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target a +4 + Caster Level/6 (+6 Maximum) resistance bonus on saves.																																		SOURCEPAGE:p.39
Warding Rune (Grand)												CLASSES:ALL=6						SCHOOL:Abjuration																						COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:10 minutes per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target a +5 + Caster Level/6 (+8 Maximum) resistance bonus on saves.																																		SOURCEPAGE:p.39
Warding Rune (Epic)												CLASSES:ALL=9						SCHOOL:Abjuration																						COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One hour per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target a +6 + Caster Level/6 (+12 Maximum) resistance bonus on saves.																																		SOURCEPAGE:p.39

# Sacred and Profane Bonuses
Aura of Light													CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Good										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a sacred bonus to saving throws equal to the square root of the caster level to a maximum of +6.																													SOURCEPAGE:p.40
Aura of Darkness													CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Evil										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a profane bonus to saving throws equal to the square root of the caster level to a maximum of +6.																													SOURCEPAGE:p.40
#Immortal Vigor I-IX
Lens of Ra (a.k.a. Lens of Apep)										CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Focuses a "Turn" attempt into a focused ray of energy.																																						SOURCEPAGE:p.40
#It is otherwise identical. In fact, it appears to be the same spell under a different name.
#Note that this spell affects the caster, not the target of the ray. If the optional rules for damaging turning (see Holy Objects, page 44) are in effect, a positive energy ray can heal normal creatures as well as damage undead and evil outsiders, while a negative energy ray can heal evil-aligned outsiders as well as cause damage to good-aligned outsiders and normal creatures.
Sunfury and Eclipse												CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, DF													CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Expends two "Turn" attempts at once to enhance the effects.																																					SOURCEPAGE:p.41
Sustenance						KEY:DHG ~ Sustenance					CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Good										COMPS:S														CASTTIME:One minute								RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:Two hours per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Reduces the user's need to eat, drink, and sleep.																																						SOURCEPAGE:p.42
Ward of Light													CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Good										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a sacred bonus to AC equal to the square root of the caster level.																																		SOURCEPAGE:p.42
Ward of Darkness													CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Evil										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a profane bonus to AC equal to the square root of the caster level.																																		SOURCEPAGE:p.42
Wrath of Heaven													CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Good										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a sacred bonus to hit and damage equal to the square root of the caster level.																																SOURCEPAGE:p.42
Wrath of the Infernal												CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Evil										COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a profane bonus to hit and damage equal to the square root of the caster level.																																SOURCEPAGE:p.42
Consecrate						KEY:DHG ~ Consecrate					CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Good										COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:20 foot radius emanation																																	DURATION:Two hours per level																							SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Infuses an area with positive energy, penalizing undead.																																					SOURCEPAGE:p.42
Desecrate						KEY:DHG ~ Desecrate					CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Evil										COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:20 foot radius emanation																																	DURATION:Two hours per level																							SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Infuses an area with negative energy, enhancing undead.																																					SOURCEPAGE:p.42
Armor of Light					KEY:DHG ~ Armor of Light				CLASSES:ALL=3						SCHOOL:Evocation										DESCRIPTOR:Good										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a sacred bonus to AC equal to the user's charisma modifier.																																				SOURCEPAGE:p.43
Armor of Darkness					KEY:DHG ~ Armor of Darkness				CLASSES:ALL=3						SCHOOL:Evocation										DESCRIPTOR:Evil										COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living or Undead creature touched																															DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a profane bonus to AC equal to the user's charisma modifier.																																			SOURCEPAGE:p.43
Hallow / Unhallow													CLASSES:ALL=5						SCHOOL:Evocation										DESCRIPTOR:Good|Evil									COMPS:V, S, DF													CASTTIME:Twenty-four hours							RANGE:Touch																																								TARGETAREA:Forty ft. radius emanating from the touched point																												DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:See text											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a holy site with mystical protections.																																							SOURCEPAGE:p.43

# Size Bonus
Enlarge/Reduce Person/Animal (Specify)									CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature (Animal)																																DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Alters size by one category.																																										SOURCEPAGE:p.47
Enlarge Animal (Specify)											CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One Animal																																			DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Alters size by one category.																																										SOURCEPAGE:p.47
Reduce Animal (Specify)												CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One Animal																																			DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Alters size by one category.																																										SOURCEPAGE:p.47
#COMMENT: No MOD for Enlarge/Reduce Animal
Size of the Mote													CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature (Animal)																																DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Reduces targets size by two categories.																																								SOURCEPAGE:p.47
Giant's Wrath					KEY:DHG ~ Giant's Wrath					CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature																																	DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Increases targets size by two categories.																																								SOURCEPAGE:p.47
Minuscule Form													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature																																	DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Reduces targets size by three categories.																																								SOURCEPAGE:p.48
Tower of War													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature																																	DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Increases targets size by three categories.																																							SOURCEPAGE:p.48
Infinitesimal													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature																																	DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Decreases targets size by four size categories.																																							SOURCEPAGE:p.48
Stride of the Colossus												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One humanoid creature																																	DURATION:One minute per level (D)																						SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Increases targets size by four categories.																																								SOURCEPAGE:p.48

# Special Functions
Animation (Fine or Tiny)											CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Animation (Diminutive or Small)										CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Animation (Medium)												CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Animation (Large)													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Animation (Huge)													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Animation (Gargantuan)												CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Animation (Colossal)												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Object touched																																		DURATION:One minute per level																							SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Brings the inanimate to life.																																										SOURCEPAGE:p.52
Nullfield														CLASSES:ALL=4						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature Touched																																		DURATION:One minute per level																							SAVEINFO:See text											SPELLRES:See text											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants target a "personal" antimagic field.																																							SOURCEPAGE:p.54
Vital Infusion													CLASSES:ALL=5[!PRECLASS:1,Cleric=4,Paladin=4]	SCHOOL:Necromancy										DESCRIPTOR:Good										COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One or more frameworks or statues touched.																														DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Animates wooden frameworks or terra cotta statues.																																						SOURCEPAGE:p.54
Vital Infusion (Divine)												CLASSES:Cleric,Paladin=4				SCHOOL:Necromancy										DESCRIPTOR:Good										COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One or more frameworks or statues touched.																														DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Animates wooden frameworks or terra cotta statues.																																						SOURCEPAGE:p.54

Elemental Infusion												CLASSES:ALL=5						SCHOOL:Conjuration																					COMPS:V, S, M													CASTTIME:One hour									RANGE:Touch																																								TARGETAREA:Creature or construct touched																																DURATION:Instantaneous																								SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Infuses a construct with elemental energies.																																							SOURCEPAGE:p.55
Elemental Melding													CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One hour									RANGE:Short																																								TARGETAREA:One construct or Golem and one elemental spirit																													DURATION:Instantaneous																								SAVEINFO:Fortitude negates									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Melds a golem with an elemental spirit.																																								SOURCEPAGE:p.55
Repair Construct (Light)											CLASSES:ALL=0						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1d8 +1/level [max +5] damage.																																								SOURCEPAGE:p.59
Repair Construct (Moderate)											CLASSES:ALL=1						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1d8 +1/level [max +10] damage.																																								SOURCEPAGE:p.59
Repair Construct (Serious)											CLASSES:ALL=2						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 4d8 +1/level [max +15] damage.																																								SOURCEPAGE:p.59
Repair Construct (Critical)											CLASSES:ALL=3						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 4d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Construct (Heal)												CLASSES:ALL=4						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 10/level [max 150] damage.																																									SOURCEPAGE:p.59
Repair Construct (Light/Mass)											CLASSES:ALL=4						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1d8 +1/level [max +5] damage.																																								SOURCEPAGE:p.59
Repair Construct (Moderate/Mass)										CLASSES:ALL=5						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1d8 +1/level [max +10] damage.																																								SOURCEPAGE:p.59
Repair Construct (Serious/Mass)										CLASSES:ALL=6						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 4d8 +1/level [max +15] damage.																																								SOURCEPAGE:p.59
Repair Construct (Critical/Mass)										CLASSES:ALL=7						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 4d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Construct (Heal/Mass)											CLASSES:ALL=8						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 10/level [max 150] damage.																																									SOURCEPAGE:p.59
#
Repair Golem (Minor)												CLASSES:ALL=3						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1 damage.																																												SOURCEPAGE:p.59
Repair Golem (Light)												CLASSES:ALL=4						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Golem (Moderate)												CLASSES:ALL=5						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 2d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Golem (Serious)												CLASSES:ALL=6						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 3d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Golem (Critical)												CLASSES:ALL=7						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 4d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Golem (Heal)												CLASSES:ALL=8						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 10/level damage [max 150].																																									SOURCEPAGE:p.59
Repair Golem (Minor/Mass)											CLASSES:ALL=7						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1 damage.																																												SOURCEPAGE:p.59
Repair Golem (Light/Mass)											CLASSES:ALL=8						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 1d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59
Repair Golem (Moderate/Mass)											CLASSES:ALL=9						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V,S														CASTTIME:Standard Action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which may be more than 30 ft apart.																									DURATION:Instantaneous																								SAVEINFO:Will half (harmless); see text							SPELLRES:Yes (harmless); see text								PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Repairs 2d8 +1/level [max +20] damage.																																								SOURCEPAGE:p.59

Malediction (Various)												CLASSES:ALL=0						SCHOOL:Necromancy																																					CASTTIME:One standard action							RANGE:See text																																							TARGETAREA:See text																																			DURATION:Special, see text.																							SAVEINFO:Will negates individually								SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the infliction of curses.																																									SOURCEPAGE:p.60

# Damage Reduction
#Flesh Ward (Various)	SOURCEPAGE:p.66	SCHOOL:Abjuration|Transmutation|Conjuration	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	CLASSES:ALL=0-9	COMPS:V, S, M	CASTTIME:One standard action	RANGE:Touch, +1 level for +1 range category	TARGETAREA:Creature touched or one creature per level for Mass variant	DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit	SAVEINFO:None (Harmless)	SPELLRES:Yes (Harmless)
Flesh Ward														CLASSES:ALL=0						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward I													CLASSES:ALL=1						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward II													CLASSES:ALL=2						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward III													CLASSES:ALL=3						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward IV													CLASSES:ALL=4						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward V													CLASSES:ALL=5						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward VI													CLASSES:ALL=6						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward VII													CLASSES:ALL=7						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward VIII													CLASSES:ALL=8						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66
Flesh Ward IX													CLASSES:ALL=9						SCHOOL:Abjuration|Transmutation|Conjuration																	COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch, +1 level for +1 range category																																		TARGETAREA:Creature touched or one creature per level for Mass variant																											DURATION:Ten minutes per level. +1 level for one hour per level, +2 levels for one day, +1 level to eliminate the damage limit						SAVEINFO:None (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants damage reduction.																																											SOURCEPAGE:p.66

