From 239bd129617c3913e301c033db05b5f21875d8cd Mon Sep 17 00:00:00 2001 From: DavidMWWallace Date: Thu, 7 Feb 2019 22:19:05 -0800 Subject: [PATCH] Style files and examples --- descriptifier/style/g3.ico | Bin 0 -> 53059 bytes descriptifier/style/g3_logo_2018.gif | Bin 0 -> 6229 bytes descriptifier/style/g3banner.bmp | Bin 0 -> 28768 bytes descriptifier/style/g3icon.ico | Bin 0 -> 61929 bytes descriptifier/style/g3readme_cam_022916.css | 227 ++ scs_iwd_desc_arcane.html | 416 ++++ scs_iwd_desc_divine.html | 508 ++++ spell_rev_desc_arcane.html | 2439 +++++++++++++++++++ spell_rev_desc_divine.html | 1815 ++++++++++++++ 9 files changed, 5405 insertions(+) create mode 100644 descriptifier/style/g3.ico create mode 100644 descriptifier/style/g3_logo_2018.gif create mode 100644 descriptifier/style/g3banner.bmp create mode 100644 descriptifier/style/g3icon.ico create mode 100644 descriptifier/style/g3readme_cam_022916.css create mode 100644 scs_iwd_desc_arcane.html create mode 100644 scs_iwd_desc_divine.html create mode 100644 spell_rev_desc_arcane.html create mode 100644 spell_rev_desc_divine.html diff --git a/descriptifier/style/g3.ico b/descriptifier/style/g3.ico new file mode 100644 index 0000000000000000000000000000000000000000..68286ea450dd472d00fa3a83a451fa5254cda4cc GIT binary patch literal 53059 zcmd421y>zS(>A)S_Q00ssa0?|=Z10i@Fb0GZEgHn#t(S5N~0@t^m|$o{`N8UVoA2>_sd zmjAtP`$_uuHvkZ;rXq`sK!ET`iYzZDrSad>|4ulV&%(&9!WsZbN0OHk*Ya6E{{m~O zX|)pcjYs~e>_<3C(Rt4kNmvXJND&uC2qErTOv(~uRZ&D2R)nOEE-hvGd#mbvZa(v} zM>jYB{mR!_Lefq#UW~41=IP7APrHtN;hD9g46z6}^cEZp!@>|abc(OAsQ{^%iV-w; zv4|K0r2qd_HW-DD9i}bMFx!cRj!~tDd!oy}U6C$6SpOPad7>s+gr(Tqk~Du{pg;0I zn-Q{Q)9*1Lr8|1)9SnaJliCnW$M&dPs#-jKYaG5V>NnU)JS;t5v6A2I9SDD9liD!U zL*$0<%wMYNd0DzG;KtVj2PsSGb8b_d!&FH+KX~eMv^%S5l7_(j9WuB+splo-@EV`4 z%N&w`SzZRHxv!Y$rxivRI*WLm&u03zq=ZJoRfD6H)&ECPQoY;;*AqsJvK-yk*0fMY z>mSwPKset&G&HffIWjj5wGY{FNtKdI#-5YlSIWcK#&_`~sv1?dja4ueRL0_N>%xg1 z14ULMQzEoWJK${@%_(Sf>d z&}3$V^bGCnpvb8lzrmeRRn@VGd8PW}aJg7)BsM<3=5O?0 zKHC)JK6f}v>n?P;mzsJc2|o&)?xn&Qm!yYJp*D5b6{7;6YfI~2sEU9+cZ1Ef%2E12 z&wE6bT7LVv91ShCs@9X;v&%=pxC2hH>G>Flm*$FeMU$`Bn>tt0MoSVq> zfCngQO8pq9pSnF9i0ZIi_#TAt=vzM&O$>Si`8pVEZz=m3fty7VeY<6|+X$oI$d)~m zFVVWVZ+|8bbTxJz1b$qU(w3k;;0b{hAFW`Z6pH{qZUA|sKq(-ay0%`k=)ZgUH_h2( zoeomLQ*0V$K&`3Vegxa zgoYQ_+qWE<4Fs~nm<_;LLcegd9Dw2%g2P>5Sa1QG1Ndp1fae|z;&l^hhF5BGX6&W*9K4#kTMml@R3@nde|o_ z7=|pU8(vckCty6ZN2yL=e0IoeN#Jy zQB#=xhFmXC^q<_@!aPq{U%*&^vO&^YFytEg?b)xR!T>itF5u3bcyL+& z(6LqMa+Nq)8C1#KHT41mgh)?>-1tRzT$?($iKZlv-HW5nXu;sq52 z<;xw5RCpH^ewaXfi~9F9;7YaKGjyOP+OD4xF^h!H?|~?S5AXw$9!1SqT}@jiVG~`W zJxxM?ORfU8_^FF$@HI!@A^7Z6^fv&CWcBe-vB#gwG3xx{E4@kMgYR~siyizTeq2n& zVtT8v$csVMk|t3IFm#blN?JT~e&_ZTl7WENOI9Xv6TXwO-u?IwYv z0@hz6}KB6KxOnGGhg3^}3?1Y?ii%1G$rDEU$rOJx;V7oBrbUpUKyeVgq_w1TJO zVp*H*@aMk=8_X;_4{8_|-hCv_(x0mc+_0)fj2Zj9pIikg$xoK+iTNT+EK{j@ZDd>B zs;$jz>Hu!~;LO&f&C&fjmdx;k(Phfq#x=>Xar=`U|9&>(!OPnz*>Ktb&zVW@krg#H)W558V8_ z3^=EwOoeMFEhDsOviS3qQUnAUySs(*1Dsx=AvKL|7$bGjv4;xqRUb@DH7tUM{`&Py zWasOC|H&|SfR9X*2mw=LY@?xQyPQ2x!Kn4i-F&~Xq|c!9Y_*c}28&BepO`@FTtExH zO%m`gCz@*2a{D?}?ZN=|g&FKOIJ{gV8U6dB5=&tiGJerfY!}DuF24e%-&^*6Zq}-oE+P#jsb< zKfbJE#)S#8_?q+Y@9S549-=eg7O`CdLsR*`CD6n7^TEZRU#$BI@@vYJfT;j|$mMBi zZF}}w6o~XC(7~NyoWv=~Hm8GiR?@$za7`<=F6s9^^-%}AA zkeZIxM>4K~<_#mSQ_In98#t>w@sP1+DbXsinpevZM5ZHsU4*~L_cFnsprllK+$ zQ9=nX=Ujd(u|8|zVsjev`>O>1;qUcu=-$W(G=7PNmQ*_leLRJ0!uEsSqI-uZl5x-* zZu4rM@ckI?O&$^Il5(?=`-R=xOjG5>fd>TeTqP5%62o7j9oS|qnOKaJ;+z)l_I=S{ z67>iYsy9Ov_5s?|A&sCuD+;DUIQNV9jWtkXS!Yt^+j-UVlT-}a4Qa6>-+FfW)6|p0 z{U|KjAyNvVDL$8ZC1M2^iW)Jno&;XGQgl+TBBi-vM)Y=K^U6*ak8$}a9?dn`^xDo@ zf4-GDx<<9a znP=6(p+5n%970VdtMd8gN$?d?9ud|KvH4j%F1bWR$n$e`#0-v;Nr(Bg_~|?aV~E?WmHbXr zk*PkAj`2Oyv4}Z$+u`CCm*f)`jb&wzwlzIK$A9Xj%xp-iC{J`9zUaxDCmpeX0>pru ze31~4P7r#T;(d#;FQ3nCKB7SLYhWtHC)_7G10$FSJMD3-$3)15FhMwAv=`vh36?E% zZh>J6!T;m~1q1J1o>i?l?5IaX&Yg2TT6?|FDM(z{*fX@YB)+oYDLK!8+#d(2!SnSp zXD36v=W<4w0472)z0;45!>q}R_dV7rljEx^^njs0a|Q@5-E4LAu_TYjo>je6GXcL|)snPU8n=-J|HWEZUBW3GRhvNNa|@IwVosz?b5>v?ga#y_@g0ZJ~9NJT;8 zd7M!yy`Zeb1i8iNoNJRPF{)2y>iI2;mE2(2=vnfK>uo1$ueN=hKdd+SICoxyBK}N){QOBCToaOvMn08_`)_A)0UTQsP=+jYH*K= zrzmVk`+B^XDS4_t-oTKx<*>{*0Ap%fWx#R^DASr0OtLv>K)iKxDFmXQ=BIfFufJlD z8qIRy`Hwa|1`R@{bE7E=P)~ah{hvgVPKGo{0z0?M;>E1a{0X=5$`!=qj?o7em zicb0hlO;Lee;|?TG+rSv9OY{ve~BU``dunHB_3DzZAXs&~}{mdkFyoj_1FE z5;Y<9u*D5w$q#2gFE(wqJ%o*v7%eEmP4h+A%!XPCu|X^g!!GWbiZM;*cVsNl5ywej z`jCX~ec1LR9h?FnLR?phTfz5#1JeSFbhc;TpQYV5e;DRV11o5-9CN@ASa&zk@N*w$ zra|50h48{nqxU&<3{3q6;g!!0chc{jA{c&>q1X7&ViXV72HW@uu(wl6v$oB23`K=$ zgtB!>whJ6ktSa`&V^Q2vJz|Y;Mo=6@vi2O9NcwP6a6<7-vSdW)Es%|5Sh-P*o08U3 zVPXI*xMsAFUlhQiZxkv3JKdw;gCmbw%ynBs6NPC2e9_z8xv7E4sr>`w&l}_piFK92 zu!D4p>c1}N+svr40p?i8t%?@}MMF^S#IE=2Uil$A9=P#?c?m;fDcVSW#yG9l6R-^|fCP)i|_|RBYzCzpB*tiFXG2A<+U`q^0T9CNI zdvT~#dJZBsmL*ZO~YKhzu<451Cm|1I{;U^JP#*7){l6@HMsC6Bme5rylY0B z3M10(sRXq?GCbYrR*S?xiL65=@{n>!J3uWv0C06xYcD3g(+;FhV7a)s>~h$fTKA^v z1AgT8QKWx^(1+p3fxL%-Y@D}9#R`tW2SH~*|96s#nWSMcQ-KACmuBOJaT&gpV*u*IOtza zD&&s~_3po)@(vcq0s8d(X$GlP@lFTz(tN{J{%GL`I(N4r-@s!vBSxxz>HL9laC9VI zPQH*w@lJK%@mF~F{B+DHwA1D3Ick;e4u$S zM=PcuflG@r`h9IveI-jD@)1HJFeLMLY*R!nM<5Ml=;q*4YeWz0o%t)f_bGcQ;QY5! zoE_JS2paqW{GjSlbqB+usO>&fm0|=SE0m9Tmw2UN`+J?MAk_5`Z`!B|-pQJB?H0wK z_ofgWTD!oUB`Ge0ly#rp=UN%7y`JPJi~U23bJ&5YDb!E}ZKRBEM)ee2UuO|M-neDe ziU=`v1j}qPO|L-l?H;l3J{Uf_GEmApxT|=zwObp^vuD571EiBDpalK#X@PO5!($PW zH6qcoDKvVI4=zHBg?3u>!uEpVG2;|P>18bX6;#dAMj=d?E2$EP2T^zkQxHm%e1dmh z71MkxkVm+lZSEz$hc}WemZ&%-p0=y$s>c_5`V4yskB8F3|dq++{?0Jk9sF zP)?Ee;Ml^RkZ9i1YPQ(m4deo2?H-H*y570AvLA3OD(0t4xfjO0#%IU}ScX3%P5sp; zp)Q$3QB@Ws2VVBZ{T6H;Vwdw+1oE=)jpPXNy~3m8A%}cE{Xhm(E7ai}}t(J&SRNgNlJrQwIDpdnmQmLEVVET*m8;igG`k05AkmU;Tz-kbIxK7htzMi;W{>9Ml_+xS;Rt{ z|7Hn^caFE>a{7f`chV_E-aTkhh^QC`2_Gan+2f1gaqWpeovm9Z;jIQD!RalPQ6``@ z@_`K*&nX|5lHlXnCZZ?{e$;C*$+Wl4IhQH-TlhKO z*Py<~qTw6)A=Thf;yj^`a^wmMh>aAOfR~rv51eUyjt%vW#z%}0Ne3_4!+Pky&G*6< zYLIi`9s5g5>%TA5)b(ogoQhaYH+sj1*s%f@G&cB z$*{CZ0Z5#@;2zs#@7VamfOJoFAsaQ23kl)ZlcPpTISnMxk#;U_PT^6?okMF&;rfIO zMLBaGp7Iq}CM0kp!jZZkghY3K%XI^-^TibZZgf7q_hD7!>+z%x8r?8rWn z)vmkFT)LSVa`8Vd-3u@>@1$A`x>OPprivy>?(77Zd!;}JKahBo1k-BPUA}k ziD=#p)mPdeP@G8P*`BaxE1MdQvN32`E7Y~VMyNQ4g-Za}6$UVl%daLd;Na8AnWUm* z$lWSD|F~3hVj1{~D&@Z827Lje(q*q!=m#&}ARlIi%-Jpx>)~MRie?sS=nQNb8Kr;2 z3msl{d_NN8RUX(05|P+N(+4K3didUR3JZ=2GQDGQJrrn+&hWxJ!NH3(i6s%K4uhHb zLW#R_UjAfJolqDAW!B0uxc}6He`uN&cofe{LT0lxrA#1RLYmIgXq6n*;bOLEtxkLy z+@{r_l+et#{B=WTFX_-V8u-g~v^p`E)vzO2^p`%|us?*Khr?s0!u4JXVN~ReQA0y>_u?-m@?a;KFf)O?Yu;?DqYcqt5kO;Dq}=qZ z>140@aQSh^4&wm^%?8KM3+(HshHxzgaq(0L`4hh~%j4p?+?`zpX_pWrW`c>`LyGW; zVrI*Np@!2oB%!C@1On*RcK0%J;jL_Jz@lbyR82ZUw6I%b=i%2{WaB(_w?BJ9mxeCI!u3Di zUA>M>b8Ih{C;J(r!etlFx}mywg0ch|%6mWNdjsxf0&4e$^zq+Hk&P)Gtlfj!N$Nv? z_m;8*%)|<#!l+G;%)C~wXX<9?^h@oefRL#jG>E zWxiVSeZ%A}(XJwCukT|_SlixnYbFT3(s6@WVZVekw+>2vOgdgw7?@hii{z~951C}2 zl2ToCU3++HkR39`CxDtLYIBD1e-h^l8o(Tq1;?C!cbG!Ji-1w?yq!6%EZCt5%}RGB zyypGk;^HB0Z6H*_;tbmn5&Zs+AS1dLyB9H2tc64V{*55i^J1=oCCG*_{rb%Q2K3DJG!3O-pn()Il!p;No!KG31bK2h-;~yA;B&Hb( z7yRVMT-4)}%8~{eRB?zi;p>}Y$@n3t+h^gU$eWRW*;s=H-SmErdAR!|KqT6a3=r3&zw}gl?@xcDWoYyE>bnn=E6e zYny2vmAy;a+wV9N|LN1DBe}DW8`qwFr*u~*d#1DL5)|xBc4YXyvto4lV}#CC;ZOu8Hc$Kr1t)NDR8K7M}+$_D}p)>?5nIYKGoT2#S*H0J`b$~xwFs3$FpJ%kYMb1p9Xr!C8S2H_!^LKF3Mkn)Ilq!^k22Emb z?8u=WeHHvMZrwG|-5;P7;^a=~>+h>>e5^DSAD>PHvJs18(KRB|@r&9aQwPKGh^Vsu z*l-X9n1Cco*;8V*%mnKngaDIbXexm7in>2WuSq4xHuU!`WEp$IP^(}>ciDXTS%Oo> z+05alNI$@K%`>K(^*3I-t>he#xSVQ|#K8~IovW+lRnGlly6j1=as)vX`cxBJQ<^@k zKmkE>Q(l`xf88rB3X7I0&slay*!Het~1U9hs<3$u^afxhR8dh zo}{!8Q}aBAMgSZJJh;+mH>QGdEG4ItxEv)Y>aYM2Eh{CS`EA0D-TYpX^@zZ*T=CrJpIK1^mP8813Oy~66rSKRaQ3Swu?fFhhW{q~Mw{43l*BXwY`9gTDtQ17FUT{W!G#xH#E zLjeQPa?uXO!mEHMO|O0s3g>p|Zw>78^KkNvj{2v{sjO-Z`tyU!>&i1!R_EY$|Cgq> zaXIn2!~7IBSpg?#cz0qflv+CV!~NTw3pE^K>FomH2G5~1ml8Q#{ifeTY*-i3`HNIo zGWeuyx?;wt(2ZsU$$rji`1PLJt;5#PXHd-SbijWoX8cq7RqcpHHhm&Vc&=9WQlUd5FiH+!Z7oizBGW-G5A z{&yHu^|Npx>>UwtnNLOeLNG=U;vxZN?XYc%u5CnlUOFt=MK(YA9SJgD>xjcuK|ilz zu-VZHc8ws?{!#goUI(PrzY(fk5GOZAK7TJh!$178F{Y4YQ1Bc3NifxLSww=Skkz$Nha^ z+Y}tVVVsQd6EUCY*jYqOC!~aY-m@p}opAb3jzoe=dyifO)P(yntxki6YyF5K2J!^R)yk3v3BiI1(%ZG+hzs?~1`p9jm;E0a ziJf>hs_!VOsIr#QNKsz~6y94~;EpIJETLh%yv?C@0>)I5L5E9x%#FAAF5V52X|HZS z|4n6vSO_ZlzR~p>_Cl~Y<~zuS7ZcW6nzrR}`+T6oSw2Oy-X8GX7*`n9!PA<2p}t8X zv@gTUTHq|TAD=w(qGa`lHTJud59q7l-N&^C;a-`=fq|4nkOv(2=NBYJiB3d@WFmda zULQQ9EK>9kDKnBFlx^|~CWvve1n9P}2!rrDQ^ooV>yb2z;kV5-tS6WK`}8t^rpP+q zvg|19?<4OcSvQxkqHN6bD2@WcgW*bxJ+eXeU+?+Ls6lak!6qTQj#)bf0XWN!^ip00 zp)XSiLfjiQ8*<=aX{~OY6MdNWE`_=3;_oMX{&WGOE*L&950HAjZp55RM=_?y_4Fd7X^K>Q)@_;VKKmkUx`@1piL- zm|d->@|Qt2cxZDO`&$s-M`6j3eBcitM=9-&2i3KIE26E=?x#wZ;=~aS^nhHXwz+;& zbvBzS6%j%-odTz&Cg2c^zIpbL7P;Xbp|stHLMP7ONI`Q)ah+qlxhU!IF*`Om zI2ztPnvRrHS}OI#gkAw@!(eYfeGKZT*1Mo0D|J-NkkJT02*cFLSnD7KypzbpKT4($ z1>>{p>g>Ha8;`|Hg2c?kVL+?KF=6JAm;vn&9^C4IS1ACD?0`R>wV^gQx5z;iB{G}#b6Gj*|Fe{$aBDVBGzQ)j^}^Z-D2uZ5 z#-yeFX65E80lYvbpp*Rj6J_d)S#8n^zzI2k3ydTJI;Z_PH-rbD5L(rhEC$quM`{Gq z6Xm-y?@?h`tn3aw(d?G;5=!LXAY#P~{li1<79v91xeL*P>qPF~exp8;NidO+X1r;4 zwLt3?HI;@EJG~Zws5atoJzq%n^UT0@4y^wLAzWz2Lz<{yF=)1UQ{WaTk0tP6677!r zr%C#a2^dDmnbyz@3T?I-9tj^;`hbO=m?WDC#I<2P;)KxPI1>xQ%|0yK%khVx2yJE} zrx7DqAiD|8U!gnr6*l*C41tPPwpjh{C>zik@=I!Uab#d3BXtGck_wzusLR~HTC13n zo166TH@;nauBHZZRCG`0AXz-ypj`$_j1qkb-fWfDAZ!MTG_;!8$bJT zdN8N7>Sp+OOHWV~`Lx@m8pN2aE3T0*6-aZqnpp951ppII+@p&m0kKxM9p0m zBgOfW_Tk|_Bk*4Hxul4*9Y~xX-TY6_?wUH_BtrO|SD0ce_@a%ZepXRp&b=l0L_dBy zaDWRzm}ThT;Ez)-f+TTnl&Pyi_A|O(<5xmX{peD=yn?}OmNfZxaSeaaL#!krIuX^_ z$flWE1+N+90;rs|>V+aG_XRZXe=PIuy3C40a!oR>-jtu~rx;y;EG5GnHlAn}3V|WoQDB>|EeRO&_8z2) zgAJ!yiawW1b*p{+cr}8k`|AFuqT_OjG6yd$tM!+Z_wa8~FL_h%+xo+2)T1b#7Bs>1 zt~5VST=)&*DSo74GN6kKi*mxZ-;b62qxae0v`R?%TWm4I-mQ?