# Energy Resistance
Resist Energy (Lesser)				KEY:DHG ~ Resist Energy ~ Lesser			CLASSES:ALL=1						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides resistance 5 to any one energy type.																																							SOURCEPAGE:p.68
Resist Energy					KEY:DHG ~ Resist Energy					CLASSES:ALL=2						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides resistance 10 or more to any one energy type.																																						SOURCEPAGE:p.68
Protection from Energy				KEY:DHG ~ Protection from Energy			CLASSES:ALL=3						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes/level or until discharged																				SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides limited immunity to any one type of energy.																																						SOURCEPAGE:p.68
Universal Energy Resistance			KEY:DHG ~ Universal Energy Resistance		CLASSES:ALL=4						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides 10 or more points of resistance to all energy types at once.																																			SOURCEPAGE:p.69
Protection from Energy (Greater)		KEY:DHG ~ Protection from Energy ~ Greater	CLASSES:ALL=5						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes/level or until discharged																				SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides near immunity to any one type of energy.																																						SOURCEPAGE:p.69
Universal Energy Protection			KEY:DHG ~ Universal Energy Protection		CLASSES:ALL=5						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes/level or until discharged																				SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides limited immunity to all types of energy at once.																																					SOURCEPAGE:p.69
Resist Energy (Greater)				KEY:DHG ~ Resist Energy ~ Greater			CLASSES:ALL=6						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Ten minutes per level																						SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides resistance 40+ to any one energy type.																																							SOURCEPAGE:p.69
Resist Energy (Mass)				KEY:DHG ~ Resist Energy ~ Mass			CLASSES:ALL=6						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more then 30 ft apart																									DURATION:Ten minutes per level																						SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides energy resistance to many characters at once.																																						SOURCEPAGE:p.69
Protection from Energy (Mass)			KEY:DHG ~ Protection from Energy ~ Mass		CLASSES:ALL=7						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more then 30 ft apart																									DURATION:Ten minutes/level or until discharged																				SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides Protection from Energy to many characters at once.																																					SOURCEPAGE:p.69
Universal Energy Resistance (Mass)		KEY:DHG ~ Universal Energy Resistance ~ Mass	CLASSES:ALL=9						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more then 30 ft apart																									DURATION:Ten minutes per level																						SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides resistance to all forms of energy to many individuals at once.																																			SOURCEPAGE:p.69
Protection from Energy (Greater/Mass)	KEY:DHG ~ Protection from Energy ~ Greater Mass	CLASSES:ALL=9						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more then 30 ft apart																									DURATION:Ten minutes/level or until discharged																				SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a group of targets with near immunity to a chosen energy type.																																			SOURCEPAGE:p.69
Universal Energy Protection (Mass)		KEY:DHG ~ Universal Energy Protection ~ Mass	CLASSES:ALL=9						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One creature per level, no two of which can be more then 30 ft apart																									DURATION:Ten minutes/level or until discharged																				SAVEINFO:Fortitude negates (Harmless)							SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Provides a group with near immunity to energy attacks.																																						SOURCEPAGE:p.69

### Extradimensional Storage
Void Sheathe													CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S, MF (Item touched)											CASTTIME:One standard action, +1 level to cast as a free action	RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:Ten minutes per level (D). +1 level for one hour per level																SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores a single item in an extradimensional space.																																						SOURCEPAGE:p.71
Wizard's Pocket (Various)											CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, MF (Item touched)											CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Item touched.																																		DURATION:One hour per level (D)																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a modest extradimensional space in a pocket, bag, or other container.																																		SOURCEPAGE:p.71
Conjurer's Tricks													CLASSES:ALL=2						SCHOOL:Universal																						COMPS:V, S														CASTTIME:One standard action							RANGE:20 ft																																								TARGETAREA:See text																																			DURATION:One hour (D)																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:User may perform minor acts of magic as free actions.																																						SOURCEPAGE:p.71
Spacewarp (Various)												CLASSES:ALL=2						SCHOOL:Transmutation|Conjuration			SUBSCHOOL:Creation													COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:See text																																			DURATION:Two hours per level (D), +1 level for one day per level, +2 levels for one month per level, +3 for one year per level, +4 and 1000 XP for permanent	SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates extra-dimensional spaces / pocket dimensions.																																						SOURCEPAGE:p.72
#2+ for level

###Granting Extra Feats
# Affects: Feats
Surprising Mastery (Various)											CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:See text																									SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants the recipient a specific feat for the duration.																																						SOURCEPAGE:p.75

### Party Magic
Telepathic Bond					KEY:DHG ~ Telepathic Bond				CLASSES:ALL=5						SCHOOL:Divination																		TYPE:Arcane			COMPS:V, S, M													CASTTIME:1 standard action							RANGE:Close																																						ITEM:Potion	TARGETAREA:You plus (CASTERLEVEL/3) willing creatures, no two of which can be more than 30 ft. apart																						DURATION:(CASTERLEVEL*10) minutes [D]																					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a mental link between characters.																																								SOURCEPAGE:77

Mystic Link (Various)												CLASSES:ALL=2						SCHOOL:Necromancy																						COMPS:S														CASTTIME:One standard action							RANGE:Medium (100 ft + 10 ft per level)																																			TARGETAREA:One creature																																			DURATION:One minute per level																							SAVEINFO:Automatic (Harmless)									SPELLRES:Automatic (Harmless)									PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the use of touch spells at range.																																								SOURCEPAGE:p.78

###Regeneration and Fast Healing
#Fast Healing (Various)	 (Close for "Mass" versions)
Fast Healing													CLASSES:ALL=0						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing I													CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing II													CLASSES:ALL=2						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing III													CLASSES:ALL=3						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing IV													CLASSES:ALL=4						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing V													CLASSES:ALL=5						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing VI													CLASSES:ALL=6						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing VII													CLASSES:ALL=7						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing VIII													CLASSES:ALL=8						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
Fast Healing IX													CLASSES:ALL=9						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:See text																									SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Induces temporary Fast Healing abilities.																																								SOURCEPAGE:p.78
#Revival (Various)
Revival II														CLASSES:ALL=2						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Body touched																																			DURATION:Instantaneous																								SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Healing spells which can revive the newly dead.																																							SOURCEPAGE:p.78
Revival IV														CLASSES:ALL=4						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Body touched																																			DURATION:Instantaneous																								SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Healing spells which can revive the newly dead.																																							SOURCEPAGE:p.78
Revival VI														CLASSES:ALL=6						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Body touched																																			DURATION:Instantaneous																								SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Healing spells which can revive the newly dead.																																							SOURCEPAGE:p.78
Revival VIII													CLASSES:ALL=8						SCHOOL:Conjuration					SUBSCHOOL:Healing														COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Body touched																																			DURATION:Instantaneous																								SAVEINFO:Will half (Harmless)									SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Healing spells which can revive the newly dead.																																							SOURCEPAGE:p.78

### Sentience
Ensoulment														CLASSES:ALL=8						SCHOOL:Necromancy																						COMPS:V, S, M (GP), XP												CASTTIME:2D4 Days									RANGE:Touch																																								TARGETAREA:Magical item touched																																	DURATION:Instant																									SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls a spirit to inhabit an item.																																									SOURCEPAGE:p.81
# Missing .MOD?
#Summon Construct I-IX (Various)
Summon Construct I												CLASSES:ALL=1						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct II												CLASSES:ALL=2						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct III												CLASSES:ALL=3						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct IV												CLASSES:ALL=4						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct V												CLASSES:ALL=5						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct VI												CLASSES:ALL=6						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct VII												CLASSES:ALL=7						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct VIII												CLASSES:ALL=8						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85
Summon Construct IX												CLASSES:ALL=9						SCHOOL:Conjuration																					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Special																																			DURATION:One round per level, +1 level for one minute per level, +2 levels for ten minutes per level, +3 levels for one hour per level					SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Calls forth an Astral Construct.																																									SOURCEPAGE:p.85

Rational Discussion												CLASSES:ALL=4						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Twenty ft radius burst																																	DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Banishments alignment forces from the area.																																							SOURCEPAGE:p.85
Change Alignment													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S, 100 XP												CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:One creature																																			DURATION:Instant																									SAVEINFO:Will negates										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Forcibly alters a targets alignment.																																									SOURCEPAGE:p.85
Awaken						KEY:DHG ~ Awaken						CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S, F, XP (250)												CASTTIME:Twenty-four hours							RANGE:Touch																																								TARGETAREA:Plant or Creature touched																																DURATION:Instantaneous																								SAVEINFO:Will negates										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a living creature humanlike intelligence.																																							SOURCEPAGE:p.85

### Shapeshifting
#Shapeshift (Various)
Shapeshift (Various)												CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Alters a targets form.																																											SOURCEPAGE:p.87
#
Shapeshift (Zoltan's Terrifying Visage)									CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Gives the user a horrifying appearance.																																								SOURCEPAGE:p.91
Shapeshift (Retinal Duplication)										CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Fools retinal-scan security systems.																																									SOURCEPAGE:p.91
Shapeshift (Scalywrath)												CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants the basic physical abilities of a lizard-folk warrior.																																				SOURCEPAGE:p.91
Shapeshift (Alter Self)												CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Permits minor physical transformations.																																								SOURCEPAGE:p.91
Shapeshift (Aspect of the (Beast))										CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants the user animalistic powers.																																									SOURCEPAGE:p.91
Shapeshift (Form of the Hawk)											CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:User takes on the form of a hawk.																																									SOURCEPAGE:p.94
Shapeshift (Polymorph)												CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Transforms a willing target into another creature for a time.																																				SOURCEPAGE:p.94
Shapeshift (Danse du Pac)											CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants one target per level wolven abilities.																																							SOURCEPAGE:p.94
Shapeshift (Statue)												CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Target may disguise himself as a statue.																																								SOURCEPAGE:p.94
Shapeshift (Polymorph any Object)										CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates various transformation effects.																																								SOURCEPAGE:p.94
Shapeshift (Ascension)												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Transforms willing recipient into a celestial being.																																						SOURCEPAGE:p.94
Shapeshift (Shapechange)											CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal +1 level to change Range to "Touch" and Target to "One Willing Creature" +1 additional level per additional range category +4 additional levels for a "Mass" variant. Mass variants automatically possess "short" range			TARGETAREA:You																																				DURATION:One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)																																				PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:User may take on a variety of forms at will.																																							SOURCEPAGE:p.94


### Spell Absorption
Dispel (Various)													CLASSES:ALL=1						SCHOOL:Abjuration																						COMPS:V, S														CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One spellcaster, creature, or object; or 20-ft.-radius burst																											DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Disrupts, changes, or redirects target mystical effects.																																					SOURCEPAGE:p.95
Mana Transfer (Various)												CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, Special												CASTTIME:One standard action							RANGE:Touch, +1 level per additional range category																																	TARGETAREA:One unresisting item or spellcaster and one spellcaster (possibly the caster). +2 levels for affecting a resisting target, +4 levels to affect a resisting target if the user wishes to specify the abilities drained.																												SAVEINFO:See text											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Transfers magical energy from a donor to a spellcaster to power spells.																																			SOURCEPAGE:p.96