*C7@joHI5zA>jso> zsH%T`)A#X;K%lOyQrD}N{Q3=rnXrqEx9AWvWc|f;$lIY5bvgi?tV~yqiDvZ(Q=I~^ z?)w-|(O(cia$^Er43Gm5UVTNZcs|y8)bb^ta~zHrkKD)qCC(O);koD7+12o2XJg@7 z?{36m`@D>lUoYhysij~i^?6~tI||vSFbcGECYI!Y;a=M+jr+$YjnOD@59j%w2A6vn zgg9Q^>4*p#&+uo;k@7`eQSYAG_GkZe91}hBQ`BLbEnJ#|-VS;b@OCsFf>(?A4apT( zf8AhpUNpOoPsB*uz#eDLMGe) zd>}nJbJLuG=zz*Jr|U2Z%S=4DcFPh!6b8DSM(|n}4wpDD4|ZLa+Af))IVWKl<^LuZ z8dLf%(ugz^?KN^};wPDL5A9AJ=gO{tXu>K;-l{QF?1pcX{Wg8_#U1DCTBtonKQi+` zozO}hc#uDw)Rjr^!xZfk#&~I0MNV>;za#y^Yd*iFq$sT`wtADlzJ=eb6mdwD0EudY zq)lG%&vg1CU4?_BhnJvwV-y!4fG)GMj2Dh7hhOry*7Yo`Bm}mp0V+q_&v3Mck?X! zXv`?JdMyQ;Nj%7lip6NDe@HoWIng1AN9>=-#P#TTzF}s~MjP(GW?(4-R6ldbn5@S! z=&sRblf1iG^HALnAh&1OWSOSco+2F_V^x10sK&!@`*mcmw^w@LyF9$jGrZ=GHy@@5 zd;WE9&DE*gF3s7Md?$kIV_gRnlGqaTxf{9#gaib*ou8RIGRSAGF#>ldmSs#FGe%Vd z*Wid3kVS+9_9=i7e(d{q?jhwK~AqgIyY;JnH!9A zQSCumOkws#)x=;Y$mI|Gq{mI;h^pv1-;xG^e-2O@I)~5y zD>seuacG7KPZZ0(KNePc_T5#|b)Ea!y`gb&s3E^+&xJ25)Q`?)8D6f7cAzW#+VS!g zwhRx;;A*pi7>k&(3c{a!y*Tgf0Fpvw)i4$t+CMTCsp++n(T6DC@f?_JwG4L7Y&Sq3 zKjv0ADk7eK>X@dJ0|b6M!h3n7b2G`Cywc3~V#W#CGgPQi+tPRa?v(gb_yT%aySa9L zhxU-MmUs+`n`kFSg1J!cQ+Rkd{YLR=CUGF&xCd)nJc}pRrvg?bjPqBb;e*Rhwf<~M zt0B6ngoc(cEyAGkEfP<1TPZ|Qc6%WD%nar#zf83)m+C|ECx21!dmC;_bvQs|wMv%U|q&QWXN(lxlCTf0WjG5NP}8O@3)Df&<(c*?yNnoK)0P>!o$v6Z?V;=u71d zP1Y|;|HLafD09Nr(A@@;Y=5{QXj-$#%B@0i+0LK%^=`OnGSz4Cm$0!SAF0+1oGp+H z*=UxMn=KFh6qeq23aW_4WF7AiC9}%an2DGj4)-$%=Unvj=KHNpH$F2^TdH8x@e|^W zohHfUh)S(TbS6`FCqRZFae%PAS)MPD21xwI6zQM;$9ADoRCPk%`Kts>M~_jc`xsbS z{L+=ir)gH?o=dGBdII0C0O70AXA;0#4YN|XJc?j!=F92%(wW&7ns!AxCj~f4pUdqY z?;eSi%DkG2QVd5vwh>T{QZ4o5H0^3>LFb|0w|kypu5!$rqd4Ds@^LHV49VeaD_qFV z5MW$ckBz5;11O%)+zCss+j3=GV~XY(SPP2o$8d= zesc2XWSG+3{Xtc`n-lz&|Cw*VYpdvePF1#U&SVpwh;jO1)$b-PHcS)7DMpWzNgan^ zP(XRFJCxAYl{(@H2qqLHk%I-qkw5*VMyL8Diq{s)0_i-~4^*3OD|; zl?+v?c%jtbsULqC%0=>1RmejS48u4r4*M=B`FDWY$e$zX5^B*f=4^;s8@IvTn<^^d zmB{m*L^|Fpa4LRz9hJF9m`j9_dY7Vvg?a3;52r+T2wM$%_>K$bWwR8fb1P@f*BedW z7v_6+g^W^3rYb&zdd{;Egv1aT{?kXGbGc2Z++uJhTTMrLR;V{6E0%u5Lwy$ol9r&u ze>HktL89v(Ia5b78RacZMW+qV*$XjUuaKOCeUgYXBjeL5djni?y~+6Jzt3*3c-2Cf z-y3snU@N9FH4M{b&gTByJVq3Xj!4JpkY5f3ERV1#c=V$Wk?D!`BHfGTw&P^ZGjfnvgr6OBk_aAh z|3v3^(|0}+4ln_xkzL^&&>+ynzYEnP43S)hZucz@*7^vdL}if)h({+e6a6B^>nYsX z0J=gux)C&gTq|nL{x{zgZDj7mM{ft$SgCy_i~F{grmz%OAgB3nG9l*5!<<8&t5th|wPQ z9cx%Biu1xBkJ$ie_(#u0u_73P9iDpQ{&My=?m#bfn+R;9kkP6y9YH;%7TG5t%ZIHV zsa)Vc7TB?)J5UKQwe>9`D{7>}Ek|J)inyV?-v92AZh3JCg*IkX9+aQ&W8XMB*dokA z%`IoQbhj{4QG|{64^1qRc_6y22jrHV`I4ySvbdb36Uf(UtvdkM|3_ZV;uq!3TcOSM za2cs@xj`w;X0bZ9HlI}#4*Ny7|H(OoW%-rF?ui_ShMZ&gu|v1AxmHQ~rcHduVS2Dwfzh-M3R>TDVj zL97KDZn3~}Y&G0+ixqb2x@W@0>5kK%ZHnFlU|R3~t@wOdl+nI+#4{cu$>;*s8`r(% zN;wBLVzD3pPR}^3j?}Xi>4hn_8;Ok;XtG8Qkxkh=`S?aper~W zmbHi^VVi#5B6Ng1&eXh&nD%T%HS9UK`mbCFXJJQ$7oqZ{2`LQTLz=1M0bmT8cj_30 z*;_L*R-wzJ*${@q?R-H_3Iawwa!UwXO}70H%xAxoLfgL&+&;_j)w4B}Ksm((iGxU! zdiymjrE@Uq-hQq5${Yq31G0~K3}NAbp2hAOX)tO33%V-vk3_0HbrnW7CvgC8GgO_i zz)9@QkWlA1LhDku_N8dv+?u4srAcApw?RHA-ZvP2Xq9939eEM+I2ao(C<;Jsq4(=E z3LPR#5#3ARstqQD<<6=v_l&&g{Mbva5}=cHclA4Zf9YUB*e#&e_lUJO##_`VR)(3D z-CH5Ky^8Bw9*^|HfF$a}X!n!h;LHnD_dng|qlG5V?&HH-Ze%yagzl^oRasggk@1W! zEp1?jhbPTVHJ}Zc&3HTazVPg`m|+!gx*_^V#B=v9F;>vUw`uMSI9p*t*5)=!mIOzmd0#>~JaNi$ z5L3Q?3&q66hp3O_Xx3$>07wV63XtHOLST^#RlKe&>m~U4MZQ47Jil-c(_W!UY$rj( zJ+>pIF#zpba%ETLk0&;Ce<=xt*wbcQ8$_r>eqp$PZHHHJeA)27j7q^SiXAIQ9J=Y_ zKbvbDiod>bRwIW{v%8(^36`iy2w``CS%i0YJvU-UDbz0J7tERq|Kb>!1;$)-O2*In z$aOh>&_A=QI`v6kfR8yv>xaEUB7MC~e}p8ybI?;{v#aV?jSwU2;xtn zip2NBI2O^<|GHO|n}%{Zz2>Qiqg4O)%2S5_xzd&$nU=K}z*uM2^W|4>6{ER8U}&67U-^D>ShG79@70 zGVNlU52*z0fBlvOG)i1C7sI6`fvTQR^G)EK0$)yDCLeuB{uLS7=YiXa%G{}BeITvh z2^SwCa{pwuevIwYYFwy7h$#~p=k~%gE=QC~Cd<2cJ@DXywUFpZOXvq~!VQbGMY?v`Fh!F2DWES3KK(_YpPu*zdQRDsTofrh9SwRei{Q;(Xvk4Lk)aadV`TX z2f7L!EsC#k3RLnB7|3T6bDa%gM<33DUVH2D=>1&9)y&gZsFoe51Ql}89)C62JAQx!SZk-E^Apb5jM97u{L zwBb>xX9Ak>od;4H0rZtQe4hIC02pugT4AXE&lP_-D>InwK)I^6=#4D^Z3jkdrM*$? z5}APdq^!SPvy5?uTz(XU$fNC?+8;sMkF$+XK;8=8?u+sE7&*kym}7rte(Ld}4F)NJ zLJMHI=mV{S>1B26;oJsZjk*^}`cik*D_b85SLdi`2PHBuse_Cv{JN%{$bGRMr6 zZW^rHJlWcUsOEu9ZFdD>cb8I7FaY15!F)NeneUK{DCVtMB4(Bvw}PV7L3Q2EwlJUu7tVlQ(+LiVp(Cbzx(Of&9q6pd zqoEM&BIm#4pkQShTGTB!n_H9|pKcF(5R8;46CwW2R?_GAxAO|>K6F7jTsGigp?64~ zYf_ZtzbFX?u)UJH-Od7>iC%u#9TpK8#{UIVEOoc2Lt-|rNO|OhQ~h|=8(t`&vqZT( zh?l!2Jz4|E1`DCN6-{LUK^fvf0_EZQ%~USg01JvM9P04c7n_y)XE8}LB*#Ut9JKlX z=+X8!RG&WN$b~ME4h+XzI4--})u$gugFX@40B6UKt8z&^+p$s_fVK8uGie+-cWM9g zLwC@2JeuB}Bcam7{0N==Sr%vGjs@p_dT7%qKtMh-h@e>h$F~TyFrdPD4sDx>O z(oFfaMJw^f>TD1@lu4|clk?0SMwle7*Oa8BSsAhGp0TOQ3GrQ|bKyJ8dx#B0BgX_b(vp)N zGx5cB#=fpd^~JyF?>~I&5jpR)(N{b7fh4}>?5DgW;V{#kHwM8dX>7==1^Q4&NzSrP z%RJTkBDfZUfn#z)gu(BI(L69v#*dBzHetHueT-^->q+WR=dZ#sv z>S=?=BqsMntWG0C6Z54VG@5omb9OBD68p2$KWe3%4!r4gmB?ThP7>r^Y#-u~9^pSk zeY^Ri?BJUim!M{7{RwEL08hr{YQeD9FNNXJ zZGCHCn?YyVqf~Ir9qhA{3aaoulNXZ>?e{il(GSfS#5n@cc>&?>=w>w{n|bl$;i+2_uPDwuf;5GS;IDrP@-0N)j#i2gO9fp@{6p$ww~ zpiztr!2c(IBQorKe>~{}3B|XN(}4_nj0G;w4(WW)a=$-S3e9-^AUz_7;a;wO;*~r! z>kYn6!=^YaxjEuqr;?@A^x{OrOwI(-^U#`a0yzMYHE%GGjng&fMO8((?mR)t;FcST z8yqHlO6GATnwf?U?ft{+G2nG(2{Af_2n@U4b{3AA_qSif2KwB+MB)sGt!Mr-)Zq#Nm(dDkGcx60o^%t!sbKCH7^@xrM%MoXJuplQoTV}U zZTPtz3H5EZ_ATD!>AtQRY8AMJNao%DgA+C-L(4pC zvMd#e3`*<+HU8@SXttku)dhxs#(DKe+~q0~t-Z%>Rr2g3R|W%Tsiwjk+p}SxzZy`S zt)|xuJHITibT=r@GzZ_v2ee*eZGrnp=ZYro;2h_Z485q{7l+W@|KVZOIf^a(%y+dn zWaYzUIvg;JdtdM%Ct!WNwM8v}@FCk-1gy=AC=}Lv#{%}$#sBAuDj0_C|C#pXTzpBu zjjLPzPlPkO5(u+ycAZ#CKE9lvi`+;8j{zhsPR4EDiD}<|K_P4*`(Rbx1XG-z^TM&Q zgsJ4jNGgTfKF|n#!eu{6?klL6jrX7Mk!;w5RApjyi0$eX(L2$;1*9*t@7j+454=D_ zzuqUoyiFRBCbJf_>FXdX-pz%E{QOQWY}6*})RNhv3z%!yKp-ZX>Qr(L$%#n_Y5fJ$ z_+IEa_*uSdGWTVf@JC-diln&TP``c`oZB@BZbb`m?y3fx4;1qm2~_SoW{@jd*W}K> zvT$jRcxC(C`fX=3KdItYV3gwmRN4}J;pltQTh)yVKw%AO38vZj-jCyYcte+t;p2Y8 zmYuQa(sv>+2+`l72*?8Z?6t^~h>u#03nx~gzTE;ym_>2mw2%s;7=U|qw$lEuAnT_7 zH>KZOgqm+}ZYULSF5DKORtb}k`DX-Dpe%?=r9)nR39@pO$j(tAEu$E53B^cG&BCiM z_Cs6Wzfq78jx&)OUd+?IjUz9AzGon}#d{2cxV6Wn z%=)RVx_$OFDrp5q1q4uGOYqU1Z%yvjB vj@kMWs|LyuQ=rIPDQ41TV(_S6v3q|i zy7qsD_xKz1x+?uCnrokU?F`c>%dq8-MHtxhH%Qf2u|HgS-G{7J9s7R)T~8?Uf!zlR z0?ju!NfZKN*EPG23%OdOLt&8``S~hj=cjo| z)0q9~N_hJ|gf_Gd8M|hR*<8JF5UGh9(Y$#t9N*j%E=6DC93!xQ4hm*JrTm64((Yfw zOMc6RXEz+X>T|98L!U22C9S}ygaFEI3Er}P>cnB)^sSMz&(@b%HF%F@H)EI}Fl=F% zbQ$RX=r7oRIFk{;1l|%_RRW;qk+h^pM4VfJd7r$1cb-awKJNgIooAXePtUc;JrN25 znZQ)vK)ycNoweD3D>GxGD@2Qd3{ z2)ousH~x&Q7b z8|Sa8kd&cA$L0;O$KiUPFN;imz=v+vPyYt|n zi>n)4+2Q2k!Yv;PYSNS*ifz!eUecO;D-A{{j*JXqE+0eml|LB)%)qc#0s$O3M+9Kv z7Qh`R0LR8cbB{aiYuHW*Xj+3T8(kJ#zE`0x$-%5Shw;_YzhP(J0PVUx0XIfkG}S5c z{C;Gn?m*Yh9k74H5XiE=VpfnAM=xlh)d>sSuZ|tsHL2mnK9xZ4HPrOW_M(#$C;#{x zDrp5qB?M4zN8sWGPmFwNY)CIfZVhP(_8!HqpuaiYC4oVk%`Jd~N3+mvzy!!-j#VZA z5}1O#beui98qYn`8$W*P4OQ~bh>TMsHbsk;4Hak-dXI9*L;z$KlW#0zkB3<{?|pg# zbHDrn0s(lVVbeYc3~k0I@=*Od%`>1Kda0m^(qnvXztMPoet&5#l!;qAaaY3;7qx{E z!1TLB01}~-(5;6sV1$I8(wJqzw;jvkm3~ypee`51-uZYJ4j(%O2X-G?v>OI@FCT9D zrzJ!((|;|-jp~hc%OB#EpE^BlBq9)-g#9h4A(s~qIZ#@hY8z@wRcke%@p{a-{P%=I zuf1J)D=?}{03W_PeCRuq+YfZisUa=FUL%+pIoNCgNcjR9G-};##Q>-dKwUyZB-dcr zkY?Djstrowmmo1s!`oaN)RW!2NHP^TQAC__{f^Qfx0gVDa`UR7(BvXY!>_^Ug~@5OcE9>4#$Sg2l=z~ z4<3Y&MjaS2E1*>ubArxHi$~Oj4H!DO17^=`hjy()c%-vsz3lYv;1WRf+B9BvoS$ESfA_^<&ARj0w(C4-%{sZZKv08L z@baz4cW}~a)cp7P!j;)0`PvnvCsF@P5n48Hgqc%%;E559;OIydknY0V0Qxu7u|hmS zpU({AL#VO)U6cb=-DeH&e6nZjH_P`_+6s(n5CFFTo*dn|$I5TUJ?@bDea#>M&mm?4 za27NTd)Ol<{DDndqtLm}M80KpRnve3(lUqs{f)V!SZeS?fz5V%s7TUU9 za9x;H10(;MVi@G^D2wuulaY$T9NNPo2d$d7z=BT(U`W4E^L_&Mf^|V<%|>%Tyy!Ty z2x{oa`!Y}myli-G+HZfZ+i;TkI2E@7qZ$OjTY~%dY1VPahN%-|iHmDS5YWA^5J{%8 zSE`I-3vJ>Qsuw>c6arN;HMTrZ(CqB-?I_5(h?I!`!OyT9d6|(o6RC#WUc&R^_o^X? z8gWiuR^eid771xO)b+B%q{qCVsMD9Z(gSfNx&$q{&4H_DA9UzGgm0N$(Tx032L~Vo_C0xicN4nc*Gxl3f4g??frxNa(h7`Q5Wr0>!Offcx4e8}&MS!d z(p*S#pM%Uz?-9Z{a9VWi;ZC2m4~v)oi+0^!GEa=Tbt$j~R8vmXfN6>QaQ5(QwD9;H zn%vVkdsV~p z!avZa^Ax68f~(XFWC00ANvR} zB1qXam;%qB*B0g%me3{)6}AGS5(22WB{+NOyRy`uB+%A?mSBpIa{^EZJpmW+qM3g%bZ#E4lETD24MiJAtv7jyy7nB;XP&%-TRfl&?t5Grj6E>2tgj&sgm za;R%SOE7iF5do0@&xN7@e{GAys0m;5U2GdPX%CIM>J|W{0!fID@BImFTGqw6J;P8K z^*K~3CGRN@^pWwA(zdx)_ISJ=5rj+b&(mlW>>N2^H3I7QK~RGhjO<9GmYT|f-&~de zOnh)gT4F2{`tUnT0Q4L@1`3sow4Ik!jA7+ra4D0f){i@a_kjaQxIokeBM@reN-wj*)Ba)7RJ6m`-31i{`93Z5{nOWmVjMo6 zfL;$TftO!9goF_Rlvw%8LU$ndp|6vHU>Qj5?U0?8%KYXli~y$M;TBu(3;_@*Fsld@ z&XecnmB>tufn0YPPLc#@wFW+8Ffm=jUn!{S;c5r}I(DezA%oOT2DxV&Nb5X?r9a2x z)z|+3#SR=DouP2l2$sN2u*5qo&ykUeo>>-!^qvZPH%~#oZl1hO#FWLJttOsNF?MoP zz)n)NH1T}{=laN%_fvX@y>rV}V4!>gsI(B9fLSx+AB1-{+WeGZELdkqt`qoN+a ztjMTzH1GBu^CO$0Q_rEyf7DkYI$jDVXLnpVw;w6-f8*4?&(JY&FErWv5D}+^T4O|e zMgTUM3`C~C-wOiK@!*yc7cZxxb+51B>e(294H_}?w?xp5T+<5?bCbCe5LN^rv6CP_ zE0<~E1V#W;?jQk3VRCK*eF-B^Wg)bB32(|#*z1v;p~0nV8l-0Fk)3aVQcarL#L1NI zXB`haGzyZVS$#R0gfIgX{!H18!o_%R^nQ3H@(c2K`qI%!#YjMU%Si}!c1CD43Mh-U z>>OlByf__!b#y!xXvo^i)`c26g9J`BtxMRo8IrXfbAwv{@0P8=^zq6Fpxl<=OGjtV zXyFs%kNmT?zSJs!U5e*mq0U?pz=KZ(`2}dub{TRD73ej1d};Lf`lXkLQVW3sf$7Ot z5pnKUeEHb~yz!J8`n2_2V`b#(+2VA9mzxbH=1`o&|7F3vrV2r30mQ{;qCvYwkURMy zAT&tWF5B7#uu7xdKmbfAi}I9E6=pI5c$E==#RX8B3E*~{fuwBZ$&j6^L{^@G&k@Wn zFd!vU$AzB$HfeAYdTQA5cDLiguhp4&6B4EN0_xbKF(ZI>O&p+;_`tz`IHJ;nF>vG> zBqe7uf_8vHq2VM@&T6>f5tAjLDsf~kTt52u?tp(cjD(#b3&zY1+zO!Q>Fpth%&rDx zye#l&hs#-EX)U|Y`3kpa1ukuNFpKFh zD$#q`&p32E8Qlgv&nL!E%1nU8G#1ihCbKVTGL`z1RA@pw37gs71<0^dm?j2aN zAPDx_y+FfWPEv%x^V#`$uHiQU2Tld#Oz1`{aA)VF%a-6RU*3K5+%e{1sNB=jhuS@O zj1dTcq%j2rZF>CU$z53a)?OryTLLfN;HF|AM=;DeJ!WhF9GxKc{gGd{K`GaxJnL?_ zHGB@G@im%V07wC-6NNOJRfm$2G7Lz12Nrg@eL_@B*4mqmzNL<% zO|+Z`%52bS*ve}#2nygF69A#C+QJRGteP5=?A+J~hAO$Sb>%{lQPO#)F>DEr4Mw~! zX4iQa83*a?F?m|y!R2al+@CiG5507*hF*s4WYX*r^XzY8Oi{$2qR*sU!y z@|)e7=I@;&<%|Hd3Yd)M^F{!F1bX%vsQQsM7NxxfJ=JnZ1FnR`BMHkMJB+vA-v*V7 z7d$-lOkGG@l{>ZEv@PFJJfNPrghpc>{`=%2JiaUf_Ug@$XisoeM`Pbfar6aP0%qIS zZPOmQ>5li-;S8<7tks6{zJwF?%aXOu6MI-`GI_5T27W0?;0VsPd0TB3}1k8n?BOoQfRi5AF z(3pJ@Gv+;%S5(2zm-cg@YC&m-ce>*#nsRKnOHs+xh?l1yDwwKMHvR}(%{Jth&@RR{ z9(?Qz8^0I>=G)%gQ1Z(?53b#aGjswvpM$pNrBecU=AVC=_t32)r@NM~?;DO0HK2Ho z6#`>K017{7v<5^BeG7FB5)2+WmY)mC2JrGyM})kY41}mToJ&q2)SO-`D|HZnjuC)KFa*cT(XsjSi!Zfv1z>a# zK!OtiP!MoT&l3QFwjZmkv+`h}Lg4~=$aUm|)U%H%fG)~ld5RO6d<_uwy+s$nTvi;5Z}R~xjMXFgP(|_zv;{YA!M9rvAS`-36e=YTkU2M& zpiQTlKmd+_pbb*C8dR4yz+x=NckA!KU4f{-Dw!`)2=srO{S`x2P#DkNU?8BXOCz~7fvZt4#Zj=keEAc2gL zp4lqngHab;J{e!H9u0Hx2dJ+pM_Qf{QQ;nl4CwvCL-ZjxS|5F3*Ou4b+PMQ~Xa(-< ze013oyyUv^7rpoLwF^~6t9!>C&>fKP?;6wO1|;%Be0Oa&?zn#))II~@=}Vnv)|Ql5 zQ;`fGFi8|(Z|XF&qd8?ptE8F9VNFdLE}K0Wn?IQj)NTjrgy^xAxedX8){H>H83@3~ zuX_aGPyj>#hCV<5yl9t^0L??ND2@*Nv$sUgLTykid_%C8j0;&pJ5)S;xx!e<1?|Ex+fB7m^ALBJLQ@beQ& zWjpkmiZLnG; zotA0y4mftlH)^G*s;k8FPyZEx&Du0(O_y$JQH1*$g#x=dbA?&9JCrL4L1`uyPx z1Q6iwPyp>Od0SE-1)$L=pwpZB1_99ZrM?e3ZnpZvb3DJkpMP73MYnzoPd9h?dfS>) zg6)rAPys}IMw1MuD{FA$^|SHu3%<}7u0>9f4mqdIyznUM&zk)FdqBrOco}>K-1Bl> zoh}P!XayFIy`%GShL&J+)!UEC3#cWywxi z7MbWslXVp-cYut=pjWchvL1IXorkxc8^?rJF3e?{ps?3+>FBO@7v|laPjCYGyAT7Q z9*8ys5a@4db^+R!#5#`3@f0bWMy3F?Iz|9rG{pdl83CMdN(1&P0)Wu};2I0K1Pcm4 z?uo3ND#TA%!}k!33X?d+Kw7S>#3?X9eF-!(rJziUOQ(*;&b1?0XNwd-E0MRoQaOmbxZK+R~}VYe#10k9~zoK>`22NC=f^rfP#T+mALGN zt=O_{KioatAeUL3NT72#%Sd6TTnTDx=u}yey6+w&MzM3OO^2m&D?5ogXpIV})oNh? z<@p3D06I1rfWioe3V|F15ERG=z}jK}UAY2sMr!pMdEX)cg70);&}T8(Pc|;P0mY?_~>@1p~>&*Lq03m6v42XG*Gxl@N^N$#ytn? zG3_sJK*8A4!&AqMr0e>o4*RFsifJ&oK&#ba!q`OY+j2cS%}gED{R&I{aY*fY9;lMp zC>47i;{h=%052wg&9!{^No9En!je|QY@|S#rGp?~$38Jh;f6*zb772qi~we_yH%+5 zpg=FFplgCfYIg%(FM4G0gA zt281yJm^Qi>6M$ztitVFnBZfZ7R)RCP0t?69F}iFC&e;FteR1AdA*eal z(}#R^V3MDTJrq)-;4AxH%6-L;Hn5? z@b$LvD0t_`()1JiPcE~gww?&UAP_*j69G8t0D2<uyec}7M6-l$Do#0cO8o1TyOe zm&Q-{ceh%Bg)`7Gx@-yFx8uQO69!ZcLgj&;KIF59%neqvj+24RZyGzYaWLD}7&>Jg zvQFi~$A_r^svozvGmQ?$TE~puc$&S4olavZ zBZR_pcT9s<0)BIa9f7Uv?=>DlMrHvLCenSNW~)D%(wtpo09yWy2%v@$K)puaw+Mjb zf5_k1IaUdqfEdg1>gr_N_xL(S03q;k7YLx$u{#~Nw8;fHk*h;sPyou0&WASZWu)h6 zxC;;yuI$|e5HKG53j%T{&Uoo9bfXox`5bhBE?a_s*m&11bB3FTqI_>pAM)8lB7@0n zgHmo6d`17u0M!6&-cyhHi{4}^z=y4tCT=Xw-g>j2$iLbhW#rAzG{piTCF7}6!Dy_( z9XHRws{c(DBJ?Jv#Iza0R|-h#^Ue(kkmMcwvhc@g%PT_x%nez%X#N*CcqASE-d=Eb zv$V>AJ6eI9m5h@jhJqbKRlO8-jeU>+!v8L`M$_h^rV_mM;V~?K=u<=nhQZHM!W1By zPl6!*rOg+ZdVQ$P_(X0!Vqym(d*?*xbKha|zY)i?jTjc~f~g~WF#!Zk#n$7BlXDlo z@d3Kg3fy$q9iq#Y;I;29U3}d%_c5}vKGG801~$lfqYLlxb{{H`0F(by7k-PMemx8? zPj9%XjLc|SZjQDmr{j|*;jRD~T1B-27E2{ot-Kj`EQt{!^TrZk`YZ+Mh!nJ$e~bjE z!jbv-dCE)NE17Ior z3fm4eAfv#9@rkaOoYZ@>0M_8y_Vv3phnL*?{%7b$D{$+hZ;dWH0^fM)hO2H{7&2K| z+DBS~J2*U@ko!ZS`E!okc2uYR}8~ zCNmA#@X>8pI44xNDNW2B(4P`WfRupdgy0_h9>lTF>Nl%ti!J8XXpW;GuK-b_UT2?A zjsYQZ-Uws0wKezFOwjgNsO`0iaY=Q9wr>#tbLS9ow{TFLaEtKLn+NdFQ(qxEGz`8T zQl95`K6YmskTV}Z$Byr0ehHS{el1?SEe&$*VQk#ffZ|FEW{p#0cueoD12Bcmx2@h- z`s-Z}e!2nO=mcyz`u6CO0RHpjg3JDK^YBYuOTOrZcR}|+62C!f<>RFc78O)sj0Dt! z@zUx-JoMzJydfmO$HXOJ>&%^`L!)VZG9`Q!)f?ofs5SHRzGKrZm_DhgTFqP|to#(M zr&YWmnO&lNXLkU>i-18-3dTN7=f0r>GKH~~EI-@SP5Pd z2!*#=CX@`fx|A(f%|#(aO`{d*MLAgg`lDDfZUbt|GVsHG4Qd-~xNe3AA_9AFC7?d^ zTI>IPczoBt{{7AOIL8FgswMdT<-(Y>>#ob$8ezSY6z>ag!5xQ&%zVZ5r7rpy`S1nZKz1OD+ zfPBRYMgS^C>U3d^iWs(+t-!(==onqM1W!*K`~AARmMF4b>&2&|dmtkzEEfWT!M<{sT$7*-nvFvl za*Uht1}Gj7;;&@?ZsSV8Q8ePb*F^J5(mZWO(wr3_(2AbnfE*>IG z@1@_No0TV_n*vOfEvVTg1PL9hBo(&=Eo46KUBZgWKfIn7{1_VwFlxqHq-7Q$%-;t- z9zx2Ga@th+X0zIxKWFp*9G|^aszb_;Lcs{Jw91CE+InnWzYLdg1(1TBhc)o^lyP5} zLmekfTk^TMsRGZZ&DpgJJL{0~6H$@dQ@olH);D(dx7O zKz}aGgYU6jw&;zu+jpiNLN{80+nxhwblDO-Vn}#W@^4SyjuZcfKc&_6JfnhU)Yn?L zE8ye7RyO}RJfO5;dmXO+D@|8+XOh~bi3Hl8sJ7CeqX@f_T1|CQ6jzcvP>o0Ln~!H7 zo&cHLMJV8*bd;@WFFJA&2;?i1LZBPhb0iN`HiJlmstnm{Zn}FbKKbG&reeYn9U=rH zwR$@@GLpSYMH@B1KbEA!&&u0C+3QQHtSGIi!RVk|CIGGGlf&Op1T1wFTvZx1#T|qhybVpGWuzD-Np#2g8kj> z%xuI>_yFt_U|gb4v;QxVw7)_wO!ibYn30^Djg>Dxh+D>e3bUpV>vuNrv13Z_@ zRW5Q!{h5^Yo`ALARpN#_*s29DP6F<(R+yX8Y8{mYckXLTxU|+8C49EM#a4lFqlRJi z%2`NC2oSa}qg7tgG(UhOG(AT#g0`?~1s|G8+~tq&##`@iW1lMwap7`)Wy_e|mDEt_ zw-E}t4`Rcl+`qNiJNcZF*0PvhTUcRc3ZM=Yglp);{&Q#o#4z6Mkk9UkZgFE<VorPN#CBoBFE!416ffB8(G`~Qq5F*;N!qLiVEN3@&HtMR&vFx#3Shrz6 zGyXs%L?{@!0C}ZG=$Nk^6P<|pv!d|Isv`*UmLW1w&NtX-`KTRzM&UUZMgaNDEh??8 z#h%Ug;$r{RkeJF*?Da21BrR_FCBD+L)!kGn7(SETjg5`if20&U_U7QdPcu+c>qtYZ zaCFy$7&(~zPURL(V6?KjyD6CQodW{!o&>}`E7Sl`4@Toj{P&du_~&z9V#L5W=H4m! z5YgtNZ2lh+Gfe@qVRuSCVqz0;a+5!7Wt;K!&yBnbFfmGro91}+)UDY)D7|5g`I}wt z_xEnM0=Hc8j?raHu(ssYN8L&{vAeFUrw{#{!DzN4EnnDRa$typ`@1IfSSW+%VBMB_ zEWY(U{<=VKUj+CFA$I2+yQG6}+V$T_1b>stPU|!jb*A884I;v0@ca`KF?V_le7)TS z0#JAf3V`3#W+94huEXAag}CXiA5mDG13!;&3=CDEyxNSSDxv9X=}j~7+Ee3DUTbGQ z@Eh>=^upjUB@AYJyMSNoTKFb+MIk|MiIEe)&P}&qTIlDn`ObnY=5gVLn)kcFDz(!M?bdus^R7;N7m_l%$+$ITRxr3T^CEqS6ngFHrn9t zCHvzWsz%<;9Mqcxbwr;}n}u1|ZNT>3$1r7RG~ARjM%wmPN{5GX*fn%l$&gW`MMgoXRW3H@`4NP-Df_O#V;o&27L0w_xZ(t~9Gd@9lOguy7VSN0%+ZwK*?6 z>fNxz4UPFdedy;DH4RqelnAM~0YM6$?lLL|Gi5mo2eUje|R@zReVXFLMK2IKef4 zHc3a3iY5iX-ZP_6kBa&_9NBt3MunXe49q>A-AbuE?Wou5aVWVE-)}F%`fpC6ps2X% z_gxX@;{`u26@1)fe0N_N`&++e)I+1Mz~0UGVaf>hy4s)F<5xa4iJGU>uF~J15g?L` ze@XEF$qg|SqoO1i5hLDUE0_w?k^-2^WpCas+&N=I#Xt1?k4KB3bag>}$^uA>-o%dw z8}ZX|Jv#;|ZvTt75F6^v@Q6a4=M0@s^n*kI`RGO~aLX0%7+tmm7pMOB;V|nVZ`Adz zmf-Gyr0J>CCVm2feC0d^WUzX`Eph?!8xyhQ@0;-30h+n!i-Eyvc5?{Pc59m)b4UKB z;|a%18p;sJ*iEQs^1ZU&hO!z`1VjcZW*8n&xhNrL1fbKJ7}3zRw6YaFkP(mq^%?`J zHFS-A@Y(xIacSHU1Xy=NuZ)K}dMOT{sK(eCuOZOO2MLj`e1pxl!$3OfY$Sj9c%Fv& z{0+$YZ3zZ>oDf!5=87CoPQ&**Q}NOIJY=1sdrZgweyE=p0zBo+J(4pQLdM^YR$Q8> ztWrqXds&!|orjUbhv3MM*FZu&3&meSVXH)g)&^HsB^1)%xu>GnXdrHd;4)DlRhxnD ze@wyUi&rByWDt^~yr4B&+Uqg)qgo|LN?s!}OO9gghcDvVgw-f7$-`HB8kq_*Va8}R z=1+G2eV^;kgm*kn%f{A)4|(E6bh8z>^;K_=E?a^#5B~H1!RqW_R3Go@Lq9K|U29L| z7@1+(miiG*znNAu(y%7|H|0if7|8Wd;#e7@EeXSZERWGxM!&|EFaxy z1$MsX9ihvX;6pnfSw1GLY#_?}U`uc}K_rlpYvdDti3Fm<6!3DF!zc@bI^r^fbsF)*5KP6aj{ z5R6^I%WUhl7W|T)i=e;&WbL~Ho-S1Qv>UeCLww%_t6k31r98OUUC`EV!#@@Zsramg zd{mX@AavN9pj}btjUC93(F!O3-ws~%L!`9xcnK;PDIMPZ0*2b3LQateUoiq8S8zh2 zE3TjJ+0(aS_YgE5hffFRjh+5KcHrG>1#W${+M~;s;B6c4UOID_aR^F&>ghv2ub|p@ zQUX==7UpkDc@2DQxRR$`Q~~1|^InP%Hj#!Nax!d1A~|k>?z}~r%~g4RkS%3 z<#v!df{8^p$>(`W1?+^i1kgFxQCj6DDEBoa?C{t82vAvic3i?M$*(bH~|bF=)nlU*6MFM{m}dzDG^%9cc+}jz?ewn{y2)= zN*|zH7l@#wJNT91@)yzv2I5LGK)++FnRM_FP;(V69}Dx?I|v)vlhPo zKDyZo-1;iD#~E6JZ(qDf<$%-4$=)tt3DYYr6aXQJF4qVC@j~( z!qd14OqehMtDc{L!R~vZ&>n)pXy%o9$8!w4kSUDasMkynLiE&sL*kLZn5zV-X{RxC z%Ik~({4pxpiy4BoT?0(pfgrS^YxGw9oR*6vi|6C5dkf*A{|%Lm3Iq=R3*erJMuQ8& zhQGzsfEF``4}z;wn6V&{wtm;vSrJON36+LF9xZ0BO+C_ndl(4=Y}^$vm+yqaR>ima zQn=7YAKj=gq1^Y-)of`R)lzD#&BFM(YjN;M7A_w%l>7K*OOxxWFg-suLh0sI0SaNlQZ_2S+HGTcF_MzT|%6U{W(fU7L#+Ufqk* zl6(lt%LgGo9`JCJ@c!9k!}rf*hAqL!@N8I_ zRMzWFY_-?o*eL^dQ78jJq;$o_-bfri5xzt26oO&Qz*5snnh9X+U>{+n=2zBfuu1bQ z03j@?VzRih-i&>jDOmCBeONyIN7R&@fQ!ll{(+%@{|sKB^x?(|+;aE32=g6`331-s zXl!=p?1Iy{l&0rM4Y{in$Su?1(5Y068j*+t-(Ls0gq@?t6s82WaYHuABcZg{2-SpL zfmZ+6X9Vd_u>xee^LiCvA^%(ro`!LJ+>Xo;Khk)yRJv9 zeHHWh_1Jn)gQ_|!kN4a(+l!||`wC29m)qX|w)D4U53KzP-RuMe{r~~|_vx!HzyHR> zX|6?I_VWD5xdp9IN14B!#bhE$bV?Hjddm?V%2s+;DJ)V?xCM@8Ha`&u(&hMMLq67h z`73Iw9WAgjIM<*F5VjtpYvkr0g@yBzuwYgg=8aL*-Sk82O_APQY}st zq~V7zpTO*hk8mP2hrf1sv=SE8V8}!N0;|jiBWJB=ZbmvLCk#b|pDQ#5OY?hoTxlrb z1fgPz;kWb(6jr5T<+Dq1|I)!t!%U9x6dsSzQ2~@Dz4HO8)J&E1p^%#7#Yk+iYdC?+ zZ`zFSx9!8FNh1;I@7_Xs5LW(*dLuR;&VywqheJpEvnHE3$3_RM$8mI zPEHwO#=p!6AOMpS1E4cB1=l3)Okb#pW5%hFOK~Wp62)~jNZorgVl1y=|H($)CqI9Z zhtLfdFqfy^PB2~=K6M3q&J%M-4dPLCquJW3#-Oc>L7>1Ur6j*Sc#7STbvU^F0gN3& znPzq(wWru4TX?;Vect-R9bbUB=a>SxvSkip{ZS+z&%vnaE8*up01L(qgvn~-@eEQ( z9C46<1uL%6`9J5`Y8Q#U`ZY8+mgJjgz9noFHEr^T`$P z@sPsbOAc387np1=u-Msi{t-gCue7PLgh}4UngW;%8n`M<{ASK8HK2eQd|s&;<;=gQ z=|vP9aJU^q2fDD;*o9XrHiONhR{N*uLpsm=^jO z47J%9p&qp^}fm>hy_UN)Dczb?!ltV~P(D5i~Mio>odX7ooz9s>!I;m@)`zS3z3xeMpG7JckBWaKdagj=Rx^-~MsaGKC9wv#~6F?{6Cu#Z4tasGowbxbe*BsVuq6dU^7h2i_-)-{ND(YMBdA z%3Oez2=fibv|*uaMKrgQ_i#@oz zq0!qB9jbs);s=+=YhjQ_VeFhWIGL7?VFQL^T#P>qj7Tg^$0Pim_BGLRX6%$1*m0s5 zg;mG!x5e}D;mX-U^Aknr$hRkD<2F!GO?-Pdr>Z<6hPp#YO)tiZwNk^h*luUPV${r&f-cz%2UZJ5dy6^R;Sn& zkpcyu$hc_IP6$&AQNarCN|1`^7HAg!pa+E^9WrJ#rW&ND7a{TDR}twS!U!OYOX8OC zC1}^dNV)MnDP_p7N=JFhGw`Z-9*5IvvFoUo*TUaE-h}by-+?!)&a2{u0QQ zOmw;g3d)9xeOy8Xl5>D&4K${p^mGX(UcLqeMHQHlG!~> zHn%`KoVg{q=AB1n=^sd7tncYl(Ca}rIRy?$-V+IsyywAgCIzUBmU_(tyyct>eix{7 zF#16u3qY%;iOF7ORAXkoiRhpROc@fw6+ru50O2R{{jJQpKmR2aAz=~7+ZqG=>96q3 zuMIe!W8^UhlE?&7IaGT<#WM8JNh07DbtMYx0x3tr%V~8+YxB({ z{M{DyL3g98LdI9(?+)jnygnTZ=1#`ym*yeB&rR6v*Cj|8l0pPPK0kFKYESXqe=oc7 z3!KW$#n|Zam^WqsPL5%EvhWhm~r)oIG%DG{vPp|K0FG+-mYlWnfOR9 zM_j;pBNFhsd<9bsHtal6z*g_$aQ6tuThGtI!g+(Cc2^56(fqX*G&VG1-Ph^3^P%q< zvFb1-aV+A)ym9DM8Itp|K!Lv5voFK@Pe&lo@D<~XI({4{at+WK>^#~(AyI|-6WzHx z*5~0C1YP9S7Io;|&*Lmwfm`1T9i!`(;M^6DdDrZ4MMD8Z^f1&hK+GdTew=)0LoqgP zK7p%l{sf~24Q7u(wh}ug4og}>e>4u9m&Pja&Hj9pv1?hL@+iE^{)0p58f-hP<*H=q zJZ}U#jRGe{lUZm&y;e{HR0pB6dO|&59*nM|apOH(@#WV)u)h$7OOs+TIK-R#ly~CxhaE+8^hD_m!v&9XBg&5 zajulf=Nh~s_iLGQTrR7hx{uXiZjbSET&;!8^<~Yw*F5_a;XJJ*j4v~{_RzvdYW23H zjME~x$j)gJYw6aFb)P4K3nhvl!DNsi)=Urau>b9io!C6MF{@CJMxSgsY zuTVI7oduU+cM8$#M~{%=`e#4abMvuM72dFMp1b>5q0H^Vakd`e?)lHC)7JZ&dA|2Z z5lNdPT1MtKTR+MwE}9BK}6 zCMmt-X}i|YQG7-1S*e1rW0l|~cRTY`HvJVb^BjaMpYAZb7UM0J)@)L*wM#6w!)u%A z_RYO4yByWJR5tOY&Q;;_vs<31Fi>~KPyE#T0Xx2zp9LHrj?woYb96~E+RNgo##V4! zW#AXX%`!($?QTD;VD?$dNS{Y(8+-S_@|>k9rM}FPp-H3)U-qb%#fq1@?WkJ!TMPA# zuNr#R1lE3ZoL6$QewWO}n&vO|Cr7&2-+7wK-(Xs8d2_+`I{QQAE?ccwqf89D`0^uP zu?94TkA#}(1ScGkJgfy>tt;2;eERV|O?>*bn-O2+q&FXu*DNq(NZF*~YUtCk!a`j* zI!deh%fWu$Ef(i%jONC8>e+0#a6vyW{XLh-G~-Yf zmKT=fY77${nSLvh@ntz>WdE0-1N``9#sdjYcpgj5`Y4h4JA(!V9Yn`an_zuEPl(k2ZT*`kl-7^^(QvN1Ha^-k282WjOl$u^ayt&Wrb&2eh2|=p22~io(_7FT(G3;V8`hgc36o zH{nEmI8qe6SAcG@w7i?K@Vh98@*7kYGNt)y z01Nfbi%#k82aIcJZN*Cc_8X3Mr(bisf54(|t2o`lG|2m0Q0F@KqpLP^R#rT{@#s{_ zk`2dH9Qb!#FT;Oo-IZ}8ojOnc!?e#E-9grCKD~MP(w=MW{goe|mHIPFj*2mE7(XV{ z(;oip)+P-7C@a;58)HmnJJ*F=A8M>*ZTIGWu4nQ@ z=Z>_yK)BJXA-oN0XQ0bNIoNaWA+s^o#cKllPPc*j+R1!^-Z%m*~^x^jdc3>ay30 zNPb!9fA)SkFi8tIgj@+MTYl$2g8qkQ*I}t1zVa0!