### Bonus Spells
Generalized Mnemonic Enhancer (Various)									CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S, M, F (Tablet or Mirror)										CASTTIME:Ten Minutes								RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the memorization of extra spells.																																								SOURCEPAGE:p.99
Generalized Lucubration (Various)										CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Recalls or powers other spells.																																									SOURCEPAGE:p.99
#Imprint Spell (Various)	SCHOOL:Transmutation	SOURCEPAGE:p.100	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	CLASSES:ALL=1	COMPS:V, S	CASTTIME:Ten Minutes	RANGE:Personal	TARGETAREA:You	DURATION:Instantaneous	SAVEINFO:None	SPELLRES:No
#
Imprint Spell I													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell II													CLASSES:ALL=2						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell III													CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell IV													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell V													CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell VI													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell VII													CLASSES:ALL=7						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell VIII												CLASSES:ALL=8						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100
Imprint Spell IX													CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:Ten Minutes								RANGE:Personal																																							TARGETAREA:You																																				DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Lets a spontaneous spellcaster temporarily add spells to his or her lists.																																		SOURCEPAGE:p.100

#Spell Resistance
Spell Resistance (Least)											CLASSES:ALL=1						SCHOOL:Abjuration																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants spell resistance equal to 6 plus the caster level, 13 maximum.																																			SOURCEPAGE:p.101
Spell Resistance (Lesser)											CLASSES:ALL=3						SCHOOL:Abjuration																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants spell resistance equal to 8 plus the caster level, 20 maximum.																																			SOURCEPAGE:p.101
Spell Resistance					KEY:DHG ~ Spell Resistance				CLASSES:ALL=5						SCHOOL:Abjuration																						COMPS:V, S, F													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Creature touched																																		DURATION:One minute per level																							SAVEINFO:Will negates (Harmless)								SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants spell resistance equal to 12 plus the caster level.																																					SOURCEPAGE:p.101

#Spell Storing
Spell Storing (Lesser)												CLASSES:ALL=4						SCHOOL:Universal																						COMPS:V, S, MF (item to store spells in), 200 GP worth of gem dust				CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:One day																									SAVEINFO:None (Item)										SPELLRES:No (Item)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores three levels of spells.																																										SOURCEPAGE:p.102
Spell Storing													CLASSES:ALL=5						SCHOOL:Universal																						COMPS:V, S, MF (item to store spells in), 750 GP worth of gem dust				CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:One day																									SAVEINFO:None (Item)										SPELLRES:No (Item)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores five levels of spells.																																										SOURCEPAGE:p.102
Spellbind														CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, MF (item to store spells in)									CASTTIME:Ten minutes								RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:Permanent until discharged (D)																					SAVEINFO:Will negates (object)								SPELLRES:Yes (object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores one spell of any level.																																										SOURCEPAGE:p.103
Spell Storing (Greater)												CLASSES:ALL=7						SCHOOL:Universal																						COMPS:V, S, MF (an item to store spells in), 3500 GP worth of gem dust				CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:One day																									SAVEINFO:None (Item)										SPELLRES:No (Item)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores ten levels of spells.																																										SOURCEPAGE:p.103
Spellbind (Greater)												CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S, MF (item to store spells in)									CASTTIME:Thirty Minutes								RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:Permanent until discharged (D)																					SAVEINFO:Will negates (object)								SPELLRES:Yes (object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores three spells of any level.																																									SOURCEPAGE:p.103
Spell Storing (Grand)												CLASSES:ALL=9						SCHOOL:Universal																						COMPS:V, S, Item to store spell in, 15,000 GP worth of gem dust					CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Item touched																																			DURATION:One day																									SAVEINFO:None (Item)										SPELLRES:No (Item)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores 18 levels of spells.																																										SOURCEPAGE:p.103

# Summoning and Channeling
#Summoning (Various)
Summoning														CLASSES:ALL=0						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning I														CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning II													CLASSES:ALL=2						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning III													CLASSES:ALL=3						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning IV													CLASSES:ALL=4						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning V														CLASSES:ALL=5						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning VI													CLASSES:ALL=6						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning VII													CLASSES:ALL=7						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning VIII													CLASSES:ALL=8						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104
Summoning IX													CLASSES:ALL=9						SCHOOL:Conjuration					SUBSCHOOL:Summoning	DESCRIPTOR:See Text									COMPS:V, S, F													CASTTIME:One round								RANGE:Close																																								TARGETAREA: One or more summoned creatures of specified CR																													DURATION:One round per level (D). +1 level for one minute per level, +2 for ten minutes per level, +3 for one hour per level, +4 for one day				SAVEINFO: None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons various creatures or imbues the caster with their powers.																																				SOURCEPAGE:p.104

# Item Creation Tables
Moment Out of Time												CLASSES:ALL=5						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One free action							RANGE:Personal																																							TARGETAREA:You																																				DURATION:1d4 rounds																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Renders the caster momentarily invulnerable and immobile.																																					SOURCEPAGE:p.108
Mine Seed														CLASSES:ALL=9						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One hour									RANGE:Touch																																								TARGETAREA:One rock																																			DURATION:Instantaneous																								SAVEINFO:No												SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Slowly "grows" a new vein of ore, gems, or other minerals.																																					SOURCEPAGE:p.110
Scribe Spell													CLASSES:ALL=0						SCHOOL:Transmutation																					COMPS:V, S, M, XP													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Page touched																																			DURATION:Special																									SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Inscribes one page of a spell formula into a spellbook without GP cost.																																			SOURCEPAGE:p.111

# Spell Research: General Principles
Spirit of the Wolf												CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Living creature touched																																	DURATION:One minute per level																							SAVEINFO:Will negates										SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Grants a creature wolflike abilities and enhanced speed.																																					SOURCEPAGE:p.113	ABILITY:Special Ability|AUTOMATIC|Spirit of the Wolf Spell|PREAPPLY:ANYPC
Personal Flight													CLASSES:ALL=2						SCHOOL:Transmutation																	TYPE:Arcane.Divine	COMPS:V, S, F/DF													CASTTIME:1 standard action							RANGE:Personal																																					ITEM:Potion	TARGETAREA:You																																				DURATION:(CASTERLEVEL) minutes																						SAVEINFO:Will negates (harmless)								SPELLRES:Yes (harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the caster to fly at speed of 60 ft.																																							SOURCEPAGE:p.114


Phantom Hands													CLASSES:ALL=2						SCHOOL:Necromancy																						COMPS:V														CASTTIME:One standard action							RANGE:Three feet																																							TARGETAREA:Telekinetic hands																																		DURATION:One minute per level																							SAVEINFO:Will negates										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a pair of substitute hands.																																									SOURCEPAGE:p.146

Adan's Pyrotic Delight												CLASSES:ALL=3						SCHOOL:Transmutation									DESCRIPTOR:Fire										COMPS:V, S														CASTTIME:One standard action							RANGE:See text																																							TARGETAREA:See text																																			DURATION:See text																									SAVEINFO:See text											SPELLRES:See text											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the creation of a variety of low-level pyrotechnic effects.																																				SOURCEPAGE:p.148
#Elemental Javelin (Various)		SCHOOL:Conjuration	SUBSCHOOL:Creation	DESCRIPTOR:Varies	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	CLASSES:ALL=1	COMPS:V, S	CASTTIME:One standard action	RANGE:Close	TARGETAREA:One javelin of elemental energy	DURATION:Instantaneous	SAVEINFO:None	SPELLRES:No
Elemental Javelin (Acid)											CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Acid										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One javelin of elemental energy																															DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons a missile of elemental force.																																								SOURCEPAGE:p.148
Elemental Javelin (Cold)											CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Cold										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One javelin of elemental energy																															DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons a missile of elemental force.																																								SOURCEPAGE:p.148
Elemental Javelin (Fire)											CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Fire										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One javelin of elemental energy																															DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons a missile of elemental force.																																								SOURCEPAGE:p.148
Elemental Javelin (Electricity)										CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Electricity									COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One javelin of elemental energy																															DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons a missile of elemental force.																																								SOURCEPAGE:p.148
Elemental Javelin (Sonic)											CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Sonic										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One javelin of elemental energy																															DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons a missile of elemental force.																																								SOURCEPAGE:p.148
Elemental Javelin (Improved)											CLASSES:ALL=2						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Fire|Sonic|Acid|Electricity|Cold					COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One javelin of elemental energy																															DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Summons a missile of elemental force.																																								SOURCEPAGE:p.148

Elemental Bolt (Fire)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Fire										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:Reflex Half (or None, see text)							SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Bolt (Electricity)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Electricity									COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:Reflex Half (or None, see text)							SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Bolt (Cold)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Cold										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:Reflex Half (or None, see text)							SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Bolt (Acid)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Acid										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:Reflex Half (or None, see text)							SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Bolt (Sonic)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Sonic										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:Reflex Half (or None, see text)							SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Bolt (Improved)											CLASSES:ALL=3						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148

#Elemental Lance (Various)		SCHOOL:Evocation	DESCRIPTOR:Varies	SOURCEPAGE:p.148	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	CLASSES:ALL=2	COMPS:V, S	CASTTIME:One standard action	RANGE:Long	TARGETAREA:Single target	DURATION:Instantaneous	SAVEINFO:Reflex Half (or None, see text)	SPELLRES:Yes
Elemental Lance (Fire)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Lance (Electricity)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Lance (Cold)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Lance (Acid)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Lance (Sonic)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148
Elemental Lance (Improved)											CLASSES:ALL=3						SCHOOL:Evocation										DESCRIPTOR:Varies										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Single target																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:A single-target bolt of elemental force.																																								SOURCEPAGE:p.148