{LeNE9N82iK3dvAWm_9+rMcdk zr$r}g=blH!6|bIz?T^+r5U=<;Jj~L+u&1L%oRw3rvL~mkv*X%9UDh#<=WnHSuT%H- zp4yk_t&(r(oUzrbRnItR+|N}xM4G2|Y=cMTJmv8-UH+>dXL80-M7BSU7C7j!^JdXl z_2(3Rpou%MtG+OkIXPlq5;f1bZ;t69jpL^36y`0Gq`jAI(e(&sP&B*#H z_0hyxv2#Plxli%&omrGV#`I9xcKkp^DXEIj<8@$-qRXef+pSIE-rlF$mI{ZsVqGp?d7N-EKFM8Y%ubKUs0D5ZBmuSDuuBmA0h@yaaO94&VD zh@mjKoPLKT>zJa(jdoOj4BD_;mm}razE7hcv@@+w=j@A^Yc<$4UEf$FZtJ{t%$bH= zk^9$4dEyRN_9p{p@Fn%`?&?oj0sWb4ee3sh46^tqSVbhZ^zW8yw!7?+!Tj?5DepU8 z+M~g%M*B}K(G8w1d*f|;m=f2Q)Ak0^YaR$~eb=^4bHq>WaCvR=+u;CPN52;|HJ5>s zimMJP+xHi~t z<7-Vxl@Z&vNc~*Kd)6PGo2ZaKQ!B}KBI-tObzbI`2K{4_5X5dh_EtQvVw(HW#{O3h zA)VeGZx#j1ai42Gx8L(vv*{{R`Jjq$nY4rECP%|%y^S`9kV|HrO$FH-w5_EZea4W!*cWRGzYs4_-zGM?{)V^JcA4 zWx92ak`>OhN+_yVHJ|(CVWp!uJLj8GPMh~67Bvxa2e9Kd^ z{H)9FX?5pMkDgL?e|eM_{{v3w2#MWiA?eL=20fRs!4GQk$vL7L)kg|#>JvD6-yb#< z*|$?bC9VesrCr~(WJ;a#+&M#0SSqjWNKMcJ`reW&^Nq9cy5&0{L70RXV=8G5Bf$S zHaR;vW-IZEhzFJJ%{_axlb3HsMt$PLYpw5g-OIBJs2y;fc6)2;O&MM0PZ2sR_!P|( z1_q?98Oic=CJIB`s;;w6S|1;OxmvN!m&Vw;m{&CK0=638RXYy4sMng8>1T|fnq!|* z$8#S!ogQ+Nki=SFD z@ZR`#bNpjwz9{8f$K@?@Z=;4kCB|Je6eXE)-{LPKu|L_ys4<6h(`juRW4!)R=45Hh zv38x#&ZvV_UDBNK+pUE!Hk;)9-zIzEuO|&w@3u*H^maURJUBR1 ztm{Vd{^qPGy2|`24f>1N%nuutx0xJqji9+WGpu)EGFBI0%w0s{#;+qtAqgI) z=sqqm&uac9kG*9{k@4a>ksIaBRbH-E&pOsqq#M@8ZT_Nli(Y69hr$c)){SGNxFgdp zZ9X6PAf&5prE^t7zS>7Pur=l=OHA*emK-BFG?SDaz>w__TdNyuB%UPn_{-&OYt7t` zy;lFCzA66A0h8=?>5SB3rNMGi;5CCdMG0@yx3x*Bdp&Nfu70mY|JduSy821f&SBf| z5pbNQZ=&C{fYg&p(wxq;miOIQ=0|ts;JYVdZ(j8B%n^%Lcy=iJpl%@9cqoKE$dT-` zI$E){L-=NMzgCu;rr!&=Ye0{>23ike4miXdxJy#0S{JToP^3=U&7}31WY4hU)G31j zvtjLD4kTSz7=Zsjn4CMxwCvpJEK$Fguas$q#_h2(%8Kp2t5(+C|ET-xxJ8ND(!v{K z?G1H}%zm@-^$I$CKZFmF)GJ6@Ge|s5iKK@W3~8TY=5Xd8uSwqYHcRo%&*huNwA8P~Lru+AaKiQ0v9` z*#+bH&&z4;>&h9M`bqUng2o*Q=#n1S7Da~S1_eXotu5y$B$o$`SA`_>xso~qTD(UW zpP4fjy37i=pRGGeGFw&CB4?gxT~rmv+2*@+Z1*hQ7&h*}mc5Lkb?c9kl-4J;v^H-% zGv|wX#CXucXx8zgooB;X1?3r>IF3Km-etv=G_ZBLethy=br}*Xd)6&O#wIRt7YSH; zJ<2DWgGq)!lb&gvRsp1t-?=HWdpOD3OY4PUd$w~ zSEXUa>AigJqdDpT4Z~9+{bK zW3(%Dpwyg1HV&P+Nvb`3Xi&t^hVPK?DA_ohKiYET3Exz_6VJXW?~w?)iKPbA<5qMnGWe{|X2`Y@D3o$WIZ$^qqRJaLt*sGPtPpRm!tLNa*+o z3GE+#3h{(|=LjS`8~sQ6ljZ-=Ugt0*Kkgnk^9!s(?sDJZFJKeD^XlR!0CJUx3qJ>W zEF)V5Ad%k<5(ggu?aTpq? z=Rqk0P_G4uKGO<1_5nbNCVER=^(W0I?%9PCUr{VF;OQ9eqod3`SFQs z(iibM=1t1{Q7V50KxW0p66DS~mH&)6b1XH_zWO9Z=)yMmcOZfFmcu?%`DPp<9ep84 zYcZ&=Ne7WbPeA$-fYgOCAQ!&@sl7KqcI!EyCZ7edo%JA6&<;}PzkoEB{WH6A=zqn~ zvej=LW!STM_sunS#Hv9rznL!-0!UaP`4c*y!jEj)qG?ZsP$E&VK|nyib2* zpVo-?K+5q}q%1O(zkrhJ8da>DB=RD-eHUMOQ>wp!L}?#r@2LVSuk~PO;sn+PcA#bF z3u5c{gH6p#NZXkQc4SppCZz?7Lejwb*W2JKtpOfNR^TqL2O%ZbL8leK;T}M3TRV8l z8i0qMBgjSOf!N7jpj}1|U+w*l3vyK5ci}N|mzc_5Sj#9<;u$4fJDtG$e(`; zb{jLmT1o-T`N&{2TLf&#ve@UHV1=1A82iRT@TP6BP)G)>gyq4@KMHb6t6_zvF<9_P zf%lp?P`d>nhWrHZp3i*^5Vax*mWZl>y^S}JGwVRAZv4AEq|pDWhpu(w;3GSQ|1`3h zZJHA5lp^Z=15mJCiSf&ILn;`|oCP}bL_lNaT<|cnf&8WiaPSR4<4oJIarKsv>^TnkSm6O z+VHPj2>xnC_ujHGF=ODgz(!sfH0KC{4);8;w(|s$lieVRww)dV7&YVgN%#ouh+*pZ z2;ji+vtTff42uLL!8mL?h?VyP(bvD_Lg>&q-}Qlmi_2gNe>Q2awS@}Efr{hn_aKh> zOCA8Ym|B876C)_i-~rqAKyX}^AwO{EdFMQEgv_S&gBAqHU@BA8w+&wx5Sh(qR3|%_J{QJ zERbU$ff5TdEVOX}T6qsh5qt<)^dSw~l6C{@jmPFs0DP7QPPC`)OfIn8UW9cV1L~yw z6#WE$wJXCgTUgX>3V&{;=*$`!f$60!Wb~L%J3nq7)>-tgsQtgzWWy zmJvl;9?y~g_C27Kk}s#oNI~4UdQcz)Ns2(IC@-wCwt;4TQ1Grapko(6E2-*P(--ZwQcUUV{|g7nAZLD7O@!y;ocA zLS8~5YCI&nG!Y>o}wR?tRm*n#CtA@iHS)^z4FNbh2W3=`4+-h zW<@VR!Tub`Qjvy2O?g-zupWJd{zsoql_&fwg7SjcE`r!kg)kMtJU#T8_mK*a-M9n4 zhO-((%btP+)GHYH}WkHoOPwH+rYqki#~X4G1qn>Kp`rRt^pm z)hoRt6a3Mp)Hfib9m5WQ)7RTz+X8twj{H{ygn=l|b0+%SH}ZsS^7Ua5seC?BKVjs* z@-;xtjtodukOE(4H;~J(19HnKD55X7U3&yOwN;=H+tv1$6cE1r8mQREzvVG`E`#l> zup#9fQs*N0b8ydDta{_!IE5%f)cZRS!@T2zf16n29pt5 zjeVe+dI;;#38MJibHnyKdZY-lWkev_#RcfMM?f6gTdoVohMhTZP)!!{(JxMssUUKF z@L%;#;UtY^H_Z*1b!TwM9Wm4}qDHZuI*mbN4sS6SOXG_ZkEI|De{E2cufDr1* z`2X`YyjNf1+wT1 z$`3gF#tZqY6kmCcb7*2Mh(XwRQKDkcSN=pDegqst#0cH!>zvQ{-ceBj{?@jj;j#)W z*2hDzgA;7SzO_S^0#TA=*b=rLQeV6W!Z#9MbAt>Ip z3*rrQk+T>?D#$>h^J2&^uY{CgeAXaWGRjWXNt_EJv|a$1pOVK&pg#%?)SW1F@$qp9AjL60!vZW7Uwfd z(2v2$I}ouL^BghnXLbD*yM)g5WBA@2ms)_-*$Mu{M~Eh86H?RG8;rhKgZEkRPhe7h zHI7dNh_aJ;lX{5r|635c!mz!a6StMKv$N0t2lLm6)jxQ$RUGGz;yB;?D-gjsi^hX5Fpom<{O?lxOWK(&HpLaX z;n<<`5d~ zGQno1dBWbtW$pORiE~i9KLXA@7hx>Hylxn5a1L#U_|r09^$~IoxX$5uxqFnGpWkfK z4=gMs>Vgv;gX9bN-hS?nA&T!=q1Dg9&TT!2#g&0b=_ioD_b3T`hY}~=!74B%^x*OL zbdgcNBF3VG^%t(6w9hni<^si%-Vy3Wd>6v9-$fpFvMVkyQe zaE%2)J=O&>8TBBBdo#$V-c7{HC-!K3qm$TcA#CZAFlnD-_B?&X@_}(;uK}@7wO+$M0h_J!4EuCQtCCNM((NbJFN%xc^V zg5{^`l)H{=DT@O#ChgA<61P^oglmMgC`WLZ0wQiNS^XK*c3c1>_i)g#3jm?;Jn*Z1 z0Re^%uvo(e%n#Ipi>3`Mr|N)DUM+0GIeun*I@oI2gVb(Z_s4g|sXArx{fn|<*?D-J6Vl||0PKL!E!Co5(}n#S?*%f(jYY6* zD6TuN&@lx|x-Li;Jpv-WJ^5}ejd2KSOg6D!3zr&6qJlzRId~{Mb4g0Tb>hWu6dSb7Spp|QqJaV6mMNY(Hk5jSxi>hIP`SU~u#X zkkKE6j40|~cjqHG(I}wHJp)t^)&d2uQ84ByQr-&^_#SSxwE$F*x23Hs$ln|VDJ(Oo zpNhKWvo734`?HDq3orH0l*MsjYAjI+&r@@X;HbI`q}y77Oy$c78-$G5&2ezM@DS3} z^lrcR3stN#SJ9t20#-1M#gJ~*bbQ|&O*T|FUWUu2Hm5L z6EP)y%ujjr4hjz+fz1Y5;8|D&a%hW)%}weiQc28HIDPjO3k!=Ra$po+zqM2v*Ec6( zhG;_qLBtg@3rZkgnF8VNxcB4A&_qm*;2@1~!s{!0aNVT~$KtlnKq-9y{MCIhw`m*} z_ham8TNRGSeG63 zcj2(AG;DD71hK0af5bjADMQ4b_!@^{F6y&*hV|YQ1xuG=Jo)THkbi-(r@SJ_ql<&y zwgM0%%3+-+%M$TOdc*4x&N+O#BKW>a%_zD-#40BA6S4>)Wh1-g2GSZV>#N^gOCSPaHML|~614g7OXfbhdH zki#}edhr1Y(s#gNCu=zLOE`o#w*wXH@NL|Kh{wodJ^0o20>#C}WoVUmdd1Pc1W~^! zAmRpsD69Gk_nox&!tT`V5N&P-sWKGEShf_BFI@ve^gS8n#86HUbz0$iU?Ao>U`jBxbI8B7HcXCUH|(%7dw-y@G_{g8RT z3)a2GdlYRDF~6zu#5v(h8baZlYm;*FxR1jO%Zh60d*J;?qG{{72H$=2(FgAVU*!8e z_+Y*#*3kp&=#6|l@O&kn6S97Y0Ibtr0ih=l>u#HvPQ-~P#$QaQnPgYAn4u0sysy56 z0p|S(hIp@P+(aK&VV|k|F(fabPiisVjrXA=mYKybq(jtw@*^ZKuk8?@m~J1xb(cfj zmW-(&^6cYMcYhC#n^ShUW*$1Hd2?iZV$TVV^Tb&HEr>DIs;1-3vedL}t)L{0BV%Q$8K|EUv*hY0URQ z!u)>$X8rIJgI5p?H3)zhE{rTAIz*Qw)G`T`i0l^S*aIy}iTRj!xJ46_vL!D?nod3a zdU)a;;u4lcS>@D9pl`nb)-I7?=^70VR)Ju(Vk?;Y?*N&zZztZT2%X$2hD-QlRrF|; z??;I_IPoq(cMbsqVJT3b8Wmg zikdih&`_Tk&b=(N&cOi#b&$LC7Q|Y|!PnCtmahr{VjqcRa2zaE(*VgzoNwWCM;h}4 zJVR5-i&w0n;@peahhS828FrfJ;Xc?8AW6*EZhi#$ORvBxy#V*^eS#>QFKV4`0|}f% z(eQaE6q0yA+$S`S*o#8Uai}dHU>)uyRy)%MVmLN?gvP>xvisl@5DLx_sjyp59W>9} zo|tRV@L4OmIjfi!wQa8i)|J?!Ac}JW*~?GCJaQ{|FZICrp)ttUJpr)?AHg;y6Abdt zgJ?U-qCE+mH%RO)xh&)Cv3y|{#w>eqzKVKGagJhvx|dWx26Ne}~b^Pu+%DR{XQw9F) qn7FSlmXypY`HJZ1=*fM6e^&HQuVc%RYNipdD}Nn;@(_o>vi}DG_)P`? literal 0 HcmV?d00001 diff --git a/descriptifier/style/g3_logo_2018.gif b/descriptifier/style/g3_logo_2018.gif new file mode 100644 index 0000000000000000000000000000000000000000..29304d088505221bda5b7d7e28eb62de182f1a1c GIT binary patch literal 6229 zcmbVPXH=8vw*J2KgknOk5<*oe3B3p;Bvio(MFbQlAp`*hA_PQaAV7d1h@pt6ps}EU zpg~ZYB?wZ~8ABCOAt<1p0YPybWk$I;=ghhH$65ETb>AP~_m=(aXYc*)z1MoZd^{Z- znTtRWFrNi1zFW*IsO;(KQB+iHY3VB{D9GZ~R905T#a7JB%v4sk@v?3`fBsyMcfImN z{h_q0RVVH{J3Gh3#PD-3)z;Rwwzj@~`!*~r?BSz_b8~ZPX=wrUC^Iv&uC7~kbsfXQ z!&e%cGJoo|v!na^`sQZ;Qe6D#!Qd~|HO;51Ys!xG>JWo11_6baJBj zNVkXQPJT{*>y1ufNk@I-C2@1}t-I~NJbqYM@SyB?&C!zTwvH}AuHgvwFp8fULUq{D=-n@BTcB1I~x&E_fMH5dZ#Nw;^gv}>T9UmDPD?cW^-rD@; z&6`)RW}0ubEq@Cc2N5EU{?A*mSYsb%@w~j%_%LO z6VK){@oDk<6Ox_MTnNml#7MT&`uzL0B?14J2zQ?gf%5$T|DBVXn8e20S`f`yL^~qh zj$}cywz0RjH^W;INkmJcl_kl_oMi80ZRJEH;{P=W>ugC;(N2Lh&wp{PuUrT*TrS7S z((>TJgBAy^EfSOVT9O|z-6YHCnOvEt%1f)W+laPxUq=|`0pB- zk%=i>7s9%w|8yaqr5qN{qKmV{$A>7DUVV`0sxGC7sL-WdFAr|4}+Q z_z;I}8OTmfOi5y~*ToI~2Cv8Ne<%7bxNeQp4@t4>m%`jnOJt?QvlF;JG#A49iA7Xw zl#{Kyl{?kb-P78J;^^T(BDs4INffFL)!Np<#-3qJdrGr5UL!HJ3c|IPq< zOd>ZiIVO>Vrv};Lcg7|}B_2%vemVd2mBvnrO=U-UCMCw>|B9|t?0;bYzrFq^HtPQq zG0SyhEWfA5|45a;x7PFT`}E(5zrOf)>97;l>m_NuFu=8MU;q4L^~>kqKmGP`<-_~s zrFV-9zy9Oxo7eMmv#(yx$fl=WJbyO%bmGbQ*yzacko55{KR7|f zJGXCjb#}D3-MrD-a=lr6?P^owm4^Dd%a>{|UO0bFboNY5_32Y5t4>rNuP84o6&@=& zT3mFbP*9Mc$Is2l=4EC6lyNxyP};%N6mD|T0Zw8<{QiA$u`zq2*-@-WCgaCF5xaMV zhlTD8*%2HR7(oAFyT9KyUmtHTPY)W^okDhVb=m6dgs4~X=nY_pa0SUMTGBwpV%znqO%XhfrGE z-IU~yHXrDP5Nvuw37bc9(9lz%n!ZB%IUcQqpT2rdGV=!5&sU;p;LR!7BAqoSOnBf7 zfB*^}2uSZEeGGuDrly0wp+D00X<-XJHrKg_?Sl%w;pk1|$ur*&<~UKo;6~bx=vnm3 z6GIy@s?})rO_p>7I+n zxO8A+gDPPojJP1}buSb!b2s9pLDPKEbM;+W`OB9}_rd*wL8595N1JdsCP1P-yjTj? za9QBxa&tvP5KOvGfKHynp2&0hk-F!Z2e0a~6_CSthy<4|J7BP;pCSaaE zob%FhjCS;ftZuq)kV@V7;RTS@Zs*~xA3^6u6%s{x8+TPPQ2?a1`5uHT>&6pOcvt|7 zhz*-Y!p-`!VG-L$eo0}5S!-9hAMbc$bWT-R@FTm|MjdA}ONN{o+7#K1OZ3A_%5s!E zyCc0kSOX`Hdd3Z~mNKM@$P>~peTp6vIr-SY1%?E&g|_Kjse`E$(A!y??h8Q{3oju& z!jmK_)T>4pFYFIDCBqCvV;@_~@ijuLpG#Y>IIh>+zP;hm>(Kd%WEc=qqy##{gB2iqPP3GP?w=JctP zr3?VY@}6^7_@X81uMiZ2G>mfEP-FKAyw2#&Yos!secS8DpTx5WA1 zi1hEil&{b~KvvlFQIsnuFywea|M);B>ThGn$WU-##`1B|=LOR%UhGr>aO{5Vz%lzT zpI*T`YOTFTwSQ}256_%o`40+0B~*-6wQMR;Pei6}07uCl1eQ0Y2gdZJoti0EhCb-!5GV@c+*2Jz1k&RzF^}XDv$rPi4Q0p=V5vu7rliP`ND*Gs(eYI zTa~vyW}p|VL6*x_qP4oaBQa7QEKx9_sQEs7ac~yeyP~)~)!MlQ>z+R@-ertMloi7+ ztCtMFiqyD?!?F2mhI;M5ZY3YoYcdbEfz$ICAp#i{6!f+X9wuM%pzq>UU8n#=Zx6*+ z>%0VRr}^DL-8bbki=aRx%_Hz&om_$sw0>9U32CYF-gyqTo26o`aqBpTS5M znFN+ec{>z&=2@S4YG1|qKphkNb!)H7SLyMyVaDJM^prd<0NfuTih!8L(#i`vLp*;o z^<29!U|15^lvQ?2Stsw}6pZ3b+@oSL`F`GCu@s1#)Q4H#&ejm7m&-8#h#YDoPc5z7 zVe5=Cl_I z!(8wBptsq5N}zjgQz?SBb zynl26)I9m~9GwYI8L`DKGkBUD*p_c@9NwKgR+%uIXIm$mFmoWgL+!Ldcp?po$rgB#+Qk8U4J)* z)NShopJ<45*_a7(4-#S=kKUcQ%~srGo6q6@U^XwB+W336+wS4yqIQG8+h~bu>8LP6 z`CignQvTr4a?>B$AAPuRI#K28BGKo;^u2BG+JqoysvN9li>M=p)RTb8nrT4f`LL77zGZ?6rDT< z4;hG$cmBvc%yQ>}X#jU^SnGL)GwargzD1hN*gJ!AUZBEj)Y>idV5+L?_35U}ZH;GF zQytzTAO7}+?#^mQUEVE$wF1<1m+g~gD4>$FQX{89Mr^3cj?2mXo$%ft*IvSmPz8Mg zwbFN`?|ma18g{96m^j$1w>aok)B4nJ>M^u-FS7D;pYCiamcj?#qyU8OE~$kBmtyuK#Yc%&u&XypNQDW%S^;2x4cP;ihMS}=bjB_z#>l9Hjs<(J?M z@7Ai3SAx+JxlaA8aMLZh-f3xehDpsD`6>>315k(GAPIQu+ey21SCG-mkcm{TrU`_@ z2GSVV8>x!UxC56p_~T^H>5EYqm9?#Wk8Hcj!>=x})0 zZ=tXFZu?=Z*C~ zY@XvA<3ylSJqiN&4VM}38%FJ9KvVG$su*#A1Fa1}c@iNcJa2eL&2t>iJ6Y@j01H%5 zMdG@UTp2ayT6ld;HTvXX68Sp%7*7U7$3dcS&gTNvxd;G-KubbtFc*zhz+K=T>H%lTam`)&24+MUK?24(X~zG9>O2Fn=2;&k zLXb4=}{S^B}u1v-UFM z5`IX-?_q$2BP6~9^YTkQlLYxD)4n)qRCUNAHQYF}T;s3|v{_zjKurdyEK}cmKodF0 z4$SUEeZZXqqNGra6#nRVgBz&wEYzZ$qOXi=3Z+=EJDbKQBerO&_1{;0v5G8NL0o%q z2B)vN`N&ldEU3;)OCbSXcn}mqZHR#GkQ|M9ZS-ZzExJXEFSQXAKS%-ZfPRkbhTN9x z=q(&Y9uR>C4wp5>2oV?=Adgi@qL}L$1Z)&ThWHr6k?U63F}WOE z|D65#ypvP3JoF#P4__LZ>#y+{*3y7V>2S0W)as{6U^fviIIkudbB^{oG?%0GZS#$v zML`>Tqts+jzh#)9UQghRO2-2j zBIvdgrz9owwxCK^+j2!g3$Nb>5Q&?9wG#Li_3rjlCC>Ns(rt0Zg55iY;mK#hu|f4xr2zK-NtMzOo;*A zMzAvM1_FeT4a*2!2KGsj_EECuP#4-Q{6<8-Mfg*k#+cl>Uu*C~cV%(VXba0E2+mPDCh;O%Mk3a%$`~zvgu(1swRTZ98 z1zYr>$6oJfX2Z0#@IK!z09!SH+ok$fj(~9tSXC^}FrZnLh@c4}yhA{=RIYgBzQjYV z5ZAGxRj-$IVRv?430bU9*l)Jwrh{KdXSByy>uiX zy?d0dNVpKkupb)3Z=jQb=wZpc>HqVMR{HzA+`gyI?pN`WfQQbJP&S z@Dy;Y*hOx!kDa7_SiT;lz@3TkbYi2-uM8@EScG(5@8Mhx`_F`L5ySNv(t?I%GvSeI3-NCKn_pJYT#6bTW|!eC_jQFICq z63)AoulscUEt_9Rt72^B5uToU;r5u6en|}frR(YGqX-`nlIVxtD?~gtnapp3g#$d1 f5UlB+%!{~X!;qDlSs+uog??cEtOXOC~FWCU)vH&p-g{MDy?^?#&)>}W^~aYm_J@dFkMKts#xm^p zc>0xJVeAinUxb&CLV>QAUV4eG;a*0t5DEx+g#SV~j_{ud|AFuT!oMTji}0@qze4yW z!Y>g11>t81KSlTv!W{_zjBp6yI|%=T@DB)okMMU0e}nKPguh1kBEnxG{3XJt5w1h{ z3xtm${29Wv2p>RrFT$T7T#fK3zM9>Ma`pGTht=QvURHnK``FI= z-_O1R3>WvE4}OsOANmmUKm1{K0?)f2`3T$n=ttS^$3M>YKKV(u^@&fg#&y@RZvwmV zsZX)HQKtEs&#)DwH?O~*{W)+NpZgs9?H9kuetW|Wto5ZYv9-^Cp0&RGW%g^7IrY`A zvewNvv)fSb(XV}tJ$lP6?0R4=qs(L9_y%i#>sze-?QgU8%nWPab{i|A?BAm735?3fB*EStcm9*jvi&*pZ}b7@4AaU`HNq$ zO{Cp|wx9aduh^-(?`BWka}T>8b>@KGyZ2sJN7~a%OYA#@vAD>ddEf!|%!3cI9LhB5 z`S@{GMw$MJ6YLJu>F4vTzp}!fD;C*vr4n;d=HJjp`=N)}&rs(fls&Vy#?G#_M*bAVB)R9FeL7YYUT@WT(YhtSq{}#*xjIWZf=g< zdFP$%$Kd%Lcih1a9XiBr!}xp~WA!bJ*{!$U%D(>fud|zOx{2L*}NmA zJ_Q-M4)XGG$j?V0OV?g|Eqfni?wV_^VOK*Iue$0g_V%~Gom~l;eJkYhEpK@Xy8^O( zIb{BIuX`PP^{ZdaF1ze9cIl;;vX{U7uHBZsi z+_Elkhy5=6QFZm3_JxD@1`1Z)I~Ry}OQ%_Z54{UPy4_cJ(R=&+!L4BwGJHC3a4Uss zYQjHH%1yjhqz}(eTs*=V_FAo`>w2wLyBFb5?|cX+X7{2JVe6vqo(FiFv1YQm-BDaQ z55n!V@p9A%JIR(OOzE&rN=d6HNI$R~+H9CUwS@rnQ`#Pz+-9xxGE(r<3yjVgvQYwT zb8$Q%!y(%v+inue4=9C@w2{~u(!8U3HljBAJi4Y2>=E@xWI?!16Gy9oeVhYM9v9dH z4apE4j%nObMI;gS7&SVMX```6OrA`}W!==;V={>Dk+pl81P%;3Z3Mnh8R>O8ES&M} zG2Dwc!{I$Aj-krl^>L4Q-R z(}l?dE7Hh?=!O!&HMSyEyH7fhUc_7KM0`pOPLED%H2v62)EPP^pmoh`fvgvR$tmA7SI%;C2m~#C#=L-Wigj>BO*I)^GPB{O*t*B1uSd@l6KR z9}JQlbbu0<6Mx7B$JisZYt~Ulbh3f5&NO*~nISCAVYCOmB(vh!c8fcOO4}xy2rQ32 zyiTWMoKY>^m%_3^bUQI?)D$vN*Bkh*Asx0x9~}~RVHm7QRb3|IW5tExiLsXYHPnX~ zlGhc=$_*{0-uv`;Gl^|S^rap24Xq5jEnl%h+`U$$bb3R`@pOe6Etw{RN$R5Yf~S6B zq6S%M7Drjqpdcc4yVun@OL<)N5Ao6_c0rz;gz(7(gG1;HT7GK~8+&rqO&753#O91F zs7sZkop0M%{iuW+6f8&Jb+B6P$NEE(ra5sEIwQK`MMuJE8AnVwl)m!He2pNK*PbMJ zkKbe1lt!BkLpJENxRlA#xLHHRKwWu)i&65ZLWjoDGU<~{rWu(&R2o+^SbaqF=fHq% z5Bsf7q?CZbuVW~l!E#S@HDgECKtf3dbw$K#wp!+y(lZPX7f;c9Oi)dx9mQ{tl#}ho z#X8z5B-xgDTz>;xY!C!KbEYFXl@ZNZR8^>S z$G{a}o7QGx&SSTVZ^|feCm3OkN-4-m0fOC;y$?!r7O8pFkrt@M`P1F0qz-;7**FQ55SdpzXPsBa;!d= zQL5izz2P8~Q%VXi8=QvQ;M~aZxbOP{5 zR{X(&l%P5nKc44sX^9sLpPOW+L$-t&i5S$ZxH_CI$oJV`q?_Mt^R)nVMhr0dmWE5; z@>Xk0A=PoiW8CCRpO;WaYOht0F4~W#$zI`>9O#Ugmwt3SWEUU>uscxLUCx;SG2OiS z1Gd5W88I(y#utn&Qqyq0#a^3nu|m}MBtcw%XSf~|^U~<*bi`cY*j$b98Rn-jMTw85 zzkSS0%QwwSTb35s-09)6V)cg}x6i(~@i@9A#T1>ye@=J$ylhMLA+bpT@KNb1ovlwA zNRJ#c%wBHaIg9L+d8t&g!iEtexpN^IB3gcD7ULE@%#am=a(bxJ0*<1#fX54E~TP4fU?(DiVAHwwRZmVP1lTT%ucQpnEhI9Ecm;q4{Bz zc!d90YAgkkMI1_>m)u@b2>}IjL)Ex^Q$=o-LX94XnkIvy84N)3BEl>PHVsW191`@? zJYg+YDzN}OaI?kSaRot1P?=&6IV@)?R@zeZ)YKUY0_7f7)1*&Qk&&TkM{lU!uS&lk zEeS7w*m5#XM-8w6&Wea+peVu z(}EI)fJHOusZ?{_jnzqrkJhEtn*{F&ldowVRdm(e^=qk|v6@0#47z?qelzgI=%R@p z%}}`fZmsV&{LPY)^uTX{1P&wfdjz14URd)Qjk=RWk2x1&0i@Rq;+jJiq{)co>@rQCdJ({Jqg%f~i1Dy7v`%d*OACuoaspY8AS87Y3k zc_}q2O-3I&$d=v$fhDedX=A66n_F0_FE1}H<63O)@9&@e{`_5?efH!Y-;)IXDOIt> zHxju05b7;#Ru$3jtH=CCE}PBb#OjeF+3XAZy~9Vcv)Lc9{qDx`jn<3QffuVQ#X{j> z*bMGd@O6Wb>~Z_ztF?Io=hrvS{Un>6oz2eP&h}@rb4PwTM>=c&@!Im%)<#*43eg7p z3QJ-32Q}IY8@u(T#?c%=&&}Wm(6cy{J|mhV@H1#;Zt>XKS|w0)y(Uax&$LL@kP$7e z7OiSMm&^WSpKuADu!9(5yqO~lx%R^HdYNl!$IW=2SkFYk3{Uy8w>SU%{(SRj<7lHX z-)8&0++p5_88GE`w1aEr=)%%ceS5uJDp`Tt8o&}s#quU&JGJdCcgx+xqWp=aMs7Zb zrd|Nu|Hym8*)*5CYi@b#*KfSTO zUfXGO(Vbj&E_)f*Ly7ErTXs9=81CIwhNhj z0gXk*!KoG%n$z~5_b35fA ziR=x>9tfMzkriEsMO$|KjF*$xb;FSoTNMpu5pk7b| z?7SmRSD59+t5qV3-$;^Oi#$1bfz$G_PRST7b^`jSiUuZ$O9Hn{?aZ8-A%!R*|USNC8ka4jrv zZ&uMA$e2*w%}|JaV!RhLMPRymR}HP4Bx!`PIh;MSKi~?Fl-_Li$RU_J?^yLX)J934 zc&cXPUMQH@CdKT{{MW0{h**=X$+R z^a-d~tB3kSA@h5otX%E{_+yaDVzH8)TfqONdd=N*x;F8LyM`f3akC!I@i3WU#nw|V zhPWDkggBI-Pjk7Y+@8O)*Em}zZ!*4TT3D~Ada(JY;f?f9KX$6!ed@`XnWq`K*{*c_ ziuQJW_hfm^amr=q>2(L1A~|=~c3hLVfO3!ZY8K@c%3Cm(r(z5F=IO^zVReRinTNYp z$lHd!!jcy?6vPm^tf6>qL-9g+eWR`xwUmGh%RU_Hezsm4x-4FzlBZTT}!Ul z;;)g(fa=vDbNJ8o3ACZUYpJ8>tM#4wMoeO`Lla#u($ZT8Z#FZ&pXo+sx{fO2F# zqN_nbMHH%dr>=t=fQ(7duX{V|G%;yReH0~w0vA2YowrO*8KIQvXzPMT{L8&?TG)+t;VLY)| z;9I?XJ)cQ=^BOUI8bdmD8cS+V=8oCvX=Z_1{|qLTF!Rh%QJ#m({N(&NvTXM;Mj@Ao`|8_rpF~#XGRBC&qC&{%=L$luAofsYtG?Tqhl4l!EY@i9+TZW(E-ftA=FTAD zRDFBXan_3YLP>7hyQ$|2BG{PUtCe++7(e?=2t7EQ%^sP{&dr{~ce7cT>mBdZBYTxn z_c@w!>E{Y!*w8)s;#PgxKbo64Cn(=Pa~S>LX7hGnb1OPGbLNR|=kazu*u_Zd!2~i- z06)vFzt?!8KVWB{>ol=sXu`dK<8_ACB-GOEA@aDFYFM;YE0uC`!EQ$8srf?DTD6K; zA+MI~N~L30r`Up^0Y|-B4N`(g!Coy^t5}#7R&5VL^UT)C zM&t0z*Up|fbLRPWqp`Pa*v$xPBhtjqlyP%a6jD-Ac>EY zd2$<5hYaEh8>e?1oS`5_w0l?z^<#cj5?H3#UaLzL!b_fj!5S!~QhcvBrPzpMn6|Xs z=>B(FsS)Y$Qe^G~QZWL@l!bRkGMR6vbDvGV8#NW5Dh+d1Ve?H`Zj1S3n^aWNn;Qi0 zG9*v<{veh2RHNyYN9P3Z#SFzptz8Yp6G=||Rfbj~<>ZW3B8X0Q&XkvG!{zr!?U@Fk zGBWO*X`2n8A^E;Foj4!)zCDhu9KdjD%9s-D7I$iiNh&1{k@`IToT;x~<)>n#Wds%? zM!3>dsOM`(MnL`K@z4hK@h> z4Tw}d(Y=K+?fBxb&X`hAD>RtyR5s0tsJXE%OjE#;``**knY3&>wmFktZ_?FYfDoR( z36jzxN-Wdz6X}oB`_#~?gsxh?;(xee<8m&QdRM4Gr49Zl6 z@5D?tqs5ss6G%!Lz4QX*fsVt`;}#YZrZJdWP9ztHq?`5ii3vP~y!2#w_?DBe{TKvp zgaeueZ`R=9E^Sb+r+q9JB#w#j;nYaxQRVw+b)EJQgKj!Utrdz#@op}>=m2ed82CPs zviysMsdOxSJih~T(8b>ukn&>bXWIgJrw7M=dT9yjkBD@q7Vr^Zu`I(7#7d+*5?cmX zaT`u4r_`7<+0qWqO!-0axF&+XfFQ)h@Va6gLTY|^AWVwlg#(v+^`VG|CvQ{9nKXkA z6ZS|~wZ#|3)W~F7cWetD)4pM`ec@zHYKz984`Odcga$Z((o43JJgv%y)}RNIb;qUj z)tT0?AO{a04;(XoIYN7f2SyAln%ye63t^E1$NENb^F|yroxCY^1~*#6n$%~BR*OBE z=Sfm{V$~*k#BxVFRjR5Cr0`6>cvm&`J8k)@tutF~5U4+{;2TYwUVUWT0k&eUJja4R zw7|)>+rifYBO%f=xpykOP3$kxA`KdawtT74^PKs@A>@uhVoTiMT%{9f%7KcN2YETE zM6SFHgKPpAk!B6s(kqE!M~)7U0GKFCcdz0nHYNfXQAlid@!t_IentTN?`PQ|p{_b> zenF_P;I~3pz<13;4qfBu$wGA)j&yc|M7ExA+JGorukHQm;c2^kyE!aWmQ5Bv%JukaY_ zO_GS?SfZF%ttso^O}wizq7iUbh@Q~3fmXc$JRw9W%Yx&Q%_Ck^k03Of#m}&cwY&IM zMH1c(I3F!P)f1;ya9McAB;z*z?DAA7=E9uKL%#1QU&r*j)ZUbmYC1A({HSn3P*n`mT`s0W!XcK9z8j>349z549*Yi1`b=;0FTKJN)I@uu5=j!jzrMak%j}=h+v@|feap$ z|8^kXO3XrhgC4*|A}V|0-CC`7@TFUdtIEH&B}rE=OtiY=qM(a=!|GeeMET&4olZUb z@u@XwQ@5AG5^72s=&46De7PSG-0sEMBZhlgY;Zf+-BsZIr0(P3(~3B_9k=6nIS@}0 zpR7)~>q`?OK1Aq>>VbBLYMhcMWYgp1bdA!6sXrw)>7kf6N%}*hH;DGkJF`K4BEofC zlyDNbB)`dn)AeKmDVe~rBLrDA#|;}`mXT9Q#4trDB7L8VdsY0?kFXTQ+G+YGT1CSJU>Q?o+EB?NaBOebi}c6v0~aQ-xK;e{mll+-!nK!bd_V~lTSr7Bl$L%^5mWh4NH zV8e^jbghyV34T7%VIwN$YI3iZ_bTta?>Levi0)5x=5yNiDqFY`#&lYgi{&qJ;35Yu Qa^NBdE^^@i76%ynAMTxZRsaA1 literal 0 HcmV?d00001 diff --git a/descriptifier/style/g3icon.ico b/descriptifier/style/g3icon.ico new file mode 100644 index 0000000000000000000000000000000000000000..4812182b490f97b4eb85b37227f427151a211a09 GIT binary patch literal 61929 zcmce7g;N~O7wzogzJwq_7f66WaQDRmf#B{I+=B((#XUg25L^QUhv4o30>Rzg-JN~> z>b<|=P1V$N*G$(`cip~y?>XlJ00=+@{&#@@D6n4(0PmmM9320*U+@M1IO_la3jKe5 z2ms730089q`M>Y2pN9q<0zia{k}MuJIrj5Vybp5HYX5utzZ(<%`C;(6z!CszD?dm} zXndJFFvRdx*PIv68xggBn|JU-HR~Xzk69`|3lSNPGaaSB5Q(EYas5ac9*zQ1{Q>O? zfKtr*I5B<4Z@gBz%|JG6e{dYD&UL_+IeVyYOU)$R`St)?TbD)+CkF< zl&I|>{Q8Iv34n41kxKUeqgw_tX!!gmVx|9*It+!<1PdQ*f&oP>m(+Ifo<)?w8o@hf zzXoE&Ji9!LGzz~d*HL__*DNRlH{$N$OUALh1ZC}WJuc&1P<)}1C|5Q*z7<^A0%3qE2r(N(cc;G9 zyOXszzAu;B#m+CLHO$zv({{U-T(p2NfV0}tCYJNupga*K?2ECZ?xEowqx+&x7!OU) zOC=Ai^-u0hg&rO5+RBvcj}bHQ5H9b*M-4+7n@AB2|C1$3K zc7EfDUhIwcZ)0{rj+~%#l+$ELeUVjDVcWTpkw{dNtS|4yH;Ceb2XI#)98NPDJ_L zIXMgRLlYQ3c844vCQEWlNw6xI5=fPXyjs> zBz?E8e#m7O9j#n>C9)ZM+@BA#UQU(H>w7LX{tWp0S5R|+EC24&&-J+er|ZT_$0A#3 zm}k?$+FIam4#E?a@@ydk)jePW1*HZ3jI`ji+uS?&fz$0U%kJ>f$PQzH%vl`*SWF(5 zLTGYYt9SGzo__~phWccExmrp?ikUJhqML5Fpbm8R^4K< z>ZpQAs?{mif_{QeJ9b~4a?3Rj>ojynOroMjK7Wbs45NmeIt-7NB zhzWhQqlpqtbOkCPoZaJY9-;?Vgp?7xCE_GWF} zOq5&)vs?KE_9-`4W%<9%w#rd$pTAv zDN$)zZ!6`LB1r^icV$|sNJ!#t|8djDF2a!~+($=jU&1pW2CC~Ai0}a5Wzq1Ob!(q! z`@&P!^nKZNt3cLSN848b@|oVOoSo{y)GbVZID*jl(Qx=QfD-lvDpv1rX<(3Z{x7+W zCzEr1IN!c~JSfb{olvJK{^YdO<~k1*Bqv}0`UMf)pM*}ys{$eRIQO zMH$b|DhI`!CYd?bTdt{>JbS4g=|U{KFH{n%384On{75faH!?Pv0@OaSe{VK0;&t{g z={^HpZGpf@K$vMc4b{o&pYZ#4B>OUt(sxQdn*&%%#=e|wdA!}8uGb_rw*2uq{x%(j z)o|7=@mz-9$Q=bnX`?bh+WNy<%hUfDkygsvL#(tNWRu`c*7n4J1MT1s;?A?4{+Z5b_TavEqiUBKJwb#Ni~9K5gICr zhDpM?AZTM6eW?Uxsdn{9ct`AoSdp2>c27|1Z|4C#1)%-XrVD*k0V;ms&qy^ry?+Y{ z`ESPw>w;4Ne)VwMhS7$68a`A?m%kW6GCX1`yBRTM|@?>9%Klqygs&CV&Y!( z-LC|>+|&4;3{_2HYV1`u-ErqqL%;{lpiJ;@A|3JQBlFiOzt=lxDS&U6e>RCwAz8Hp6 z8-T5A#%PBezrbIYk8XmlnGGlVt=G<{F#2B2p3kT9JE7+Gt_Vy6V*tbFRck6mN@G-$_nB1>PpQE2QIi;w}VqLB2N|Kjc9oiw{#+=mMaXa*GEbc=SlB9|HJu|FrGkBz^Op7>*Kc_hWpzukGg zMB#T6LP{<4z7q%xnvv5fz~{)#!WF8xQJz&gv9iq@7%EH(fTtV6h@E#~uBd197Zkdg zX~iH8ru9NGxRf$*;~u~e*jT^OND~F8iJj4Pmo(*7^c}vpiZ< zR@Ga67{<+0rpf!_)IiT3Xsd?3FR?$Q37*%K4yJ^_G&Y$eDK8B4xJ!sI0ZdC!DT}PA zS&V=7u-O5}&OUzsdmg#;RFcl`ORUIuZm6(QnQXTA(#G==G#r+?n;($mq-4V`bePUf zIbXX}^OQ8?3ocLr_v;<)l0V>1Y5sN20YX&X}mpF~89$;BQoMq6UVgwA*r zJ3^*#*Da=@+E96QAqSpPPRt;7!_?jTU*)q5^RHCGiFv84l?-i$3Jyo+`ll~KbOmbk zm0t$`@v-Fjp_y^fXAA@uo$=t>I(Uxw{n8sZQ2m>wMg-{fu~o-=jtz{u@xFND?59(= ziX7_e8$#~<)O8Shx~bc`;9Y;n%}_QF-&-4{BlHyY34Q&QMtozXK=tw3%gak5H)tOB z8)`jc#-=>QuA(`JGXO6~2-iWs_Q3IGznmhK&8V4GfQ@bb9So4pR|?`-U8m65oAh8l zgpc?U2S}3+9r53fqY${oK0KV0*52RUnX%oaflG`<1`ofD9H5K@tXLxYo#Uo1`f6rv z?h%o|Axrf~Q4xHWfWsP-x1g3ahFaSRTG1yGS3juz-BhX1V}|$M`B4~wF<Q>VDZP?)h#)PLzu`LkCskL#T3z ziWc9c39{%7C;jI7H&z9ho3^Y>eFKt7n!gVmX&g`#18)K503&ki#YU~3G{JHw$7wcP zIkumeAs*HeJ1WUK=rVzbsb!iwwatg^eqD* zBQz#MJ zKcd1AyL{0@IJjMPBbo!?