#Elemental Wall (Lesser/Various)	SCHOOL:Evocation	DESCRIPTOR:	SOURCEPAGE:p.149	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	CLASSES:ALL=2	COMPS:V, S	CASTTIME:One standard action	RANGE:Short	TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.	DURATION:2d4 rounds or time of concentration	SAVEINFO:None (See text)	SPELLRES:Yes
Elemental Wall (Lesser/Acid)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Acid										COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.																									DURATION:2d4 rounds or time of concentration																				SAVEINFO:None (See text)									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor elemental barrier.																																									SOURCEPAGE:p.149
Elemental Wall (Lesser/Cold)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Cold										COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.																									DURATION:2d4 rounds or time of concentration																				SAVEINFO:None (See text)									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor elemental barrier.																																									SOURCEPAGE:p.149
Elemental Wall (Lesser/Fire)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Fire										COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.																									DURATION:2d4 rounds or time of concentration																				SAVEINFO:None (See text)									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor elemental barrier.																																									SOURCEPAGE:p.149
Elemental Wall (Lesser/Electricity)										CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Electricity									COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.																									DURATION:2d4 rounds or time of concentration																				SAVEINFO:None (See text)									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor elemental barrier.																																									SOURCEPAGE:p.149
Elemental Wall (Lesser/Sonic)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Sonic										COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.																									DURATION:2d4 rounds or time of concentration																				SAVEINFO:None (See text)									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor elemental barrier.																																									SOURCEPAGE:p.149
Elemental Wall (Improved)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Sonic										COMPS:V, S														CASTTIME:One standard action							RANGE:Short																																								TARGETAREA:Semitransparent sheet of elemental energy of up to 400 square feet.																									DURATION:2d4 rounds or time of concentration																				SAVEINFO:None (See text)									SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor elemental barrier.																																									SOURCEPAGE:p.149

#Elemental Burst (Various)	SCHOOL:Evocation	DECRIPTOR:	SOURCEPAGE:p.149	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	CLASSES:ALL=2	COMPS:V, S	CASTTIME:One standard action	RANGE:Medium	TARGETAREA:Ten ft radius burst	DURATION:Instantaneous	SAVEINFO:Reflex Half	SPELLRES:Yes
Elemental Burst (Acid)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Acid										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Ten ft radius burst																																	DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor explosion of elemental energy.																																							SOURCEPAGE:p.149
Elemental Burst (Cold)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Cold										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Ten ft radius burst																																	DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor explosion of elemental energy.																																							SOURCEPAGE:p.149
Elemental Burst (Electricity)											CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Electricity									COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Ten ft radius burst																																	DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor explosion of elemental energy.																																							SOURCEPAGE:p.149
Elemental Burst (Fire)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Fire										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Ten ft radius burst																																	DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor explosion of elemental energy.																																							SOURCEPAGE:p.149
Elemental Burst (Sonic)												CLASSES:ALL=2						SCHOOL:Evocation										DESCRIPTOR:Sonic										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Ten ft radius burst																																	DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor explosion of elemental energy.																																							SOURCEPAGE:p.149
Elemental Burst (Improved)											CLASSES:ALL=3						SCHOOL:Evocation										DESCRIPTOR:Acid|Cold|Electricity|Fire|Sonic					COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Ten ft radius burst																																	DURATION:Instantaneous																								SAVEINFO:Reflex Half										SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a minor explosion of elemental energy.																																							SOURCEPAGE:p.149

Bless Font														CLASSES:ALL=3						SCHOOL:Transmutation									DESCRIPTOR:Good										COMPS:V, S, DF (A blessed silver vessel worth 10,000 GP)						CASTTIME:One standard action							RANGE:Ten feet.																																							TARGETAREA:The water in the font.																																	DURATION:Instantaneous																								SAVEINFO:None (Object)										SPELLRES:No (Object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Fills a vessel with holy water.																																									SOURCEPAGE:p.150
Accursed Font													CLASSES:ALL=3						SCHOOL:Transmutation									DESCRIPTOR:Evil										COMPS:V, S, DF (A ruby-encrusted skull of a sentient creature vessel worth 10,000 GP)	CASTTIME:One standard action							RANGE:Ten feet.																																							TARGETAREA:The water in the font.																																	DURATION:Instantaneous																								SAVEINFO:None (Object)										SPELLRES:No (Object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Fills a vessel with unholy water.																																									SOURCEPAGE:p.150

Greater Seal													CLASSES:ALL=6						SCHOOL:Transmutation																					COMPS:V, S, F (A stamp or seal, Wax)									CASTTIME:1 standard action							RANGE:Touch																																								TARGETAREA:One unenchanted document of up to ten pages per level of the caster.																									DURATION:Permanent																								SAVEINFO:None (Object)										SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Prevents forgery of official documents.																																								SOURCEPAGE:p.152

Unseen Supervisor													CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S, M (Slip of paper)											CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:One Unseen Servant																																		DURATION:Until the Unseen Servant vanishes																				SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Makes an Unseen Servant into a competent assistant.																																						SOURCEPAGE:p.154

Create Water					KEY:DHG ~ Create Water					CLASSES:ALL=0						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Produces 2 gallons or 0.25 cubic ft per caster level worth of liquids																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water I													CLASSES:ALL=1						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Produces 8 gallons or 1.0 cubic ft per caster level worth of liquids																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water II													CLASSES:ALL=2						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Produces 25 gallons or 3.3 cubic ft per caster level worth of liquids																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water III													CLASSES:ALL=3						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Close																																								TARGETAREA:Produces 100 gallons or 13 cubic ft per caster level worth of liquids																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water IV													CLASSES:ALL=4						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Produces 400 gallons or 53 cubic ft per caster level worth of liquids																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water V													CLASSES:ALL=5						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Produces 1,600 gallons or 214 cubic ft per caster level worth of liquids																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water VI													CLASSES:ALL=6						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Produces 8,000 gallons or 1,069 cubic ft per caster level worth of liquids																								DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water VII													CLASSES:ALL=7						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Produces 50,000 gallons or 6,684 cubic ft per caster level worth of liquids																								DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water VIII													CLASSES:ALL=8						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Produces 500,000 gallons or 66,842 cubic ft per caster level worth of liquids																								DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156
Create Water IX													CLASSES:ALL=9						SCHOOL:Conjuration					SUBSCHOOL:Creation	DESCRIPTOR:Water										COMPS:V, S														CASTTIME:One standard action							RANGE:Long																																								TARGETAREA:Produces 5,000,000 gallons or 668,421 cubic ft per caster level worth of liquids																							DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates large quantities of water or other fluids.																																						SOURCEPAGE:p.156

Wall of Wood													CLASSES:ALL=4						SCHOOL:Conjuration					SUBSCHOOL:Creation													COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:Wooden wall or palisade, with an area of up to 50 square feet per level.																									DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a wooden wall or palisade.																																									SOURCEPAGE:p.159
Universal Wall													CLASSES:ALL=7						SCHOOL:Conjuration					SUBSCHOOL:Creation													COMPS:V, S														CASTTIME:One standard action							RANGE:Medium																																							TARGETAREA:One wall																																			DURATION:Instantaneous																								SAVEINFO:See text											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates any of a variety of magical walls.																																								SOURCEPAGE:p.159

Locate Customer (L3)												CLASSES:ALL=3						SCHOOL:Divination																						COMPS:V, S, F (a small mirror)										CASTTIME:One standard action							RANGE:One mile per level																																					TARGETAREA:See text																																			DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)				PRESKILL:1,Gather Information=5	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Finds people who are willing to pay for what you have to sell.																																				SOURCEPAGE:p.162
Locate Customer													CLASSES:ALL=4						SCHOOL:Divination																						COMPS:V, S, F (a small mirror)										CASTTIME:One standard action							RANGE:One mile per level																																					TARGETAREA:See text																																			DURATION:Ten minutes per level																						SAVEINFO:None											SPELLRES:Yes (Harmless)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Finds people who are willing to pay for what you have to sell.																																				SOURCEPAGE:p.162
# COMMENT: Spell is lower level based upon Skill
Invest Talisman													CLASSES:ALL=3						SCHOOL:Necromancy																						COMPS:V, S, F (item to be invested)										CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:Item touched.																																		DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:No												PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Stores XP for later use in making items or casting spells.																																					SOURCEPAGE:p.163

The Projection of Mercury											CLASSES:ALL=3						SCHOOL:Transmutation																					COMPS:V, S, M (the item to be enchanted)									CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One item																																			DURATION:Instantaneous																								SAVEINFO:None (Object)										SPELLRES:No (Object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Reduces the cost of making magic items by expending extra XP.																																				SOURCEPAGE:p.164
The Forge of Will													CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, M (the raw materials needed to make the item in question)				CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One item																																			DURATION:Instantaneous																								SAVEINFO:None (Object)										SPELLRES:No (Object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Reduces the time required to make magical items by expending extra XP.																																			SOURCEPAGE:p.164
The Philosopher's Stone												CLASSES:ALL=4						SCHOOL:Transmutation																					COMPS:V, S, XP													CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:See text																																			DURATION:Instantaneous																								SAVEINFO:None (Object)										SPELLRES:No (Object)										PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Transmutes XP into wealth.																																										SOURCEPAGE:p.164

#
Greater Invocation II												CLASSES:ALL=2																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation III												CLASSES:ALL=3																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation IV												CLASSES:ALL=4																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation V												CLASSES:ALL=5																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation VI												CLASSES:ALL=6																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation VII												CLASSES:ALL=7																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation VIII												CLASSES:ALL=8																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176
Greater Invocation IX												CLASSES:ALL=9																														COMPS:V, S, F (a symbol appropriate to the entity invoked, normally costing about 100 GP)	CASTTIME:One standard action							RANGE:Special																																							TARGETAREA:Special																																			DURATION:Special																									SAVEINFO:Special, albeit always against the level of the invocation used	SPELLRES:Special (varies with effect)							PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Produces a variety of lesser effects within a particular field.																																				SOURCEPAGE:p.176

#
Iron Fist														CLASSES:ALL=1						SCHOOL:Evocation										DESCRIPTOR:Electricity					TYPE:Arcane			COMPS:V, S														CASTTIME:1 standard action							RANGE:Touch																																						ITEM:Potion	TARGETAREA:Creature or object touched																																DURATION:Instantaneous																								SAVEINFO:None											SPELLRES:Yes											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the caster to strike a mighty blow of force for (min(CASTERLEVEL,5))d6 force damage.																															SOURCEPAGE:p.179

#
Empowerment														CLASSES:ALL=1						SCHOOL:Transmutation																					COMPS:V, S														CASTTIME:One standard action							RANGE:Touch																																								TARGETAREA:One Charm or Talisman																																	DURATION:1d4 Hours or Special																							SAVEINFO:None											SPELLRES:None											PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Instantly powers and attunes a Charm or Talisman.																																						SOURCEPAGE:p.189

###Block: Other Spells:

# Spell Name	Classes of caster	School		Spell Descriptors	Components	Casting Time			Range			Item		Target Area or Effect			Duration					Save Info		Spell Resistance		Required Template								Description											Source Page
Image Link		CLASSES:ALL=1	SCHOOL:Divination				COMPS: V, S	CASTTIME:1 standard action	RANGE:Touch				TARGETAREA:Creature touched		DURATION:One hour				SAVEINFO:None	SPELLRES:Yes (Harmless)	PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Allows the transmission of detailed images over mental links.	SOURCEPAGE:p.208

Summon Weapon	CLASSES:ALL=1	SCHOOL:Evocation	DESCRIPTOR:Force	COMPS:V, S	CASTTIME:1 standard action	RANGE:Persnal	ITEM:Potion	TARGETAREA:Magic weapon of force	DURATION:(CASTERLEVEL) minutes [D]	SAVEINFO:None	SPELLRES:Yes		PRETEMPLATE:1,01 - The Practical Enchanter Spell Access	DESC:Creates a temporary weapon of force.						SOURCEPAGE:p.211


###############################################################
###			Hedge Mage Spells					###
###############################################################

#COMMENT: Paul added short versions of the spell descriptors.
#TODO: Add Short version of Descriptions, have that by default, then add a PREVAR to toggle between Short and Long Descriptions.
#COMMENT: These also have a Template Gatekeeper, technically anyone may learn these spells; but again, they are restricted to prevent automatic
#		Inclusion with Auto Gain Casters

#From Page 132, the Feat - Practical Magic (Various Spells): Technically Hedge Magic is a feat, but it includes a variety of village magic spells. [132]
# Here are the full versions of those spells as supplied by the Publisher.