(@Pmmfr0;sT2E34t5uQ`{l{H>-@7rO8Vvr`H2h+y=-10+ zimAwJvDGpBEt5sEBC^N(%Dc=sj}E9#j&Zy57hb&iLi8I^SZ$qXW4>;>x?Fc0zWp=S zf6N^DWKHvwUZiO#{TRph?LJeyO8X`GN4}({V@LSudTgftY=x=ejzuw{pzO7`8yZ#& zCJdveV|(zE?N_U+Q(V$;0AH0WhCh*wj8Xrmgq*y5zD0xRoP|#`-q^<1sNuK^aNDY&i>VIO=8mmjlw@guLhtN zv%Ovc+I`RV?7HS=_zrU`p~_}F0}+Cw&A(KCYCTe@j`jZU;Nalw%Aw)l%J#PINR~uQ zNu&E?Rbb#lB?V7G>Qau(&yA_lREGQe`!xfB;!705xIYFvuN*IM@f(>{cqw&=P0Uhr zjOgFFvicog@7H`y2nDiqFjz_49(_W#Qa8tRyyJ}{izS7#UU6HoVfsDYHc*|Nj{ ze|ma-R!1^BYh&5yTw|+=jXXwD&s<%MUzg_BQS4kJ0F%G4r$)(QLg4qbo*oSmn39qW z4IK>Reo*yiEI~>sp6zS^X!UXg;e3h3%NnkB{wtYV>7)Yxe@TG5?%Jvo!Khxe#=J*QvbT&95rWw z`lCO5jixql%p|i&S^l#TbLP)JQ{ia2dSjE-mHR{EbEfJP;)9}&cfQw3220XwrnkQR$j*OASMo2x*0kJFwH=F zLz>>Mlj#w_6Z?g=@^_k_(*^G}_D8b+bMKAK9P>mz4J`Gz_}oXK(;h~ncjh#yk^E=+ zR}IY`%qi3aJ6?+U=6}2S)1B8=gP$pg6#s25@CAS{MAw8FqIutn$ncBF5_UZ4=SfER*BC(f_G zv1u_XD(f9v-Mi8%97Ru@(nVgvuKkB1&?I}OY^)L?Ys(f z>9oMC+1jY#ff#9nVK@LA77G%kb0g&&{6$K5cR1!Kx5H4HaZslBUK5+3Ao|Zf<2s2X zOkCS{$nDLYakqBGqCG0l>X;Pn?UqbGUy*DphhMQNm@((;P#~Ul|7KN}P;!617Zrhr zNk*fA3Pm|UQ=t->SmxA%fCeHZZNiOmeUwwIf~u?k?G1}wyByQN7e)~@I)i@#>9#)n*Cv5FA^VK9*$h6tB#-Z2S#aNX9fbWk_+KjY zS-ePR_0FJ;aEweuk_*hk$CuqdQMg=_D(2^B-r_~9>2zJ8oX{ciLm>)Qqq^jOJ*d2y2Jm8smL3yxF=-9 z4~E^N=hnv>iM{*xSc0A&ML=kiNH}`ES8VKdcTm-qa)#{f3E??>=UZgw?;(A$`{&7J zy-~*ZdNDWCz|e4-iG}Zp9TR{|kDDFA^mdvcR1mdr3|_1s8XC*5s&^I(qit+r3B1>kMvL#|c~LY?1h zZFXSrL&a6N15&pET~`Lo*p)%abiFl?$%9XJtI|wN@+kJR(;vlU ze;-;p*x(xX9$Fn?Kuv0R(WF6?uJA7|Q<=_9OhO8GwNLqsDSlsR#qSRg>Q1eI`Ac!;2D{y%pQ52L)jO{rP*oX(kTQ%*{#ST{P) zj2u&!+lmlwK8tjc2=M_g&?$!$8hoYJ#cD11{<{5g-;;-&+tRlF34zXk_}X^DUZ)Z7 zbLFo7)YE@*^5HMHm5w<4<-P4Y*Z$CyUYwrJDehmjj7+?VP8Fq38WvL3l9_#{liOQZ5at ztS17krM_KsmjdAe9skM6sEOYIok{- zzh1hZa!BP%=OqV0B%>=V^lOVhk*l6vNjiyE-+P+R{vH;GJMX&=FCyuwx&>_yA^v#( zPBq2R*C&*O%MuAS*6g&c0K-x zWr}^60DrO7M^oo>tvVb}zr0I9m2O!*!jFAOSF}%LzXQ({sZ4e&dwpB$?{}Q0nA(~~ zMQPyqhINWBo0d)h)6HM>tP6&b3gDs>Z%&6cf;UEG!z{4=(`QCQS842e)aB>q?)7}Q z@kHM#ov7L4NuUm_r1KmtCw&x)&Lt3Nrcd6^>Lj!yISRa_Csn`jKpJ}YAXu;t6@K82;XLHlBdoS1DzejvtpApbJy@wB#1m)38xj50_&y0oQ z#3N@qYI0x>C;Cn?Gsq<$<>7p^J9+CgngyKjjnY*5dh~9lisp;rn0X~20SLzYHJH)_ z`357+o<$`eu`4GveyHxPwy}#Qlyuf4mPJjIKP}wMq#LH;=|Q3ix0SQq*So1i#&)Zns%_$NQ?`sYsI|CGe<``E@jKjkgf=zpOTM9_{rJ)wj&SrJA%b3^+$v~a^@_Dmx&6ze z_);Ma(2c|&)iLvDPY4=(=i{grA#I_QWGWtrc-#8 z3JzYcgJ*7R8~i@|&*L>ayBP7eaD||7bxD8r7vm+m+ObpyR=#bH zi}wnhT}^|(mV<|1N~13j<*?}MbhNC{OK%KZ+Q*{>W2>!?{mPZs{((k#QvDh%;hq|S z9y7o1U-oXU*drnSd<1Py3ypSFe|n+C7gIwCOP%@7cgyK5 zC~^JH(Ex;vo+$g#*H^8hJzyALXKCKBvKMzqJ!|q2?4;)DAK6ryDUE zBPb4jxzPni4($)Bsl@)czQ8Q-uZCEne(fs8 z#Z`H}UqOrE$~~x&-dm)y0~-RTFPk6@ZtSqAu1geFKwwL2k!OP_M8Pw$eU%BaPF=vyz1+7v^(gIX$N+W30(}|>;OdRZ!%)hE= zAc|Kfx{0F@rANeFf$n6%mF7A{%rBi2{6YXCHk^dw0WC=e%g08uR~Vs_S2eY zwLf<-!(G+tcZE+>Nt` zyZt%RY%y8H3Nr8Uonc{RT~5l@ZSqfg?caB|a6W8i&NVbqXztN=w?}`z<4KDpIS2-! z#FsMv+kdpcQO|)e(^wRc<2&paF)}jt9wVQejCu*gA8HcBrcqyL`_-G5N;LeIy$=W; z*uF$nw4cA)Eh;nA|JhBI3#6HDSRh>XSTtoKbKd;x7XS+fGB1iopf4zE%VRCjgkip< z_8+Pr7E2vJ$V=R!(0)eZ$pb#(ln~%7WCm$Xm3TRMA)gjWi*3dJJ$7j7C~ssX$g9H# z!4>iCW-9LZpG`ji(m;e-frB;yTc^wVQmbO-6Xje{>`Afe^o1SYcaoVl^M=v8XCTVl zv-x7I%hmeP5(n>g)}wPzJ$NLSvFRm7UKPUZ?J+hhJX68e#nb#JqxE2l!&6t7@=+Hr zH73ZqtR*CKY=F?r=cwD`w$X0-?rkbRod2gDua#UtVP`J*Gmm8e2P0q*9hBO^z=9OE z*C^Q2hGmehD394RaCk zd0^vOeh<8%`QA($oF(0Cwd<{v_k-)Y7u_W2Q_}k0r2b-BSZJ`52^Se zuiexSlP5yCeAc;3b`QS+91e6z(RKMrg~Zmz+pofR*#;H274Vsyo|0t|Yrtotx^?G6M{)mFlnD%SNebxMNwO&_LCq8T& zwA(y9I&j6@7v}C7zA;Aqk~C3cr0H5+>Y3sD{^ZA_XEP;afPTb5X8q8_H=J0my3D~~ zx$DNx9&7v^I|x%U4MhdVZaXFDw_3SF4c?xBYB+sd}m&o+wwcD~lH&A=K>uXdC&5%bVjimQWMu=w$B#Q<49PW2ZD zo7E*ky>)z#+utr2m4h-t9dVy~sfg|$Z?|1uO@%2sPMT)nZq%p5QmnD`KF|oBUB;T4 zDv}i1@=$F!fGlikUuHVY;I4RiY(%VtTz~G0Q zE8Re;MOeU_CxJl!95(Ch4ZpkK*AI`^{Knd)dKRsfugxDXB*ee4h5s@%dm8;3)$>Hx z;`=daC`84TCnIX~r!k&!!&w||NN7v3#eKjSxf7}o%G(IlwffJXWq0i+g(y;_6UpNh zt`J7WJ&(3sUwppYiM$#z)sE(~mU)?DOfqI4n2wocJB-BRkslr2YvhjeXdk{-LwTX9K3?*Ce~jr~yhvSLF* zA4CWsTu{CXnIpUQ#cvXTZQ=2nD8{GV$v~dLchJz$S9S{J5~y>#5rD>&Nr~s%xOuJc zNP%~31rt|3$A_PHe`V%F&2Vy_oOrZ@e+RYS7PtnQRWl|;ReUrd1tX4FBK!A+uXkjc zcj#r68r=3S9w22=VQA7x#jGfSmq@i>t>n8Hen)W;i~cGIQk<0Gl!k(!AJY%BaX)76 zkR(U67i(t{^c`9*qYc+o&bq5xX0s7B?W{Ar73XstH6$;7x4P5X7X5U_X+CG1CXOTu ze(--!n#+KHw<;99lEm?FNbCXdC}*FxGFA(~`5r)(8W!6M+rzSvTBX!9KmIe1`zGOR zZN=iKbg0pe{+*1J)|lPsp?_}lCkAxWCuL*^NP=ah;6$UEfdBmQpU^l*@7VmdINNxs zq(=24tmyLU@ucgxvH5a}-Qfl!t5z?T@*NGd*>9RbaWEi?o56B52LXuJqwtRztg@p9 zn7;+SV}Dah##`KE03fH|myp#X{k)p0ndY1>XSw10Chh7$0(aOsh6+=8X=P%;=G~9u znj3RPn#YfP&RNw@<&Zg0k3>&T5OXIl7;Hkicqs%bISIEgp=&=X=1I?HPCCk9Z@u|2 zJS=W(mzx7gy?mjm_qjyCW5wxqZnmL6p~a^yZ9G3FI(3HeW23kZD}BCU9wYfN%;FX! z=l9LMz0a{<%k+gp;21>BmsuUPO9;0ohoe%>DrQ)oIn_!WgO_7R6;!K ziCU#8jybo!^gIlR24@>j2B4O#55}QaBuvD}c8Tw4Z=6u0%P20s>^f7i9r`SxdS6wc z2w_Q)^+;ZUPZS{@;Yd6H`>zMyPgNC}%1gDs&|N=_WFK2jl~SPAy)A;ej3~33N`BONBs_OYtexs-5|Ob!51Zl;pzR|=~k1%O2TmJ9l{g;J1r(QiOb13u-(wq z)IQ$fsPAZkl8>Q0+EM8NWg`V;VTeoPTr_fM&Y-z}tJw^x{hQbu3$GL2uBXSKSZK>7 z)WP5RJn?oHjQSk@t(a%}a-A{~-^VJ33H0#pSIo{_{I|A@!aK15*uVTI=?pOxwZ`i- z$-TQjhD)O3rPy!ejwqYHTW2Vs@&9sNHf`i%|Mdl};D$EM1q$KkRMF|LJ?^n%$jg?C zGfmHozQ_C652+A%o9nQTG%qRt<BZX1-;0iy&pgl1dfKTcEs<4U?DnT@EWWI@sCLl- zjBR2sdkeF$^y6rX1vPW0An~UE?iYf%9Cey!fT>c6xcEVsd4U z9M$iU5prFh>!GbI8m1qV7eO&AqCrapfB&-ST0)REzQ@?5#oSFR6%8=vgW*jqA_mXR z6H6OSr@7mrwkD_fa_Na``=kFD+l&{gZMvj_zgMO42)~H?9%HU+D`pXIIYZx>L8iN# zycI0h6)OFWzRlz4 zVfouo`utN_AYJ>PidP_8TtZ2DV48lpEhoTT3{etV-2CpOwY`)ac2{`+znp)ZQ48dM zv-%g0K-6tpx!RH=cPGeS;1n%vo5r-)8_ALJb_*f8){`tyFrv+#mv8xLqR@5PkkWN| z^+)`Rh%$89>(U>y(TK}^ah=H~&+W(HmkOFthz6FZcJO?`gcYbe%AaU|P|HJiAz>>R z)JYu0d!e8(aB?uQyDB`Kp_mY$@Eo1IeEGhv<~q8`?4vfkt+pR-W#%GC%Sr?Q9NAqkSd6{2iSHyG-yfJbw13wJ642{TLPhp!k$zb|+Qijso>vDUDd|F@ zf`L*tO`heM)i&cLJS_sw;}T;pE2LC?`FSkC-ny~ z@DDoxtm)%@VBJ_{?83Lshm9rfjwSNY5%=7nb}z*5Q(wXS0GEA*=AVhin4-U8_a1ko zwwv{imttd9s8MON)ANMP31A}aLoq4WIEM%3WKm>$tngH&3!EsMZ|pJI#Gb%Ehv`qOK7US z57R5^QY;!pXqk6k&ovz|d#k+{f7HREr#YNmg!W3nrzW1B5#Ph3Os&Fg_m{xCaqB^6 z6Bv_#Avuy}O+Xsngsw=-{N0hJ;0a>^2$G8ad47gl=PGl>X4_%6Rc1?Nct#AE zWQBN4p4k@97Q+GRyKbVX|Du-}wm=Y3cX?;jkq;(DD$BP0*Ly+q{Nh&=V^b;{VUG?@dx|?-2;_m zO975-S@ayq^1NGZ$~s8*UQ!PYvx7H$actv^*nCE97LG`bzBngin}^(xz2o7;^oG>a z;vxtw^!F$*tPc&XpX|R3u1ATLe<0oNlwuYLTO*ewx))T+V0nb`hcJcRTjN$aZ6L!hwn_5B5}zCuv471cKDY?YWGKFkHKnLj!V9i zSLy2;0rilWfytYYE!Eil)A2jHD{9@azM)`psOE}Oo8iRg&S2fobVjY99EZ0NdM?h+ z+s8d~F-;zRtx#)TVj!)Hnruu&!t60m6ld;p0)yQQOE=ON@kR zZ3Z^as)*N@pT44Q)&unkEaFn%a2t1^>;N;g3H)aI{R?tGqcSh%X9({zEv~*7ScoYx z%T7S>|? zlz85(O~9#dc$EiBqAv;}lOv%OEYU8x&e6_6eWurpL2$wLt5d<9>3!gMTm*Wp=-{Z_rfb`mS$4(^qc zqk;m2(zHhqEe{gl;k`fW6)~-}JO{7bB10(=V*oyXuSA7QT@F+Gr zHGBpPa$){W*GVYtViMb^FX((tKZZm70IYQ`?y4$Z-}i`sK01!Y&SREElnK>{SV60I zj&p5r>(0H&aaCq=zR*%0^y*+wO}o{+snuw5sbtW$vGq5G*F`3c%BfQ1?HcEZ%3Jb3@9KUgUf4&Dx^?C?x{K2ojU%v&X8P;rC1` z=?Vjh<;8yk#CJME+cVFAcV)tS4@|~C{r!xV$Tj?DKmI4H#DfV?NI3Tm6{6L@3MgLf z69VnEh>^e1Op2rNM`BC(1Bb~p=|mh@M?JV}{|p44DUU6A=aV2V%c;pl1-C}`>Rs_f zHMNCS$Bf_pOW9J~TDA7GsDkIcJ9jb-PXe)E)B=OIRkn_Ojt6pW>BZmx7?3iOjH?kM z(6_|&e4I>y7i>xw58g7L3eBS|d(=b5b7KI}E%ozE7KY(A% zS@k6Y7&_Kdt(ASK9wIO2_TKg_1tF2;)!%_R2%}P3;Z)`3e`D{1-A=CRqM6RChN$^v z&|2^IDu`(OZw|!W_=d*Lw+o*_IS`c!kaKoV9|tml5KHIKZZuEEILNoegC`M}HDsgj zX~@*{?+;0bAf-PY0aPq8i{;k`$+gu|VI%^`Wt_tYZjcED878dIfr{_hNnSoHp-|hC z=8{uV;tOLBfAok`xC#Gyu>{4tX&)j!GpuvO`&Q@p=+8!on5+gyOliRZ07poeM6u-E z)N&SZN`acyEOw#>T7$T;!3gG9l)rPMNREjBNWA_qa#6X936elCyaZUP3~gNfl2ty3&NLXJap@xy=?uf$QXm^DApn?T`L`Z_F*1& zlhkM4O%}=5jfH#BZ`k^f{%5hVMka>>jw=2d^r{ds5f@Yh$9j8O1fN2fH9b-Y&9 zKLgsy2T!h1PG&nZ1w72qB|ys?vq-e{8W~ny3#~Wwr`7?gX1o z5+7MNCZR)E|Dy`VcbuIx)KM>qM>rW$03Q^b6?etDd9wPSqr;pC8a}f~%Y(Eq3m-rR zr(Jty?%682qe9&g^RYC`_Y*DG__K?R?mJjF+q=jtE(q>ecrfZ&&^`BAmn8m?u_L;~ zaA8g}CAF=Qi1>{A``5HP`@0=ARa8!+8}pJ7B0_ zP(f)10eZMd64!_JS_pzK5wF4)`kGYBv8oLYv zQS+Wu1#3zLYtRZA9!b7E(?3wE&p$Q-4_Got@Z3#~aZG{V8xIvVtdmwIZ)aj>XF$n) ze~D2M$>oxt_||31cENvVkz?xaPjKgeU-5 zCF38A9`db?{UgZwz!nwY-$yp&9nSoUyKss2gt5>a5v25V z-9{9T0ZD7L?B?Xh zXOzz;2^l~x1{z))qnMa%XqyKPjs8|(_O|j77hmV&Ua@SgauSDSKoJ~Ms=4(ApKQmE zLX=uo)Rk9yHyFER%7>pG#ao@0v4ZNc@vwzwDCfKq7<)%HhBN2h7`NSSRhX;iiy$dj zMKA#-p>2=}2pR)pZ;TfLJ=z5f{Z(*df%%JJCyn_}<_b$&CaW)JccFNG-ZF6Eu-A!7 zde-_lTVL$VUo|u~X8c^9lOpB+)82}KsqSU3^z^%=8^jRe3ff?I4>oWCz+vxyNvfkX z2N#Ay*I35%s_Q*@>iG8;_Nl+QEeu>xw%|D5Um@@F?56n!H0TZd-q?%KY`6YPsF0VI zO1LLDr8#W9xD)p!QhoL6RkFYT&m%syi&g?#L8J#$r1b}YLD}CUPYFE22>yHd0w1jM z7I>r$VMvkJPUbiy5^(PEyKY(XTmyaR+_*h^$SEc)c9cLq{=rYa>&JH;FqAVFtVsKt>Fd96j&U8 zm-GcJnOVp%1_*vJrkL$xZb}CL(v&i##%+t9?EvfL^gO>x^^u75cj9*#FG}fw@;3kb z(YNXux&hyn6H;v6g0jftf&dM0Ruy=>^?*MM6XmL9z1wHdqkn#K-h3YcFfWhJ!cid_E^tf=nKcgus9e3MzE)kHv_9<19LHZ{c?tXTW9DN)9=_HrErq zOC|_^l9fZ;OKt+~10CqF2Z3e^3y%Qf7ywsg5>9q22w?sfbNgJ-!@A__O4v<1n&pC_ z%ATvZOQVKsAOx2)5NJ|v&EVQB3o37WnmKN?g?WQj3P@J$bxAuwS13Z<*4pS)uh1n> z`&TN=%0IEU3cCK_^SfTWJ*4)nIF8^nZ$G2}sYb0|!Mx>&-njTcjlVZSAViFjPFPxO zh#095A=fgLFrk6CFLd~?*w}(B0;Rl~0SwPawwN41bAou=KVSq?+1#`!2o#8M1kW#V zZ6pVMiDP&~6LQXrTIj^EhB(dp>!K^B=CH8IIHb$QZBg8Hm~BtT0 z5#sm0epneLeNJTGeGVz#NW=bv^B6=0d@S8HUHZv5t zcdn>sre~}~IuTO1uqsl}f0~)Uwh_q-5qHz5je#`;X1is6jskIp!sNkB=)sc)rv0Q{ z=`4`Xaa0Gl<=6(13zGW?iQ!O&&6e%LmEE>1I^YBM`h4JP-j&&J=r09Be4tTUs%p&< zwI`9k6#fq`we6fw(<%Ra6&&c_8sX}ED7yHHk%odMi=Q}mBqi0{9-M>`L80k|Xm_qR;vOe#b znO!QDIj%6A+0OVrVZ}P^`Hc!wA6}Fzq1nw{Qy7F$pA|54QqBE094je5wi9 zH$sQB*_^H>+5u9?uQK4Bvqh@H-wdp)Nx^`P(K zz-dk+!euwQl@=V62=L|)P+f|m0AK{*Q)HW#-2HGSW>Bl+Ar(LX$ii@#E4~}$k5R<^ zKBcSIO_%s5aPtC*WJ0BZmr8p*E18;)m6UNq{5uI z%DG3e!dj%1!uZ&e3sXtkMeW~)TjBuoF{v*-|SxsVfOI=uohp#GZ+B$Vu{Jg z6*lnMF4MaR9BG24a4ozyX)TXpsGnc*HmQc|Pllv%S7sF_ta##>=!UiT*JE3;Gv0EDBC!k8E)q~w4#ktX zE`9U&5l)^Mga=GVd<)bWo$`vj5SuawR(PnRpnA?fm%Ie=WdN`nAFw!u*w03r@gd{g z$t%L^ptN#0RA8*x`;HmVN5F>&__qF`>gCqNcg^KQ1b;sACPsR3LlnnXdx-z(ebA;A zR0q+$(z5n{2b~)kHKIZyce^!>cFw8ToGZXuRDoIRq|ETRCStOGYS!N6(=c@qBINlr zo(Lc6JSiP~SFL*;`cjv0o632ey@#CmuS~s%W#?ukf7o%RR3Ig7eN^(W=Ys0q#UA1K z1sQBo=f)ld@Tx)p?49%BsYxn!$Hn?$uNL2*_ZyAZ1wNLTm+NC8I3;F&Pgm-$K68Ki zMfNm-2=vl6pD&c1Zh)poWwwntVjy0dV@e`d3j5Dp6No z$P)lYSh`5$$oyBJU-w1K_ZEb6gbW7AC5&ew27b9-rAt|F!J~QvApe6A$s`mpB+?J; z`q%CyF|;)l0H`KFy6TP3Ve@UlvzOD3Oqc*sVv|O#DE9)0Ii+?75mjWM)^QxFOo8KO>c=|5kV!pcHEhCcqMs}3YI-6(i?>}*vd4}9ys z5(mm(ylAjrqqA2aTxVE)hGg+5JrkJrd$f0%ww}R1qv0+z%4fCdckGc}RlL!WMyL8U zMyKS0lS&Is-q-JT)2dYzf&@TL>gd%=$AR_l#SS7fE<*CU_xzW84C?5>Ca78s{3S$A z4`Jm|ixI0|NAgdIm~i-wlW0Z#M1!wE$X~+e5fXq_f+JtCGUU-m?+M@5@~iS=^FTek zkY{eowadK=O})AdPFB$t6(l}!++Zm?OqGq3TYopp-WH3#)Peh(7Pn-<39rqbhV7@| z{%;0EAxruUbKk(u5fTs*TL9G$Eg8y&%3ttZR>WSg-t zOJaN;Zv*Cf3G%xn@*q&aB1u!*JV?h?@(q&eb%K?((I`*T?(rXJ0!|dFm}fmd4XFW2?q~v$MLemcB-k98OTgEM60DfYa&Qe>t; zN(IxpgO^{^$QV$oBbpM0{&e@|$(J9ZQD&I(iqHOSC%esj?IxoVuUMlg3;nz{ci#DB zPvf7RsyHev-A)iPMFE%jJf}&VIKc3BEM#@#M+>_5Mx?RDxnE%Sk@VAh`y&y~Kx*Sd zoia`7Le-8YDt3pin`)hhz0;>G!Z1{z9y&g~+`} z?_cSB0uF!aX>p_Hm-1E{Iay_xN1T zrCD+`@vaab8mAp+zVG!@{Qg*QT4g>k<-PXgVz@decsw9$jGEu0 z6_FNsQ7rT)gOX#9reQP!%m5Y!EAboQYJNjJO~rQ3#6~JXmraR`s{U2L>iv>Rmfk1o z4d*OQ`eCOa-QR!3ApKoU{;P@X^d4QEonGL++#EV*?+g+0o#dn>!=dRjW^j4%wP`8y zV4-q&LQ7q%_)~Ve5p%x9{{Z$x9(3C-s1ML1#RZB}M`}QRvgOuMnkci#Dxeob;9ji#o4X4y0qf(#anBBFZ;ZxaXX~VZR ztja#LctFUVtF1JV^Sx=c#9k%V{>X=jN5R0?C>(S~yUUdTR*QbMH`Gd(E zAJMr@DQwh4+Ri>nvd9y%HtU~jtaIY9z+!3j8Es}u(xfA1F`e9)qaUT+?YMd z!^WoV>}$1Cl=HF2fBZHd*#|`k!109}gOXQrqvn z8Gzlz-n#{Z->CRpckp6T|IQzNt5Y&M5`f5I_xItrP5%=QQQxnTWIZ?QYJh zbH`fdk7$S!&Abmh1izS2)>K=7S*(tGC$z}W0Z+>);#ibaUFkd{c|OhyoFFqXUm4^!Z;xkLW?rZ7Tz1AmUZ#cC3PTOyM*+ zjVP4s0v;DI8WDZbt-~Z6CLMa9svXk5iFt66&Lnl(3Y%>(^}jR%-CxI1hXSh^DxMwDx!K%B9UJLF)q@0IW^E^X} zWfrLO={?(DH0<3+?dp+a6pK8@P{~HEzM22(IX(^wir zy%@&bV}tryQ}gd>{-_X?v*63q0JK4&fJdPm44^Y)0YfQW5~P@iQ4Za{++WK1jjr3N z-2rc(zTS!nw>|yPx(t}ZGlBdE-H2B0yIN`O2p|#bjiWI5|5b?Ecx-Tb>IrPVE z;T}jz2!#t`>TC6`{-J|B$)g8~oLZ-0fm=2GIo}Z5ITQp@#oum-+eV(xWw`E48V-IJ zAPCT~puFGc89|Dqc)D)IV_eTG0nC^}#H1xY(gJB23g*P(2gsWnn}ot;^XVH zXz#s9tSammKrgygTD+P3j@}5z`yDVoEUY6cP4>`juVKHfFwTD9Qt%lM!0$X67|2Rw6rox5GfI|k2p9qx559y+=rU&P)pOF1rkOJJXy!cps8oNJMs}@ zFyHyTq!L{37l&KiQZi@efNi8<&2kbtI%3;v9T$E%T>?1){z-t72=L}AxF1=J3Oap3h&lRZ0Z0@SC4&SnML=BZ1vTqC2W%qqJDV3?A;N0;*~j0uSH_mq@i@YN)mz7;+Eb)}LsyULdMJD^$71pq7Z;0)hWi{OXpP1P z-fJ_La4EcQ*f*e~3KsKm;DZSAs(`qwKyb@gX{&lgR95R4kd(Z>pO zXTs)PDjXNM%};J~Wvtlk$8xw9eJ*wZGjjn-SfKymH1abkIHK5OO|e&Jy*<0t|NTfu zZZ+f0SO(SmC6+gD`e@&J99j=c9FU4={e`fAnejkyD8Vlp#)|hwVXsXw>-AKFIYX}_ zF2B7zRG!FV;mVLUsQr?5b0YQu#Dv{%`KYXL0TST6R{fVrP2@cv@H*i}{}S`qk_Q3+So zy%s_A~&UIG-(qlaaVSfxc6#bQ0DoSKs2{yn9shO7kn6@7!w;! zb?&0{h^lr}T!tm|yq&82%E{gRGa*Cak0w0$tzz9Et%3-LiJc6ZGu_di z1~|1U_3uxm+G3G#=W#S27*{o0kChrrA2oD=zQ$p#F1?IyYLETiDF4hEoj)qYG>H^Z zRNkfmr=vRG9U|F?WZfs-ifEFfOnrj7u*KLvKdz9i_`UGzhGf%(a5mNrXD+gtF@r#2 z{_0c7MBPEXb~sgW-!PW^sbsH*OveZyE- zm@<}PtoN(-_X|21iqr?oT3IDo9BtR*uHz*#x{>6I;osen2a>UC6lvW>9o5SwUl@b7 z_upHXp$xrb2~XF&Ma`lXb_HMJc}4#y;@Qa~6#DpZ9VjB~^)EtJ{67|%^^&KP^kG9# zQt!t4VrcsLm2DZO$a5Pq$Db)pBr|X;h&RS2#z6y+*h>|q$dPnOX17S?%@xYw$Y$O& ztas|GQO!N8y#1Hjn7BJ@UOj|efnoCcykWT4ZEey>w~oRo9TkZ1IT^3QEF#Ql`3vKO zKJoZ`4PLauJTqKeL|uCd`d(M2$Ue|Fh%ca<{T(omEDNAQU;T4ltv}(&%LtefIM|Iz6`=|b3hz^m&CqN&+ zq!{%~RB`S^@g9o~G?vm6AW9QxG(o5yPRAtGqsWD}=Ha@2<#o(=ZMU&!!UrP6kFrW( z1Txnt4PaG@M<8-TC>saBf|FdtES~xCk>lM!DpXR|zVPUwA`9<2tONT)3?8Z1jA8fj zU{lTUAU!QVrPM*M!%&aU*`P0uw_I*vycnX#`=(2Ee|1i9l|6H@a%NAk{hYJ7-lgHv z(zirMH`T~!0U_FS*E3h#78ix9e>SD;QoQei8tcA8bLiw?+Nbhd5J?nUDH@J^6^p!0 zvP|Uo)d3F5xr@w~MIZTe5D9_&0XcQGvu!U{P!Yl&R5i$Cl5C*rcNY#oIRyd5p+I2z z{Is^re1i9t>PvrbKBfB`3QO%6xob~m4D=TY@ed}JAs`5!o56jGd2$<4!#NdV8teP5 z4mPIO8nY&)TugizK_y5>GHj+{-qC{V!Z-is{rX~`#*vAqvolYxCKmm-d+pEFQ=cs< zTFrc|hnDnXcA`S+3#!g9}xTzp}P!UeQmbUi;eTzbCrSODay%7WqP<5Db>|(pI<03ELvgZNgvYN%>-Rh!aq$GI8-(^>Wkah1nWCH|LysP9^=~+B@KD? z)~Ry4KfcH2;%+*yQCV|sf6YLOew46;>AaX<@YA5dd2Cofo1BG}ARZUz+UNiWw!qbx z%!s*gaY0frK2-}hQV#Q&v=@0G6?b;S-oT_`;jd|v5OsI;u}^%Hhz@kQg?e=qLg%v; zkPzb>^^r!4YhCHK(7*#}v$TYrs;_qk2eQf%>S&i}i;RN@<7-fwSGOsa8k+c7Z)gpd ztV@lmDWltU=G*+0GX-443o6Jpn||jQg%HN*aE|`z5=b7b$pwW~i$2e4*xsIEx1Sjrzv$8Y^89WV(^%kZle)kn zvL7HDHBJ)()A&BBgw!*y*vMMd<5^DDbOB2^Hx zQnQ9iECd!N78!pV8rb7G$h~XU9@JOo3lA&zMnQ-4ZU{l*)CAQ>65Svw3czW_C!NOc z@l28qk^C2`A8oY>)d%$M{x+ybPCJqdCa4L#`a;BD&f0^rI{N!?&SkdPc82JqFta-c zrJGs@ra}C}L{8ZHPqoUB5BW9%Dqw%M!<0!omNJA=&bAVET>U+BZjs&wPTjJ;a3ApyB)~G7$MDR7*5T>HzyktI^*R_0J$EnF@C0WRaL0 z1o*~0Mg>XLmwI_z4Rl;+e!9lRuYzKxe!;&A&|f(J$1Uz_R6AQE$AYt5U*ULNsNV93 zF~DS4?-GL;mC?cQO!f{mi$MHhgqyOd*-7SdfBDTOJNt($QABugDhevXM&+qtVq0BF zOMYip_@zY&>%tWSV50;@3F_}~U^XvJ@v4o01XV<^cLwYlev5b{W=tX;Mzun99@7*C ztxlS#G}CF=OYl+4LJ~O`C(}4hZEnK|zDLqH@+E#>@ZM|FheP!i{ zfd`1mtEm-bTMji+6{7AGX-Yd?XlaY@x6^376yMcP;Hpbm7Fohd=paBSHWRj=?q^Xa zXKgnSj*j7YovQh-opXI@UoC4Xu}oeFm`b5)EI!K%Avo8N?ClX8#xcKfF)|Z$j;(|1 zf39W5M_d&0N6|f7TJYzG@#YWn-I2yGdm9_c#TWr^U%v18%I>{z!%+6Nih4toRAMoK zF{|>wUd-VvOhz!h&WNLho4c#svlK#%O>KqhV~x*kVlbYb+Ry=2y`4hcDh4~h-E1Lu z79ju}VDf5%0t7?JRy`pjbsckD=2dpwiUC!cuBc%kN&XHWSbeyAz)az1LApa{dxua9 zskFX{*i?*3FC{;emjLv}t2hd*oQLEoO>N8$Xcc8gRNZR9zd*zEs}`@IK*-eROS?`p zDjK}btozNr6<6;Q;h!^YQ*6rh4e{*LfQrG?8(Cm)kD~i#X;|X+$IN%( zlW;WJ$Q|S^3}u!M6|M!EaP>@VDT;3YSf$FA1C8T}Ey{4-RLF!o9e`LLU%QT7tY4~@ zsEu#@xDmOznsHpG3IO|J3w`6PDQKsmqFgm-K+=$dO+VRxjEF@}f3u)KP~Q292aF&S zv9{k@Be{>tI8I_O?ch_L^0|iX9inbw0}Z3PIa9npzy!4IK$y2L6#>qK*k}r3v|mWy zk@Gn;R(iGyw>$R5g6}C3Q57`XbeWO@1Ku|OLUaG9NesMh?ds};4d}+I;%{oxyR|Oe z!m%74;iK+4|NctCP)khK z+~Gmdnvf4wQodIdH6SdznUrtAa9}pMsED7xb0}*zA}ljZ7(}HqC!5s(QV%RSYSWMI z4k{GMO|(H~aOn;V2wuUX%%tU6w3)_^MjkHeT0y&+X{HS#`OI0`5N0^S8M4TFbRiGV zLL>RZs3KmWw}$dggVkEc+UW5n5#h;=z>a|&776oLiokxsO3fcyDk1aNCyK@d>3h$c zKTp29ArP1+46n6Em~cP5HO&hTSBOHx3Xm$7j_=){o~L` zGDytDJwxQFV;n9_v_b1L7=B=3q~WzTOzm`HPBUgD345rM^Og=DmV}wef>r8{3mVPM zC-OAsTWS;M$IPPjiPD^}0Ky}m55Yfs2gai0=;5XxDCk3$+3QxNC#CH_1qxv&`%wdg zw&c@zs+tC_G5Wa*9aJTT42Gkg3$1uDKY#A<+0D9i)O!?Exn!T7^|4-bvc{aF`NXE| z%UOv(48ReJE~oL@6hc{cpz`loI_%p8?vCAPWQQi&v_JtreWY^#7LDyR>XEC3Qp%-g zPoertTnz{(lu(01BkAjiL>yAXkZ4tRS7}IiK6dCY54O3J#uJJa0pG{nrrxlemml}Q z>{ob@B1O`!QDfV%fG&#}c_VsY9)lSj>j4RDq9riPm{kPlyITY=YG0z*W5`zEmYb0b z<}_#i++sbiR=b7IJ~&}qpgUdi)@20MhEYanhh=UOBCOElsLi)((ouc^I06yoVV5|{ zL{P&6jx7p_`R_TozPJqF9UpIB1I4|TfyA(~%`HuWJ$V8#w`}$N?I%)v4Fm}Ad7jK# z^coEhp_5o_mwn-Up(`Nl9~vPkj#vPc$t+rL^AMi1;@kWSfW$GSWvhmBP{tGAK&I6E zrf|R-x(%*c3QA26$5E>2go=iFldz9PBESq=Yw*^nqtvVoM&Tcolx2|7vo_=tvc&H6 z%B3EP!sZ+A5tHoSTNaJP2k&}))g)80h*@qy6spnfZe0o0RWNDr@b`#wOoK&mqz5jYw`ZL3Q*~R5eXV=r;)`gGWh{e0TWP%ym6rxjvzsW8N{S0e}EH}#pZP)V%okb@`?&sGwW}e5dl;3lChFR z?}$4CO_m&Jms?S-71z&i1)qTUGW8tEN$1@g%-X0VHBohJ-U{R(OAHVf>@y^o$Vrdn zoodVTu6IuE1YLX0A^r!N0(JlP4W za&}J9)|o}fU0<)<%<=SYV^LATA1e*;?0OOqn4&{$B|IHh_;Hy1R9~==W$s4<;1R}+44z2Fvz#7J~IfXfn-m~kE7@! zl}MfQ>E$xcBIc`Z_?NG%{>Ma?BfdoG8qqWj@_Evgq*OjRyxrDxY6hu1W`0cMpx$Z; zKpr^(84RJC5eJA{eb)ju>mM=Z$qG`0t(6>1U#~7W64j(|ni5``7RKH^B$GkxtDc1j zp4glEXkSy&YgV}x$4g4c75aCQS@|7h$<(`B>q<%630wKB})`-CXO#H zrSethv@mm4nsOh$SEnKiMnw}g?v0r~Dh@{7Yr6S*(c(UQyfm~l^c$Db+qWgPY0mj% zFmi|X6bd+GG+!)3z{vK1~)CQAC%Dl0R^4v0GRzh|1P7-00YTnYi2 zV4s(#!6!Th3~@228Xf<6R4WSsx<4V1$#e+e8yKwb(;x?}Y9W&XvLyck@HLBp0x69} z1SCroz#38K%uyzo#?MWsYP&39quYlD#Ank$xVlkt98;@7Hp=81o$A=*d|}b?2PJGF zc+|xA>j<`;a$Ez~X;2!U&lWSvS^<-3*QU=8d^+lXAQc|@hH4f}Omd;9MN0oQ>cMWU z;{M0@B>jpN{`5+DJUzekoPW3piS$+`m=uc)pE`n-{UecVcg20}2tZ=hn5{evoOy*X7?;5}Zl@e(U0nYM`*f_BS{VfzuZGXz7XHO;h2l zna3i>gMCANu(=_|OioLi8lubsq;d=TgS)%MhP;;dQbF{g5Y$-+fF|)e(>hmU^w;x_ z)RMXz1lB0Cv;dr!fW_i(>mf9>KjqXbb95q9=}uDL(0C4C4{&JL<=vBfsofgv8K`!z zw0S>CjB>K+ik!~nw9<_Ie7G!(tJo|Zhm*TV4DRz!q*8t=N)Tp^^)*pVtOY%y$Y{mg zwzyvHi*~%GXdPZo@Vsp-;I519>tbZcnPBeJ)&T2tdWx3@$K&^rpY9i9r)Bb=2n0#B z6T;-`^(W0_kY)9NmM@j`*)frk`)a^sCz1&P@EdiW>ja&Za}-?8L?cy?PQ&l{^47v~ zdlnf<2FF;Tm&+J7?JRKTq=y@I@m(y`k8xCl7cNR>x*W zFgYlcNPmiNNSMiK7QhY`Mx69RfjNEtc|JMmy3pEswowpQsSV5Ri*M$3DMrlKAa4zD z?fYlvX?B16Hr}A=uX9a!xO!j05B3n03Eoq5$e^BOv zE0y%KG1wN2_P&(CrMRW+tMc!EuNdW^FhW+3+t~;bYy=cKC91qbqE;wADTe<0dr>y- z@;BhDzs*)PWm~$4FkOjAFl@Y4h(V%OKV18;jRhW9ns6P>@>JV;Wry$xKMd_t8m45; zFDa+z$@-lCrM9%F%Sp7~JAR{nwA~Ej6o&UcqWhNb3rX792!XFOQBvPx(Hb=Ps$rIK znBRW1+*#Up;wiK4MV;8#vm}KJZA&U8>kpY2-wFSc2lIj;zp~WxwI0`Ztur~G>MBf^ z(Iy_1h^5 z$jsGWGv>ez+Re{2pT!Mc;g-?2By*tg{?50WLqv?Elu_w-$UuBtx5>^=;Ht}uOFhbw zRJvOaf32!4D*XJXHx|r1YHA9lGeLoK8PH97{UDk$fCmZOmM|!<+0@1ddj~%PWWL(L z+9yc2mZayupo5453Un0*V?*(b8{D`0bJZ-f%dAjcoOyHe3gIohifrF1x=HrCo0$@C z&xdl;r}EX3!VgP>`zQcw4bCHy01XfHed{z0XRrTC^VciQ(0vDIXQ+6Il+tEd?$P&uh04bIrs zLlldrtF$~@1Qkqoy!2eZB@PzzHLAAg>z^KZcTs~+vb(L;{crK|3!p^c4Y<_$N4#Pi z=#NKi^?MQ8I<5Y+0ZWKX1MI$0!TW zdk>G8b+Q~$-O6zGRto!BU_aU(Kh1GF?f$2Z@Hj445tCUU9^>6GN>Vjr8P!|dMX?2AXuBYzJY-m9uAi&MjJz8ydoOV!-`~Lu=Db74xQ*~1hdY?1Q2>{Jl z7z^^d42>cMx*>7I@Arl(IywgX$0BwT$ssG4*xcC4S*il+LPKn$<-c5Y0mY0(VavJ7 zy6NyV0N9ij5K^Qd`-+-ek*~BeaE^@F(UBf(4>UkJIwS3tecb!VU!LnQ;tI9~Pxke$ zB=q$cc~w5t^02T>xOKZNlQbs1d#x^=fIpd2MPm*fSq}sMq;ahui-iKcJyZ~bdb8|t zOU{C^E|$GC?H|nsllEOgl&a?lA^gZhq>G;Ltcy0x5L?TqR0fK*p#i za}d*cQe^^*sBsD{21&Q)?FB>Sd@ZKy{jX&IMT(huMN#(lc5X7`Au|xD(NF{Lqk+?_ zVeK)1`G$$B?#{6<&Yl1u#Mwd5S`TKD-^(_Z1vWpV-&-n&AzQBx5xr+5%`d_WOtD7Uds-IN_dw$b#lhHH}K&AM-a5v*W=IaJE3$a z8mgbg=_Nm&B4ow9N}sIyY+H3&Tv&~Wc#R9ADe&=rS$ukESzKLThxo9h@*e~<6@~l* z;pmk@4kaBjQ*Za|W4|BZ#0L-u3Bg&xNTM5#Vmt%=HRhgo zS|AmIGcNG^Rq~u@EIW`!3EEH5he&=xY4|X&ECk=8nPO{jVrW*!*6fHs5La!`>WgB| z*X3eukNe?t1r;VM4$4%~Bvt^0lK>2aubN)5Xug=X?Vc7kq9)4Nu03>SbR4g?Z76wN zddO)rwRX^I(?iC2r+8uCG_7@hgWsLq?I0Vai2A*u0e`-Dr}OMjIB1dDD)8s|)ZuhS z$X4H~sWh|>9rn}lTz#^gwpzbH&E(zYM*|ji_F+tHO3@VDibo&xq}u*pGDh?&43S>A!7gS`YUvm?O1vi{TRm9iJE{rPpzbn4lcW5mzZ>&&um4YFZ=jO zK8Le)D`=P|ct4w5M@QuVlNceB_1G!j*{Jre-vka~^}>Q7q&8}gX9cQNC;8`c^03Yn zPIot_35!!HnWYyq79bd8Wr5<|N}_5>vHq&a|CFx55PW0? zbtLYVTkp`5rn+Bj@g22O2|S`FIW|3U+V`EkEb+u<4*t9yqU)=&qkpR+(_f<5}dRRy4pEWJ#HQA=Ms&gM>wXjP|BExg7KE zd)&61h(?