###Block: Hedge Mage Feat Level 0 Spells gained - Reference From Webblog for complete details.
#Light
#Mage Hand
#Message
#Purify Food and Drink
#Prestidigitation

# Spell Name		Unique Key			Classes of caster	School			Components		Casting Time			Range			Target Area or Effect															Duration											Save Info																														Spell Resistance																			Required Template															Description																																																																																																																																																																																														Source Page
Clean Clothing						CLASSES:ALL=0	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:one large basket of clothing or the equivalent									DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Clean Clothing cleans, presses (if necessary), folds (if desired), and makes minor repairs on one large basket of clothing or some equivalent - a tarp or sail, a tent, or an object or objects of similar volume. Despite the name, leather goods, furs, and jewelry are treated similarly. It will work on clothing that's currently being worn, and is a good way to keep looking sharp - avoiding any penalties for being a mess.																																																																																																																								SOURCEPAGE:p.132
Dry								CLASSES:ALL=0	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:One creature or item of up so size large or up to thirty pounds of unliving organic material	DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Dry removes water from the surface of living creatures or inorganic objects or can effectively dehydrate up to thirty pounds of meat, herbs, or similar materials without subjecting them to damaging heat or processing. This can be quite important when gathering medicinal herbs or magical components, ofering a +5 circumstance bonus on any rolls made using them.																																																																																																																																		SOURCEPAGE:p.132
Umbrella							CLASSES:ALL=0	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Creatures and objects in a five-foot radius burst								DURATION:(CASTERLEVEL+3) hours (D).							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Umbrella makes the creatures and items affected weakly water-repellant - enough to remain dry in a downpour or in a pond, to keep water from leaking into their boots, and to push back fog several feet. If the user is attacked by water or acid-based attacks during the duration, the spell will absorb three points of the damage before dissipating. Of course, it also keeps bowstring, scrolls, and bandages dry - which may sometimes be of vital necessity.																																																																																																																			SOURCEPAGE:p.132
Air Mattress						CLASSES:ALL=0	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:up to thirty-six square feet												DURATION:12 Hours (D).									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Air Mattress thickens and binds the air to a depth of about four inches - creating a dry, well-insulated, and extremely comfortable mattress. This is easy to sleep on, offers a +1 bonus to recovery checks made against diseases and to any checks related to sleeping well, and - if placed under a falling individual - will convert one die of falling damage to stun damage.																																																																																																																																	SOURCEPAGE:p.132
Create Element						CLASSES:ALL=0	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:up to ten pounds or one gallon (whichever is less) of material per level					DURATION:Instantaneous									SAVEINFO:No																														SPELLRES:No																				PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Create Element generates a loose mass of basic elemental material - air, water, earth (whether dirt, sand, or crumbled clay), or even fire. The element can either be created in a lump, or scattered over an area up to three feet across. Unfortunately for the aggressively-minded, even several "gallons of flame" is just a wash of hot gas; it will burn painfully - but such burns are superficial at best, amounting to a mere 2d4 points of damage.																																																																																																																					SOURCEPAGE:p.132
Blanket							CLASSES:ALL=0	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:up to a 100 square feet													DURATION:12 Hours.									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Blanket inhibits heat transfer, whether in or out of the area it's applied to. It will keep you warm on a cold night - or it can be cast around hot food to keep it that way, spread over an area of hot coals to allow a quick passage, wrapped around a fragile creature or object that you need to carry out of a burning building, or used to keep a small tree or garden plot from getting nipped by a late frost. If it's used in situations of serious danger - such as to try and keep a the hut you're hiding in from catching when a brushfire sweeps thorough - it reduces the first die of heat or cold damage to stun damage (which won't affect inanimate objects of course).																																																																															SOURCEPAGE:p.132
Check Edibility						CLASSES:ALL=0	SCHOOL:Divination		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:up to two bushels of organic material										DURATION:ten minutes.									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Check Edibility reveals the presence of natural - albeit not artificial - poisons and dangerous bioactive compounds or organisms in plants, fungi, cultures, and meats. Using it will easily reveal the poisonous wild mushrooms mixed in with the edible ones, the stomach-cramp inducing leaves in the herbs, and the hallucinogenic ergot in the bread. It's important to note, however, that the spell checks against the metabolism of the caster; if he or she suffers from peanut allergies, the spell will reveal peanuts as being poisonous. On the other hand, if the caster happens to be immune to a particular toxin, it's presence will pass unchallenged. Of course, if a character happens to be searching for poisons or drugs, this spell makes it easy to locate them as well. Sadly, in either case, it does not check for flavor.																																																						SOURCEPAGE:p.132
Check Health						CLASSES:ALL=0	SCHOOL:Divination		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One Creature															DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Check Health provides a quick evaluation of the state of health of the target creature and what, if anything, is the cause of any current difficulties. In conjunction with appropriate skills - medical, chemical, anatomic, alchemical, or biological, it provides an immediate skill check with a +5 bonus to provide a precise diagnosis ("It's ku poison… that's very rare. We'll have to scramble to find the antidote if we want to save him; it's resistant to magical cures"). This can be quite handy when the illness itself is a clue - such as the rare poison mentioned above, or if a particular disease can only be caught in particular locations, or from demons, or some such.																																																																														SOURCEPAGE:p.132
Tally Up							CLASSES:ALL=0	SCHOOL:Divination		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:20' radius or special													DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Tally Up simply provides an instant count of, measurement of, or weighing up of, items within it's area of effect - although it becomes increasingly unreliable as those items get smaller and more numrous. It does an excellent job on counting coins ("14 Gold, 112 Silver, 67 Copper"), books, and similar items, but asking it to count - say - grains of sand usually just results in "lots" - or the total mass or volume of the sand in question.	DESC:Tally Up can also be used in conjunction with a quick glance at larger objects and groups - but, in that case, is only accurate to the first digit. A scout could glance at a horde of orcs, and announce that there were "about 20,000", but the actual number visible might be anything from 19,501 to 20,500 - and the spell cannot help him or her count any orcs that are not within line-of-sight at the moment. Similarly, a peak might be estimated as "about 8000 feet" or the mass of a pyramid at "about six million tons".																													SOURCEPAGE:p.132
Call Domestic Animal					CLASSES:ALL=0	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Special	TARGETAREA:One domesticated animal													DURATION:(CASTERLEVEL) hours (D).							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Call Domestic Animal gives one personal domesticated pet within ten miles, or one known and named domesticated animal within five miles, or any single domesticated animal within long range (known or not), a strong urge to come to the caster. A save is not allowed unless the caster either means to harm the animal or the animal has good reason to resist - such as if the route is dangerous. This does not necessarily mean that the animal will come however; it will simply feel a strong urge to do so; if it's busy defending it's offspring or some such, it is likely to ignore the call. Of course, if you need to catch a carrier pigeon, or a runaway horse (perhaps one with an unconscious rider), or find the cat with a clue on it's collar, than this is the spell for you.																																																														SOURCEPAGE:p.132
Magnification						CLASSES:ALL=0	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:one creature															DURATION:ten minutes per level.							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Magnification can be applied to any one sense, either to allow the user to examine the very small at very close range, or to allow the user to examine things further away as if they were nearer. Regardless of which application is selected, the spell provides x10 magnification - albeit with all the usual problems of a narrow field of view and the jerkiness of small movements being magnified. Where relevant, and the effect isn't obvious, a +5 circumstance bonus is in order.	DESC:While nowhere near as powerful as effects like scrying, magnification has plenty of uses - especially when attempting to gather information - something which should be a vital concern to most low-level parties.																																																																											SOURCEPAGE:p.132
Soothe Infant						CLASSES:ALL=0	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:up to six babies within range												DURATION:12 hours/the number of babies affected.				SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Soothe Infant keeps babies dry, clean, and happy for the duration, and will even let them put off eating until after the charm wears off with no harm. Admittedly, this isn't usually something that spellcasters usually worry much about - but when you're on a stealthy rescue mission, covering the retreat of the noncombatants, or need to hide from pursuers, there are few things more conspicuous than the cries (and smell) of an unhappy infant. In such cases, Soothe Infant may be far more useful than another Fireball.																																																																																																								SOURCEPAGE:p.132
Gauntlets							CLASSES:ALL=0	SCHOOL:Evocation		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One Creature															DURATION:(CASTERLEVEL*10) minutes							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:The Gauntlets spell creates a protective aura around the user's hands, providing protection equivalent to heavy, tough, work gloves or oven mitts (DR 3/- for the user's hands only; the user does not make actual contact with anything he or she touches) with no loss of sensitivity, control, or fine manipulation. This makes it easy to handle hot objects, renders the user immune to contact poisons (and many "poison needle traps" and such), allows him or her to safely handle small vipers, protects against chemical spills, keeps the user's hands comfortably warm in cold weather, and otherwise renders safe and easy many otherwise hazardous tasks. Where this is helpful, the user may reduce the time required for such activities by 25%%.																																																																				SOURCEPAGE:p.132
Unplug Drains						CLASSES:ALL=0	SCHOOL:Evocation		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Special															DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Unplug Drains does just that, sending a rotating telekinetic force with a strength equal to one-half the user's intelligence speeding through a length of pipe. Pipes larger than six inches in diameter, longer than a hundred feet, or extremely solidly plugged, may require repeated applications. Adventurers, of course, are noted for using it in unintended ways - to spray tubes full of oil or greek fire upon enemies, to clear fouled guns and cannon, and even (in a few cases) as an attack on the digestive system (personally I don't let this work, but your tastes may differ).																																																																																														SOURCEPAGE:p.132
Painkiller							CLASSES:ALL=0	SCHOOL:Illusion		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One Creature															DURATION:(CASTERLEVEL) hours								SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Painkiller is pretty simple; while the spell endures, it can be applied to an injury or to an area of the body, and - while the target may feel a bit of discomfort or pressure - the sensations of pain in that area will be reduced as much as the caster desired. This is good for soothing children, relieving the pain of the dying to allow them to speak clearly, counteracting stiffness, soreness, and limps, resisting torture, and backstabbing people without letting them notice it. Unfortunately, pain is an important warning; it is unwise to simply turn it off for long, or to do so in order to engage in activities that it was warning you against; an unwise user can easily further injure himself or herself.																																																																								SOURCEPAGE:p.132
Pantomime							CLASSES:ALL=0	SCHOOL:Illusion		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One Creature															DURATION:(CASTERLEVEL) rounds								SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Pantomime allows the user to get basic messages across a language barrier - clearly conveying things like "I am hungry, I want to buy some food", "Where's the bathroom", and similar simple messages with a few gestures. The recipients of such messages gain no special power to reply, but will realize that they can reply with a few similar simple gestures - and perhaps a few sounds - quite readily.																																																																																																																												SOURCEPAGE:p.132
The Good Cook						CLASSES:ALL=0	SCHOOL:Illusion		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Up to a full meal for twelve												DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:The Good Cook greatly improves the flavor of a meal - although, alas, not it's fundamental quality, the nourishment that it contains, or it's digestibility, providing a +15 bonus on any Cooking check made to determine the flavor - and neatly covering up any problems resulting from a shortage of good-quality ingredients, the introduction of poisons or drugs, or similar difficulties.																																																																																																																															SOURCEPAGE:p.132
Butcher							CLASSES:ALL=0	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One dead body														DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Butcher allows a body - ranging from that of a squirrel up to that of a rhinoceros (a whale or dinosaur may take several castings) to be cut up, deboned, and reduced to chops, slices, sausages, and assorted meat by-products in short order - in fact, in only one-quarter of the usual time, with very little mess, and with a simple knife. While this is useful to hunters, butchers, and similar individuals - who will be able to produce the freshest, tastiest, cuts with little effort (and without spending a lot of time surrounded by meat and covered in insect and predator-attracting blood) - adventurers occasionally use it to dispose of inconvenient corpses as well.																																																																															SOURCEPAGE:p.132
Contraception						CLASSES:ALL=0	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One Creature															DURATION:One Day/one breeding cycle.						SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Contraception is quite simple; for the next twenty-four hours (if male) or the next breeding cycle (if female), the target will be unable to sire or bear offspring. Other sexual functions are not affected; only fertility is impaired. A popular recreational spell.																																																																																																																																																			SOURCEPAGE:p.132
Transfuse							CLASSES:ALL=0	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One donor creature and one recipient creature									DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Transfuse allows a willing living donor to transfer some of his, her, or it's hit points to a living recipient - up to a limit of ten hit points or one-half of the donors current hit points, whichever is less. While this will not stop bleeding, it can restore lost hit points or even raise the targets hit points up to six points above his or her normal maximum - although any points above the recipients normal limits will fade away in twenty-four hours.	DESC:Transfuse isn't really healing, and doesn't add to a groups net hit points - but it can be quite useful in keeping someone alive or in waking up the injured healer so he or she can do something that actually restores lost hit points.																																																																											SOURCEPAGE:p.132
Cure Hide							CLASSES:ALL=0	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One animal carcass														DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Cure Hide turns the hide of an already-deceased animal into leather or a cured pelt. Since this involves stripping away the underlayer of the skin, and thus breaking the connective tissues which hold the skin on, it also means that such a hide can be easily and quickly removed from the animal's body, with little risk of damage. While additional, skilled, work will be required to convert such a pelt into truly fine leather or fur, it will be quite usable for basic purposes - or salable - as-is. In fact, the lack of holes, even preservation, and reduced decay mean that hides or pelts prepared with the aid of this spell are worth an average of 25%% more than those prepared manually. Of course, if you're caught out in the cold and attacked by some wild animal, it can be very handy to be able to turn its hide into a warm and comfortable robe with a quick spell and a few minutes work.																																										SOURCEPAGE:p.132
Extract (Butter)						CLASSES:ALL=0	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:up to two gallons per level of unliving organic material							DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Extract is most widely known for it's use in extracting butter or cream from milk, but it can also be used to extract nectar or perfume essences from flowers, oil from nuts, naphtha from crude oil, dyes from insect shells, and flavoring extracts from plants, among other uses - although the user is advised to have a suitable container handy to hold whatever he or she is extracting. In the hands of adventurer's, Extract is most commonly used to collect special resources - whether for sale, for some esoteric use, or simply (like a vial of skunk oil) to trouble opponents.																																																																																															SOURCEPAGE:p.132
Mill								CLASSES:ALL=0	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:One large bag or basket of unliving grindable material								DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Mill reduces material to grains or powder at the option of the caster, turning grain to flour or meal, pumice to scrubbing powder, coal to dust, and bone to bone meal. While this is an immense timesaver in many household and industrial tasks, adventurers tend to be interested in things like scattering dust to reveal invisible creatures, creating fuel-air explosions (flour or coal works very nicely), and disposing of inconvenient bones (easily done, once you have them gathered up).																																																																																																														SOURCEPAGE:p.132
Sharpen							CLASSES:ALL=0	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Up to a dozen tools or weapons												DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Sharpen puts a fine edge on tools and weapons, saving a good deal of time with a sharpening stone or strop. Where this is relevant - such as for chefs, butchers, barners, woodcutters, and so on - possessing this spell is worth a +3 bonus on skill checks made to see how much money you make and to avoid accidents. While normal wear and tear - such as being sheathed and unsheathed - will swiftly reduce such a honed edge to normal sharpness, for the first few moments, a Sharpened edge is preternaturally keen. Piercing and cutting weapons so treated gain a +1 circumstance bonus to damage on their first hit against an opponent during the round in which they were sharpened.																																																																														SOURCEPAGE:p.132
Mnemonic							CLASSES:ALL=0	SCHOOL:Universal		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Creature Touched														DURATION:Three Minutes/Special.							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Mnemonic allows the target to briefly study a scene or document, listen to a speech or directions, or otherwise pay close attention to his or her sensory impressions during it's three-minute duration, and then recall them in exacting detail for up to a week afterwards. Even after the immediate impression fades, the user will enjoy a +5 bonus on any rolls needed to recall details afterwards. While this is useful to any student, adventurers tend to use it to memorize secret documents, listen to battle plans, recall routes through labyrinths, and for similar daring undertakings.																																																																																														SOURCEPAGE:p.132


#Block: Level 1
#Alarm
#Unseen Servant
Deodorize (House)						CLASSES:ALL=1	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:30' radius cloud														DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Deodorize removes, or - at the option of the caster - replaces scents. While scents will gradually return unless their sources are dealt with or removed, this has many applications in cleaning and comfort. While the spell is not powerful enough to be especially useful as an attack - it is not capable of inducing nausea or similar problems as a Stinking Cloud can - it can certainly irritate, distract, and even partially "blind" creatures which depend on scent. Of course, adventurers tend to find applications in evading bloodhounds, neutralizing Stinking Cloud spells (which it will do), removing the scents of skunks, frightening off wolves by making the campsite smell like it's a den full of tigers, and similar tricks.																																																																						SOURCEPAGE:p.132
Remove (Lice)						CLASSES:ALL=1	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:10' Radius															DURATION:Instantaneous									SAVEINFO:Fortitude, for half																											SPELLRES:Yes.																			PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Remove Lice instantly destroys a variety of small pests, parasites, and skin problems, including lice, fleas, fungal infections, green slime, vrock and yellow mold spores, and swarms of insects, normally inflicting 4d4 damage on each creature to be affected. Considering that most such creatures have one hit point at best, this is usually quite sufficient. Adventurers tend to find his marvelously handy when dealing with a few specific types of creature and fairly useless otherwise - unless, of course, they're in a plague-stricken area, in which case using this spell regularly can be a lifesaver.																																																																																										SOURCEPAGE:p.132
Scarecrow							CLASSES:ALL=1	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Special															DURATION:twenty-four hours.								SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Scarecrow is basically a specialized variant of Unseen Servant; unlike the basic spell, it can be left unattended, and will continue to perform it's particular task - chasing pests out of a field - for a full day. Like an Unseen Servant, it can only "take 10" on tasks. Related variants perform other specific tasks - harvesting fruit, hauling water to irrigate plants, tending a boiler or a blacksmith's fire, or cleaning floors. While each such variant is a specific spell, they're so much alike that anyone who leans one variant can be presumed to have also mastered four others.																																																																																														SOURCEPAGE:p.132
Tarp								CLASSES:ALL=1	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Special															DURATION:Twelve Hours									SAVEINFO:Reflex Evades																												SPELLRES:Yes.																			PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Tarp produces up to four hundred square feet of durable, watertight, canvas - either simply draping it across an area or stretching it over any suitable supporting framework. It can replace a small sail, keep the rain off a pile of equipment or other stockpile, erect a serviceable tent, briefly block a cloud of toxic gas, or help break a fall. It can also be dropped over an opponent or small group thereof, although those who succeed in a reflex save will generally simply duck out from underneath (and those will spell resistance are likely to rip right through). Anyone entangled in a tarp must spend a move action to get free; until then, they will suffer a -2 circumstance penalty on their actions and will be unable to see.																																																																					SOURCEPAGE:p.132
Dowsing							CLASSES:ALL=1	SCHOOL:Divination		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Special	TARGETAREA:Self																DURATION:5d6 minutes to obtain results.						SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Dowsing has two basic effects; it provides a +5 bonus on an attempt to find something and allows the search to be conducted without actually going and making it. Thus, when looking for water (survival) instead of carefully inspecting the ground and digging small holes looking for traces of moisture, one can wander around with a stick. When searching for a hidden cave entrance, one can sit at home and swing a pendulum over a map instead of crawling about in the hills. You can use dowsing - whether with a stick or a pedatum - to search for oil, for internal infections and injuries, to look for water, game, fish, gems, tombs, roads, lost children, mystical nexi or ley lines, and many other items. Unfortunately, remote searches provide only general locations at best - and it can be rather difficult to tell when you're wrong; the GM should roll in secret for remote searches. Thus using a pendulum and a map may help you find the general location of that ancient crypt, but to locate the door precisely, you'll have to go to that area and do some more searching.												SOURCEPAGE:p.132
Animal Influence						CLASSES:ALL=1	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:One creature with Int 2 or less											DURATION:Up to one hour									SAVEINFO:Will Negates	SAVEINFO:None if the user has some food appropriate to the creature being targeted and is willing to give it to it (if, perhaps, later), otherwise Will negates.	SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Animal Influence is similar to Suggestion, but only works on non-sapient creatures - and only if the user means no harm to the creature targeted. The user may easily calm a panicky mount, get a bird to carry a small item a few blocks, befriend and pet a creature, or get a rat to drag the key to the cell over within reach. Of course, creatures with such low intelligence are unlikely to manage anything too complicated, and the creatures affected won't take major risks or go to enormous efforts to assist - but they do make excellent distractions and can run many small errands.																																																																																														SOURCEPAGE:p.132
Sheer (Sheep)						CLASSES:ALL=1	SCHOOL:Evocation		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Special															DURATION:(CASTERLEVEL*20) minutes							SAVEINFO:None.																													SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Sheer cuts hair (and, optionally, styles the remainder) with a casual pass of the user's hand and without hurting the creature being shorn. For classical sheep-shearing, this can reduce the time required to a minute or two, larger animals (and struggling children) will require more time. If the user wishes to produce fancy haircuts, beard styling, and similar results, he or she will need to make a skill check to do so.																																																																																																																								SOURCEPAGE:p.132
Snapshot							CLASSES:ALL=1	SCHOOL:Illusion		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Item touched															DURATION:Permanent.									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Snapshot attaches the sensations of a few moments to a small item with a shiny surface - a bit of crystal, a bead, or some such. Anyone who touches the item will gain a weak impression of the information imprinted on it, and anyone who focuses their attention on that impression will experience the entire thing - whether that's the glory of a sunset, the awe of a mighty dragon passing over a town, or the burning sincerity of an oath of vengeance. For the most part, such trinkets are simply keepsakes, although they can also serve to preserve valuable information, or - at the option of the game master - to provide effects equivalent to a first-level morale-affecting spell of choice if they record a moment of great personal significance that is related to the current situation. If someone wants to review the evil overlords dozen terrible offenses against their friends and family before launching their attack, they'll probably qualify for the equivalent of a Wrath spell.																											SOURCEPAGE:p.132
Dentistry							CLASSES:ALL=1	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Creature Touched														DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Dentistry repairs and replaces teeth. While this has few direct game effects, someone who possesses this spell is generally welcome almost anywhere. It's better than being a bard; few things are more miserable than bad teeth.																																																																																																																																																									SOURCEPAGE:p.132
Relieve Illness						CLASSES:ALL=1	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One sick creature														DURATION:Three saves.									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Relieve Illness provides its target with a +4 enhancement bonus on its recipients next three saving throws against disease, and reduces the attribute damage resulting from failed saves by two points each. It also usually makes the sufferer feel a great deal better.																																																																																																																																																		SOURCEPAGE:p.132
Relieve Poison						CLASSES:ALL=1	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One poisoned creature													DURATION:Ten minutes.									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Relieve Illness provides its target with a +4 enhancement bonus on its recipients saves against poison, and reduces the attribute damage resulting from failed saves by two points each. If applied within one round after a poison takes effect, the benefits of the spell are effectively retroactive.																																																																																																																																													SOURCEPAGE:p.132
Process							CLASSES:ALL=1	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One cubic foot of material per level											DURATION:Instantaneous, Components: V, S, MF (the relevant tools).	SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:The various Process spells are each quite specific, and each can perform a particular, tedious bit of resource-processing. For example, Process (Card) pulls stickers, insects, and other contaminants out of wool. Process (Spin) turns raw fiber into thread. Process (Weave) turns fibers into cloth, and so on. Process does not provide materials, and does not bypass the need for the relevant tools or skill; it simply saves time. Fortunately, while each variant of Process is a separate spell, they're so much alike that anyone who leans one variant can be presumed to have also mastered four others. Alchemists and ritualists often have good uses for Process, since it can greatly reduce the tedium of their activities.																																																																							SOURCEPAGE:p.132
Preservation						CLASSES:ALL=1	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Up to ten pounds of unliving organic material per caster level						DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Preservation immediately dries, smokes, salts, jellies, spices, or otherwise preserves the affected material; the exact manner is up to the caster.																																																																																																																																																																						SOURCEPAGE:p.132
Unburn Meal							CLASSES:ALL=1	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Up to twenty pounds of food per level										DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Unburn Meal will fix minor culinary disasters - unburning roasts and stews, causing fallen souffles to rise again, and mending broken cakes.																																																																																																																																																																							SOURCEPAGE:p.132
Child Ward							CLASSES:ALL=1	SCHOOL:Universal		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One immature creature													DURATION:Twenty-four hours, Saving Throw: None					SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)	SPELLRES:Only if the caster is not a parent, aunt, uncle, or grandparent of the creature targeted.	PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Child Ward imprints a fraction of the caster's consciousness on the mind of the targeted child (a character with a maximum level of zero) as an advisor and guardian. While this can't always anticipate accidents, it can steer a child away from many kinds of risky behavior and help him or her deal sensibly with minor emergencies.																																																																																																																																								SOURCEPAGE:p.132
Expel Parasites						CLASSES:ALL=1	SCHOOL:Universal		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One creature															DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Expel Parasites causes the targets body to expel parasites of all sorts - worms, rot grubs, cerebral parasites, things which burrow under the skin, and similar organisms. Like the Remove spell, Expel Parasites is very convenient when the characters are dealing with such perils - and fairly useless otherwise.																																																																																																																																											SOURCEPAGE:p.132

#Complete 1st List - Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites

#Block: Level 2
#Continual Flame
Spring Cleaning						CLASSES:ALL=2	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:Up to ((CASTERLEVEL)+6) major rooms (including closets and such)						DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Spring Cleaning will straighten up, throw out the trash, and clean and polish throughout a good sized house, tavern, or penthouse, or similar structure. More importantly from some viewpoints, it will neatly put things away where the caster would put them - making it easy to locate things in the area cleaned. Just as importantly from other viewpoints, it neatly hides the tell-tale traces of searches, clears up bloodstains, and polishes up the knives - while leaving no fingerprints or other personal traces behind at all. Anyone attempting to make deductions from the remaining evidence faces a +20 target number modifier.																																																																																						SOURCEPAGE:p.132
Ward versus Vermin					CLASSES:ALL=2	SCHOOL:Abjuration		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:30 foot radius														DURATION:1d4+1 weeks									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Ward versus Vermin repels normal rats, mice, insects, and similar creatures, preventing them from entering the protected area unless they are intentionally brought in by a larger creature. While it will not drive out any such creatures which are already within the affected area, if they do venture out of it, they will not be able to return. Wards versus Vermin are very useful in keeping such pests out of food stores, and in maintaining the health of a population, but adventurer's are more often interested in keeping off disease carrying pests and swarm attacks. Unfortunately, Ward versus Vermin is incapable of keeping out monstrous vermin, such as giant centipedes and such - although it might make them hesitate briefly.																																																																					SOURCEPAGE:p.132
Fountain							CLASSES:ALL=2	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Up to (CASTERLEVEL*50) gallons of water (about six and a half cubic feet or four hundred pounds)	DURATION:Instantaneous									SAVEINFO:Special																													SPELLRES:No																				PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Fountain creates quite a lot of water, either as a downpour in an area anywhere up to twenty feet across, as a mass to fill containers, or as a wave or spray directed anywhere within range. A creature subjected to an instantaneous wave or spray may make a strength check (at +4 per size category above Medium or -4 per category below Medium, +4 if it's exceptionally stable for some reason) against a DC of (CASTERLEVEL+10) or be driven back five feet. A creature which fails to resist being driven back must make a reflex save to avoid falling down.																																																																																																			SOURCEPAGE:p.132
Hearthfire							CLASSES:ALL=2	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:one 8 inch radius fire													DURATION:Twenty-four hours.								SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Hearthfire conjures a cheerful crackling little fire, suitable for providing light, warmth, and a place to cook or even to perform light metalworking - although, sadly, it's neither large nor hot enough for serious ironworking. Given that there's no actual combustion going on, the fire burns without fuel, smoke, or other waste products for the duration and cannot be smothered - although a couple of buckets of water or similar measures will extinguish it readily enough. Hearthfire can be a lifesaver in a blizzard or arctic adventure, makes an excellent beacon or signal fire, and eliminates the need to find or carry fuel - but it also finds a good deal of use in powering steam engines and heating underground areas, where a clean source of heat and light that doesn't use up fuel or oxygen is of great assistance. Hearthfire can be moved around in any container and does 1d4 points of damage per round if someone is in direct contact with it.																																SOURCEPAGE:p.132
Find Stray							CLASSES:ALL=2	SCHOOL:Divination		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Ten miles	TARGETAREA:One domestic animal or child												DURATION:(CASTERLEVEL) hour								SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Find Stray allows the user to sense the current location and approximate condition of an animal or child provided that he or she either starts out in the targets quarters or possesses some personal link to the target. Thus an animal can be traced starting from it's stall, a cow by a bit of it's milk or hair, a child from it's room of by using it's spare clothing, and so on. Creatures that are intentionally hiding from the caster receive a saving throw, those which are not so concealed - even if they are hiding from other creatures - do not. Adventurers usually find this useful for things like finding where the bandits are keeping their child-hostages, leading emergency search parties into sudden blizzards, and locating expensive beasts, such as trained hunting eagles.																																																													SOURCEPAGE:p.132
Herb Mastery						CLASSES:ALL=2	SCHOOL:Divination		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:2d4 packets of herbs													DURATION:(CASTERLEVEL) day								SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Herb Mastery allows it's user to blend any available herbs to produce sustaining and strengthening broths, infusions, and teas. Drinking such a brew is as sustaining as a normal meal for a medium creature, is loaded with all necessary vitamins and minerals, and cures one point of damage, up to a maximum of twelve points in any one day.																																																																																																																																						SOURCEPAGE:p.132
Harvest							CLASSES:ALL=2	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:Up to two acres														DURATION:10d6 Minutes.									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Harvest causes a crop to harvest itself; hay will gather itself into stacks, carrots will report to the root cellar, and fruit will climb into baskets store itself. The specifics are up to the caster; if he or she wants to harvest only the ripe fruit, or collect the eggs the hens are hiding but leave the ones being brooded, that's what he or she will get. The entire process requires some 10d6 minutes to complete, but is generally quiet and efficient. Complex situations or wild crops inhibit the spell; harvesting two acres of apples is easy, but the charm will barely suffice to harvest half an acre of wild truffles, and the process will require 1d6 hours rather than 10d6 minutes. Adventurers often use Harvest when a crop - or the situation it's in - is important and dangerous. If you need Telachian Venom-Fruit, and don't want to stir up the giant wasps which live in the grove, this is probably the spell to use. The wasps will probably come after you anyway, but at least you can set up your own position to meet them in.																		SOURCEPAGE:p.132
Train Animal		KEY:TPE ~ Train Animal	CLASSES:ALL=2	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One domesticated animals													DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Train Animal instantly teaches a domestic animal basic good behavior - although it doesn't necessarily give it the desire to please it's owner. Still, you can instantly housebreak your new puppy and teach it not to growl at or bite the children, to come when called (if it isn't too distracted, upset, or frightened), and to otherwise be an acceptable companion or work animal. The use of this spell will also half the time required to teach an animal more advanced skills, such as sheep herding, but does not help an animal learn to handle the stress of operating in combat situations; such training must be conducted normally.																																																																																						SOURCEPAGE:p.132
Tree to Lumber						CLASSES:ALL=2	SCHOOL:Evocation		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One cut down or otherwise deceased tree										DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Tree to Lumber neatly breaks a dead tree down into a caster-specified collection of smooth, well-cut boards, shingles, sheets, pulp, stakes, reasonably-sized chunks for firewood, and other bits and pieces - saving a great deal of labor, avoiding waste, and avoiding the need for a sawmill. For the common folk, this is a tremendous timesaver. It's pretty much the same for adventurers when they need to build a raft, boat, ladder, or what-have-you on the spot.																																																																																																																		SOURCEPAGE:p.132
Dreamcatcher						CLASSES:ALL=2	SCHOOL:Illusion		COMPS:V, S, MF	CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Creature Touched														DURATION:Special										SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Dreamcatcher grants a toy an illusion of life - a comforting mental presence that can whisper reassurance, provide sensible (if rather dim) advice, and which can chase away bad dreams. The effect is actually purely mental; the psychic construct is sustained by the spell recipients desire and needs. It can be temporarily dispelled - but will soon return unless the creature sustaining it is convinced that it has truly been destroyed and stays so convinced. Dreamcatchers are normally pretty ineffectual, but can manifest as fairly formidable guardians if someone ventures into their hosts mind- or dream-scape (either improvise - this would be a dream-scenario after all - or go ahead and use the Dreamspawn template to represent the thing).																																																																			SOURCEPAGE:p.132
Render							CLASSES:ALL=2	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Up to one large corpse or the equivalent										DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Render instantly breaks down deceased animal tissue into neat little piles and puddles of fat and glycerin, clean bone and bone meal, cuts of meat, sinew, hide, and other meat by-products. If the caster possesses enough biochemical knowledge, he or she may also extract various hormones, toxins, and enzymes – although he or she will need a selection of suitable bottles and containers for all of the meat by-products to go in. While this saves no end of time and noisome labor for common folk, for adventurers, Render principally comes into play when they're trying to collect pieces from some fantastic creature – or are trying to make something poisonous edible.																																																																																SOURCEPAGE:p.132
Weedkill							CLASSES:ALL=2	SCHOOL:Necromancy		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:Up to one acre														DURATION:Special										SAVEINFO:Reflex Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Weedkill is pretty straightforward: it instantaneously does 1d4 points of damage to each weed in the affected area and prevents new weeds from sprouting, and any surviving weeds from growing or healing appreciably for the next month. The spell is effective on an assortment of blights, rusts, and fungi, as well as on more conventional weeds, but mobile plants often evade the effects. It works nicely on aquatic and semi-aquatic vegetation as well; making it easy to clear overgrown shorelines and choked waterways. Indiscriminate use of this spell is likely to upset the local druids and nature spirits however.																																																																																								SOURCEPAGE:p.132
Sow								CLASSES:ALL=2	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:One acre maximum														DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Sow scatters – and tamps in if necessary – up to five hundred pounds of unresisting material over an area of up to one acre either evenly or in some simple pattern (such as even rows). Such material arrives with no particular force behind it, and in no particular orientation. It's commonly used for sowing seed, spreading fertilizer or lime, and scattering straw or compost. Pranksters often use it to scatter mud or other minor debris over their targets. More militaristic applications are possible, but depend on having something appropriate ready to hand. If you just happen to have a huge stock of caltrops, or heated, flaming, oil, or green slime, or some such, you may be able to cause a great deal of havoc with a bit of simple hedge wizardry. Of course, that kind of thing rarely comes up without a good deal of careful planning and preparation.																																																SOURCEPAGE:p.132
Thresh							CLASSES:ALL=2	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Special															DURATION:Time of Concentration							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Thresh converts a steady stream of rice, grain, corn on the cob, or similar foodstuffs into separate streams of prepared seed and husks. Similarly, fruit can be peeled, pitted, and cored, roots can be cleaned and pulped, and fish can be filleted. While the material to be so processed must be unresisting, and must all be processed in the same, simple, way, the spell allows such processing to be performed as quickly as (Wis) men could normally do it. Sadly, while Thresh is another enormously useful spell for the general population, adventurer's rarely have too much use for it.																																																																																														SOURCEPAGE:p.132
The Laborers's Word					CLASSES:ALL=2	SCHOOL:Universal		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:Special															DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:The Laborer's Word simply does work – equivalent to that performed by a healthy, well-equipped, laborer working with the caster's skills for one hour plus one additional hour (to a maximum of eight) per three levels or part thereof. Sadly, the spell cannot work against resistance; living targets must willingly accept being brushed/cleaned/whatever. Similarly, it cannot overcome conditions which would balk a normal laborer, such as magical defenses, people holding doors shut or defending the barricade you want to tear down, and so on. Tools are unnecessary, but materials suitable for the task in question must be available if any are required; the spell can comb hair and straighten clothing on it's own, but if you want it to darn socks, it will need a bit of yarn to work with. Outside of those limitations, the nature of the task does not matter; the spell will cook, clean, hammer out metalwork, dig out coal, or dig ditches just as well as the caster could – or better, if, say, the caster happens to be bedridden at the moment. Such work cannot be “dispelled”; it's actually done. It can be undone through normal means however.	SOURCEPAGE:p.132
Turn Soil							CLASSES:ALL=2	SCHOOL:Universal		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Medium	TARGETAREA:up to two acres														DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:1,01 - Allow Hedge Magic Spells for non-feat users							DESC:Turn Soil loosens, aerates, and turns the soil in an area as if it had been ploughed – readying the area for planting and cultivation in mere moments. The effect, while unspectacular, is pretty fundamental to civilization.																																																																																																																																																										SOURCEPAGE:p.132
#Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil


#For some technological hedge magic samples, we have…
Implement							CLASSES:ALL=0	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One simple tool														DURATION:(CASTERLEVEL*10) minutes							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Implement produces a simple tool or item, such as a hammer, drill, crowbar, rope, or staff/lever. In general, it can handle any simple, mundane, inedible, implement worth 5 GP or less. Such items are fully functional, but are never masterwork and always appear a bit cartoonish.																																																																																																																																																SOURCEPAGE:p.132
Jumpstart							CLASSES:ALL=0	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Close		TARGETAREA:One Machine															DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Jumpstart bypasses up to three minute's worth of the usual startup sequence for a device or vehicle – bringing most such instantly into operation.																																																																																																																																																																						SOURCEPAGE:p.132
Powercell							CLASSES:ALL=0	SCHOOL:Evocation		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Special															DURATION:Special.										SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Powercell can either instantaneously recharge up to one small chemical energy cell per level of the caster (it doesn't matter if said power cell is supposed to be rechargeable or not) or it can directly power a device designed to operate on such power sources for one hour per level of the caster. While such power cells are insufficient to power effective energy weapons other than tasers, radios, lights, and laptop computers are all excellent targets for this spell.																																																																																																																SOURCEPAGE:p.132
Generator							CLASSES:ALL=1	SCHOOL:Evocation		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Special															DURATION:Special.										SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Generator can instantaneously recharge a set of powerful chemical batteries, storage systems, or fuel cells (car batteries, capacitance systems, and so on) or effectively replace a small generator for up to one hour per level of the caster. While this is generally still too limited a source to power effective energy weapons other than tasers and sensory-assault systems, most personal machines will operate quite well on such a power supply.																																																																																																																					SOURCEPAGE:p.132
Goldberg							CLASSES:ALL=1	SCHOOL:Illusion		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One device															DURATION:Special.										SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Goldberg allows the user to tinker up an improvised repair or component replacement on a device – whether that's a spacecraft air recycler, a power generator, or a vehicle engine. Such improvisations are generally bulky, clumsy, and unreliable – but they will work to some extent if the user manages to make a successful skill roll. Such repairs normally last some 1D6 days, but rush jobs (such as getting the engine working before the plane crashes) reduces the duration to 2D6 minutes. Each time the duration on a “Goldberged” repair runs out, there is a 1 in 6 chance that further attempts will be ineffective. Eventually, you simply have to do it right.																																																																																	SOURCEPAGE:p.132
Power Tool							CLASSES:ALL=1	SCHOOL:Enchantment	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One device															DURATION:(CASTERLEVEL*10) minutes							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Power Tool allows any simple hand tool to operate as a power tool for the duration. A saw would be as effective (and quick and easy to use) as a chainsaw, a hand drill as a heavy power drill, and a sledgehammer as a jackhammer or mining machine.																																																																																																																																																						SOURCEPAGE:p.132
Fuel								CLASSES:ALL=2	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One appropriate container												DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Fuel provides up to ten gallons of diesel, gasoline, jet fuel, oil, or some equivalent, per level of the caster. For good or ill, unlike “Create Water” and similar spells, Fuel requires an appropriate container. If you want the stuff spread around, or dumped into an existing fire, the caster will simply have to do it physically.																																																																																																																																								SOURCEPAGE:p.132
Macgyver							CLASSES:ALL=2	SCHOOL:Universal		COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Special															DURATION:Special.										SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Macgyver is a blatantly silly spell that allows a tinkerer to ignore the practical details of some bit of gadgeteering. Applying it to devices that ought to work in theory allows them to work in practice – at least once. Sadly, this requires the player to provide a description of how the device is supposed to work and what the user is using for components. In general, the simpler and more reasonable the device (and the higher level the caster), the less detail will be required by the GM.																																																																																																													SOURCEPAGE:p.132
Produce Kit							CLASSES:ALL=2	SCHOOL:Conjuration	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:Produces one kit														DURATION:(CASTERLEVEL) hours (D).							SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Produce Kit produces one ordinary toolkit with a value of 80 GP or less – such as an Artisans, Thieves, Climbers, Mechanics, Electronic Technicians, Disguise, Cooks, or Healers kit. While such kits will disappear again in a few hours, any minor supplies used from them – bandages, solder, makeup, and so on – is real and permanent.																																																																																																																																							SOURCEPAGE:p.132
Technical Mastery						CLASSES:ALL=2	SCHOOL:Transmutation	COMPS:V, S		CASTTIME:One Standard Action	RANGE:Touch		TARGETAREA:One device															DURATION:Instantaneous									SAVEINFO:Will Negates																												SPELLRES:Yes (Harmless)																		PRETEMPLATE:2,01 - Allow Hedge Magic Spells for non-feat users,01 - Allow Techno Hedge Magic Spells	DESC:Technical Mastery repairs complex devices with a mere touch (despite rumors, having a technician enter the room is not quite sufficient). While it can't perform truly major feats – replacing automobile engines or rebuilding a computer from a pile of scraps – it can fix minor component damage and losses, restore broken wiring, fix power supplies, and lubricate jammed parts. If a technician could normally take the item to his or her shop and expect to fix it without too much in the way of special-order parts, Technical Mastery will fix it instantly.																																																																																																		SOURCEPAGE:p.132

#L0	Implement,Jumpstart,Powercell
#L1	Generator,Goldberg,Power Tool
#L2	Fuel,Macgyver,Produce Kit,Technical Mastery