~?rzHuJx;04)u_D1hZv`5R8TF3)>tcqbmphx8QW}m&_s9gl{rnNX$LYe; zsi8Jwcfb>dUm4eDGlxH6xAA3ky#Z2oAQ&>tZdQ0u1%Q#PViu>e0kVhbYg#Ol9_785 zyL5Ko`og37&m5QrRoic~I_cS3yBhXevr_&RV<1a*aC2W3yzU6DQP!*4&Sldp*`#l! z5HwsZ$bFKH12#z_{B=C>q%K#LsJUX6O)K}Yhb42V1<<9u%M#<`KVF}_47M&cmdU@p zy#Au|6kfc~j`#GN%iL9>9F++0taR^U1{CoE{BCEPS}%|FtU*DPN$_-?>d11FF$wHM z&;_wZ7cX+IA{Mh|o6jGN0`u@xJz5faXWtV=KMS_QAN5$3nFpItP(urjAu!nhfScL$ z#B}SV^M~vjj+3D0`9Hs%;StQd6%Sd?zOZ^2DQDe$-6U&){2}kCzN0X)u=}wF1aS^! zh+Yx}WQSd#hQSNz-M--O5bk}z44xu+ye0Zs)mOdc9E8V&xEN=po_`^10Q9YvivUNVk5 zG#kcB6GE`pC^L7!h!h=QD=^W<`v~Ina_xcBJ9j!zZqZvP!`7J);rYh~zkmA=nkU(+ z{7@t&YY;sRGp8D)6c%%s>3tlyj85dx@h~_|$k}&SW9cv;7*+AL852gC3O9E79gzr} zH|va1kNc(s0e;`$mjEp)qaDt{-S+~vj)%aRr4nkRrU=)G-I(Qki-B4ocks-G7Fe*eTTLR5XMi! zA$&sa2Mm%s0-vKk;V_|371e&+?q+4F3oyiMeXE{-{qMeusH_9?7LSrFPBhof5c|xn z9>`@eZXpaBmBCSCnX=w_Neq>Ly;PWCsHXN;|2x)Cnf$!IVGDk3VO}-+qy;IL)~$%QIwr0Fwq{B8GTzG0~I6n&kvN zr3=Ded`r?1EW83YK@ZC&TcWUFo>EV>+z;Bz?S9frm}Ul8sVWd}MKuc6cZPF9iZ!yo zXXYQy;cbcQ14J^Iw!?gYi@9aLaKWqm$v@77iOlFQzbD(%Ic(9dYgWs_9CuHgYaK}< zSbz< z{mSiBPL^!B`Kd}YFc2X;$p}TPDcBIW2IjF$B+Q*DcgRVH_G5ykD2rY;)-&YchCJuM zI%?Co%BgH+k%nrrCoHZlD46e~Lx*G0NNY7KnPEHJf0o2R-D=thnvg`uLesp10z&TZ zJr`YmumT3@yb=hULyKYV1b&z+QOYdlawL_&?d^t4PKMv}TFqCx?F)qEdQJwiO|Cad z8w*K?Xc`S(M-+>?V)o+bRMfCpScV03^JM|PgtAJq&Y_8wq@>*V8+4Svo%_Po?ej#4 z{M(Cs%eT9nvNW^^&Ts7R4>>3)N4P6S7|^|oW^rYgL1*tctuxkF!i(&UlW8W6;JNBP z0>@8VGO4Tava6XrU0w9??#J)km_DhAP<$L5YWSx$SW>a7U1$JUZ1=zDBf>sONI)q& zJQX>BRV^fCv0TOFa?|hd*5#zNeBhmdosI{L6<|HPNxko138iPH)i#oyDNV16cXagI zxG@-fk**h62dwSN%f$h@)OyVl)SrY!NDSRD)NGy#O>@TqI%q+*kBmU1TH-odm_bytTZTF%c_rDP+#Xy%i!who@Q zf(B&^-Kp261D%W`ERXX~cPy6Q67FOA^8RGs=SPs;$gl9(M&*!?7p+W|RZkDv7frU2N0y*VNkwb9$GS`Muv(1E!mvjQfMw6yHos^>pMpD7+sJ2ICdPwwj% z$}OL32M@ayrI+}gujdZBSX*QX0huV)+Xk1NFD)0|r5`IFlDd&nP`05Ev8eqf8-;Qs zbn`3=s70keX2Lc5;}ts^-t&o{wrh&O#R7bfnMj88SMJ1$dG5MAk>dawHid!ei6_yo z9^Zcvuq-dEZCd=u{3N}Q7prV0Bu2i?&YND915wv9yd*oxM8SE-ZMc|8A^zz~8NMai ze6=$a-D~tD`#EjlNTzv<-{`QMlW&?c1?FwkfDn3pc==fH3%8w;$; zL@+_Tm8gXCrn`tI3C=1GhZclV_YeVI02noSr7rU1Dm_4C6usjMOHAOqs^Ph9`paN4 zuNiWKZ5&r)O-809{pH#bJw2WLWwkD-0-F@*Mj8v@lrlpPU(MpKIhaJHek-d%AA=E~ z7`!6UI!fgWu#Ta>j~UC|!FW8XQ}=i7V5x_4ZndlNRv>{`yIbh{IaVd86f(p3OvDZ* z<5^Y~7@x(hFbDfXok;l|52m#Z3g1MCOPX zlv_F2{z~4!Pf0a33lovoQHwS07%tj1MLM_WXO{B8!Fe;e05n7ph02!kpG*=96yP+8 z5n~`?yGOL<*Y+Tr<`2$dqoJ}2w||8SoQs=N%XwZ5NgwSDJrIm^1^C$O!s^m>x8J-~ zPkuq{+B%%nB(eObUl%>DCZDe}-tu>%S_vJ)-?0umN| zoN4tw75LjfJUsQLzwUlE9(Hz7lj8WDYBlHzTj@6U^>P{8o3^@MwOTjLF;F1apCr7~ z1$K8K#f^hBp=phfiiqT0BR3iCon~wW{u#+9pG!%sfOfkkbKe`oaZT&L*D9@QjTdj- zuh$iqdT1CLdpoZ`0~QO4rseuwV&c{L111m9jB|Ii_VedC2}q6)Es}Z=7#!;y2rrr?SN306nF% zAy?g+=>Cl2V8Lp;nn+nB044Z6f3`w1uF9O#X7TFD@;zI&Hg3r7PrJ`1TPt0cUB*s^ zC*9@bt0R{fjsw;V9UB5+P)|i0;^lE9tgn_(lC}kY7c=&#Hw?-8=9b_ICPO(U3%O+O z5mv+d$z#S0k5d`n6-VjJc62cvAgNB}Wn*&QaE25>QDC{Ia87qpmDl}MeT{Ps{D8|o z?r9>1r77TZSC)^*?EAaoS6dsy{?Oh@TW~?`U&|q(1-&|~p3MZ-21TubDvt-3u8gP* zbO^|FWaSyNd_eOX6kT#m))x%~{q-2KH}N$OmI+@2C3wBdT;=zH`-gT+o!Trg5(fjU(|wrvH50rGCte^iYl4+Yun}84eS8lEs5m~uvg9Qr z2XNlEQMB`{3R(?6X25--0s+388>;;^AW4Ec5uZhmzM&Z>K5Y&N7`zy!Rp$HA{Rf3% zd65a#5q?X%KT-l$(>zuzLr!nIMD{of%>=YQh}0BL{+v`1k-Z6tQ>8KURkRMhtEzMk zKWW(6dr;0$?C$S>bvM-k-p^=IYR*+@#U1Z&`1@LPdnZ#_;C7H_qx|ab{bUL)2)5JG znmO>(ua=UXi=jAs_TF@m8qgzMn#P|npX#aMa%_FP3y9&CT9HVX-eUZU4JKU(WmT^^ zAq^;}$L9hJlPPLY1IS#csNowkM@Jk7b-ofstnf*QKH3c0d%gQ;?&+(VOb3YJ;E3Gq z3_o3x_&rm4WNwBucWZ?anjSv6C);@YpaSpS`P0Obey927`AFPru^I$yt}Ca#b#L9D z;XgzPW$D8(87GCeE2pS9D`6n%ND$o+5b79iV0UtC&kwfge2NR6HSBdrm6 z=Ywoh90cYe8qxQ#$k_!Cwo;n-5~@Naaw7@y^@G4<|Eg z1-Z8RPl&yt>(oHy<{1n~5_!rNy?dQAM8yXZ^!Kr3KKZF~#%kil84!eLI{C^)(U`{f zhsXd9@_o7NC6C#@`E8B6u;9+E%;jRPAkB?ik4FOc)daC7usE9}UvHmy?%+_q;mY zMc-xBoVM__RWIChlo5X*t8XnFfk-+e4jZ<)tm@f(dvBqmHqy5q3>L zxRmPWtk!CBf{!_)AJ-oxPh9x3l>g(II(JwPR zrR)aYTaa+gvdu`kVfZ>|N@Q;5eyK6cE*Wn2L|2Y`> z<1l^B4}oG@y$U3@mf=|1zqfL)(2B!Rovut6DMY5>(q6&6rK@~r(!(pOccEr{x>-_p z24bY%Cup+@Z^k-0dK!Qhrr$!I|J2QiX6yS$>9`%lPHLfGpD%O#oHlN&%ErGMvKUce z0Zpb2D;IgIgE+A;lOddAS#HPMm}{TXO$???0iW{0H~L>Q`;S{&k%%aSe`DV6Hiy{! znxw*_@2f~Rs>y2FD~dx#_%2s>U6gKCaJk33QBKFL6ruJ7+V?q)_;{NK?L#Yb; zgl}i21qV)9;Xs0W3$J&!+YcLuLy?QIhF7su6B`x{ zxh(!vs_K41XRVE!)fHbMq3RhR?pB)FAorna@8?gG%Y~q4DL%Wie876&(8-Jy6?Hn_ zwk5SNny|0BKFqrS^6`E&=(pG)+%zDl;uJ8O$(@1{g{VSL9p1?L}mU+oakL zw_P1h2-x0PgdfRBUflmtGsD<|(i-c~_uFmNIiktR!kuGPe2}W*oA(}#`03VJ^Wws( zGTu#GEy<5z!dr~*PNW(9#YmF40=Af{E+<1Az)Etnk;INQ%UU18reyd28x*C^9u-n;X@_4Nd!$Z+j z(To2`#f~P~es~jl;8?(gQf{Rjc><4g<(ysj9*cu5ia64hr_V6#d*u)XP|80#$H&Vr zShVxc=(>qe!-eQ#pUd?rR}J?jNmX8d{CRHsya*T87q^Ju6GjBNJ(RL6;GLOPjcLnh=5J zVLSWl6s3@)*GwC45)V9^YGtF`)Mr}`j-bQP?g%6TWMfj>4h0I_myH&0`xpf?fX9cA zJ>N+=HHdfK`pAX*ft@SW9Kn#sf%YdLmHpr-o4`Se3fi&DecDlb3^ok zDE-pHe(e$R!qVDD1a2I%uSa4p`pGo9;GZJPv{Aph{g8X`DfHrj{^s?Cw2wrngsL#b z_`o{cyOH^s*asjS@^pqC!Y;z^k7o-(_G1jGn9^LA;}IAzD}2}}wor{`Wk^$&c@s+V zJ4DAi63<5}#B%Tbx*+qhe80lYeyOxJ%!z`+y5wwXh~yB3d$D2F`q^UGBE>t0&qYty z*5JjPgu=I8J}y7=X?}M9!S|%K5qznwpILq_?I|>nZ(d1BNJQmHc={BI?ncB`HjW@o z0y(?Kld*{{ISl%jIF@vXOntv=Olf>Cu8(TdG2Z&<8xyZ=*fS%V%%ii`(t_A0Nm@U9 zb*K}4epz1Fo$rTMx4`ZX+ON_edK8l4j8N9x8bvdpX1FJVIrFR zcC+p|c{moU8kf0uOgfHr`wclC?3+lEKd{TQeUEvN>$@wq(-nI2d)%=4RIo$>+0N7F zyFf=?ZL+Gc$@el!i}6nt1yX^>tsB%SN}Y(0$^ES;;pGGcegrrj6?F>jNoWIH^PXa_I6{%e${H~wQTm)DHl{{#8Ct- zSrT5aa$Lgo;#G%f7>kfq#CQYvTlQn=v4NfXpuEGH@L9jli)B5N68diS3J(=nSOuPvPcuQ2V>lLSJbT^j*AVaJOvi}VNPsFVA?G3p>bH|(Ao9PUi7NO%9erD#PZz0gMJehRiq zS?O9G&s#ID=r41ui&nuE60s$CuKETPVf1rRwzcAdV}!SUwwtU-3E)NP~OAoR0VGJ9G{{x*WbU zwz?skN#-0`jA=si74Wy$|JXS&(2XJ7IP(+H6n45xk>B=cE;%efG%{2zAab zTFMe@I{OLiqH6(0#wFI3g&1>;cLY0+A{xL4=S<-~9oTgJC|6$g7IBqiWI!M7Y}itJ zjj!!bO_g&WK6LGUU&@WaH@4SmxX;BMM%2&ntkF<8ED3s!wXT2Q(=<2I4cMhU*Y9m+ z@HF4qapf4zHErxvOvH5+|4R75s$@CDnm+jDS*CkPW(WZ)_>#(}ta>wL3SFdqE&IgK zmqMeR(b8!ijYD#N3XVH&Vr|H|)vID!9S>541C4`gvQhd9P2erP}=dV4aulI$ne^{R@EW9RYmyFXDjE`@D z1rIEGz2bm@o4gIA95oQ(n&Nr7b^A2fdGI_5o3ti>c_oHqu#KqCP`DG9_eGUc+-efH zK?Jxubw{=Fx0-!|upp>+6f^}`ho)@vWj$Pin;KQ2+8S}}%)#@rDjwA9lS zF=rKaGdQ%fgP#YH=10;3Pmvo%6Vms&=B;D9UbXUZiN490SE(L3pWYbD7VsDwN;~`g z^Gur4bG~7sXIo8{YWmad=ma!&zSOL^!v#rOu)!$7`n?szs#cS<{^~~Gh2S85(7a1hQh;E33-Lakq696rZWcIj79 zQc|__`ec~PIkT(K&`gRt*Xz=4Wrg!~a2s@~Cys`?VQ^F{$iTo`k&*U$P|c+YfBT0c zcV#ibFb8W?+EI!shd?#8KvS7+dA;Xkm_}1%eE%e zbL6?dG}SdTH>W<~hiFeK!36X8U}+-fFSj`HpowMqDlG3~kbANSuW?z`=MNt~nBw8B zD&ucz7WisrRj5Buelie!uR9El3~6Ucu>%8&qj9(uwCP1yJlZ(V+?o%~;^00eV0OIC z*0|Q)I~q`=TPZXNe4C00I}OrPAj>MC>4rKp@7{tT2GAp5a06#Wg4mm@R5WqM|+k_PQ-?n4%Tpa zl_1rPlJ#BsU;>h4rU-@!nGUennECp;HN2RrjN3E~daGN*-xQ2I-n0hq%cQHd2d)F? zvRH+M%#O9!797g+s~if^V$ zY}=J9`c&zf;!Ph8jhJZA>FQ$ywH{%58CJELbi(I}wc!=8pjsldtoJW24(@%UfSj(- zSFL{J2%29HCSO&Obnb0C4PN?voq3(id9!WitmMXLd_&;vwQ(>Qbl>#d&gT#Gn=Bby zSYgx&1-9beCU5&}U0i`RF;PnOP5GW`IQ>e`5`Q#qIIqk;Zq4!&3YiN38uMnRl{`Nq zZ>dm;h57ShH!ZW*MALlQQ^R-_6Av(>{1BUa6rZIdmGgWttfZB9(8H>Htd%vx=QXqnuse*4*S zRM(Z?dDSqeR72pgq2l_HV1KU&{??)w>HKugr&;p$oWyTgxE|@)^;e%DzZdds)x7mU zMwaPNibYz$%oknr(3Sq;Me`=~K`9z@I42ly^oMBZN#8$fs1^4Z6BQ-m(2Dy5))4t)_>pR0Ro&_L*U84oD>us z5*LM17eH=BTGg2PlIzH`>8DG!k>GrYC1hBnxM|17-}+LqDJG%% zaO|iEoDzykktMu{d&1APrWZp8jl-5cM{V&w%Y9&7JPcpxC%)&>RInf@h?jbQ*q$uF zb87F$#X?<2kRRO6ajM2bQ1Rj$q@!lMtW>x5THlU9Nj?x3ib7Ad>Itpzq(t`z+jSw= zuC0cdAnwcu>mN1vopfHV0ViREDzc=A(P#*ISR=4H7-D3t6VF%Qvqo}!oy3cSc2@W* zT}q^DsgIS5xKtru-sx93#*Mox`QQlnC#j9OmSXLS7xc%xuJLJoKbN^XeemThEp3<9 zzoA!tv#_hdL`Q?u7Q6nCrs|`Bpb?x5A{)A_3{y&Gggl`!4^#HOEE}%UE8k-Jw7JvW ztCt{_+rv1YUs}kSFRHJ$ipW|-A7&>;Jr|vI&O%sxADQj?=$_be_#$zpkqTz&1l8-# z+-p55=J$L(snVg>7B6T5?41l=aPPu>#1x*;f@8%m6zOiD)<_jAWh8x8j2Or(V^H7z zJ~3Ut#Ur)>wmG*@@pV53IlD5jt7FwWf&2KLROrvfa9BaIExj#%ang!u#Cg(2IBcNb z8$^(k+3b#R|DkN$R^5a{(sCL*)jW>npr+8x-}x&kR2BpU2Uqqhr2J(^(!6!QV!f7K zLti_Db}RKVEA!1Ct<0y;){tB{qd2sj4cbOeNN>HWSoq!PI`f-1xa&co_!KNyBf)yL zcJ>R$tKd&%V@||Zw?y&?%P&(MAgIx85KPBb2-F^GRiCH->tV}JRK($B*K zF8G8m!VKetbU>U}GCHS!L?iFO<|0CkWN?mpu;8cFil2c8aotzO4dr|z@ga;PQ^jK36EtTD$Mdue5+(_DH zo(+r+Y-tkGgo-RLCGuz?pRV9D3rIQl=O=uk{kB){KT7^ZS{8;I;Zf)i8xNtqdx`F( z#=Dk)U=~r)UHb5&6(7R9R$d!!OUPBkK9_k)oa>zLN9}A!9Sd}HPcCq|V$`D}(5GF@ zT4qlmG}O`rsW6b5m~S?;cpiN4UX6;MXk0=i-id69T?<=f7mU;#n&o%|mnHME$BP}Q zyIaK-<1^VeQUOuC7{bCc{Wpoz%j#QSFNV^Z7r|M5c@yXbngIi}wZAmm_*pO3jhaU@)^zhDpTyZc&~bGg5E)%=rRuxqc;+>5kmkFC}9p-Vs4 z;VSmu5nU`y>)KNt(De~QG0+57k6S}Ov5YYVDmXS?)rck3YKcuH9VI!w7aklLou2oxn&U(rsS8 zcAjqt#VWAp>|=;ZgZV^yluFc5$C`AoB{I0xmqf5AF_cQ2Dm<_1FxT^~#rW2?wP#b7 z6rtO-&G|R75#m$#B?w%}d7b27B8Q!@Nd|tgFP1MrgspdZ{0~(9+Scc5Z?X#F;IXUG z*Nxs;oV1EWT=?Z`jo(1C4;jX87a>h?=FSw+H132J>n>Vn&Fe5!IDei~bRE1m(X~ur zQae{y>^Tv9-EvV62M;F-nw*c;#?#Y1<7H92(bwg=RTam{ZvBqc_}}9eyb40;kxC@~ z9P{2iSw@OESGw#A&e2u9h{2aouClNk7%jYj?AL_>%p}JQeep*vS zV=&~@XZwL#l>#FTR<gfz3_-sClUuD0d ztX#mE-{S6zw+J=22<|xG9I!(Bht4CkV2YB(qo@lK?qDCJDeGHYbFK$DJiAQ1r!bf( z-DQ{2u{IG*!NjJA(%NAsIo<=!I~vB0>d+?R@ihGDy;$^YT;C)Z$xoN$4h9+Zbi_9V z=(ylMkr;5LFEP8^eO#5pXH#xVFE`QEQw4La1ZerHi2b3i|A)ir9P*-Zu=7zoqLB$_ zkdUoim(}E3XV@uZ;=#)%uecbMjq8`safzGem)71ji<3(|_GZXqn zi)g*nE__x1LYb~z)f0;D85?exZTinj#Wk*-nKw&g&$;>zKZscG2q?ngRb4zeqm3UQ z#TsJ2=Y|sYJpWpB;NTmZM%M-piIcLa?KQsdj>yiJF6iOe*F9uKA-hhulo16lQzbV% zac{PG_czDfSB?d{e!r!m>^EjT*IC~PH|jJRA(#-%M_xHdm~cH$Zk*@b)f zm&f7s_&ao19RiDVSS`2S=s9F5BFl!y%T-E8WA8AIT6_>?e9Kloc*1MC($Dc-DX~|u zngJHOFk^6_o}9oATzbs=?Ymjpu+4euO(yAb{yg5IkrwXF8%(aBfFpn<3n~AQ9o|N? zgp>Y_uPD`V299P10@ulyrCf%I%)dDsTT^A^W*qUlZ?7TyKx>>G? zaeH`rO1tI|Oxv1bLue1*nCB{AT!}oM^3*%#fU4IjZZ(svSVo^MK=owoGuP1WjMp|o zg*J<-$8=tAu<4*f=SUW6Gd-I?!L9_sAUH_swko_p>TwMGM>F(-tFYj`(2XzFju?s$h17d7WXg|QjVhBKsA8!$!=U@gjbW`#(i*dW#_W@Lb@@x!4-MCtpZpn0{I*b`HdAWylQ&O!k%@dLGe&qO+!PF!fo~>w z)-{svb@Hef2R_xuoR42o--u^hv=lWTBdqLR?Lkeq3qgCmRgmPfX8N_Cz0|5`m65H8 zb{vQ@Hi8vTO)ss8U~0Yn{n1R-5~n-)E3|0U_M_XUXv~V`BD^|Tv^sk|#}6jjpTpT` zbJ14R(--omVbttuSU%8COiVn=%cYiyu_^!QYD$9Gs)TiS zE?h?PEc5hBpVUg%=w$7&)#_WU=jN5h*TCIjcB9jm+$KD{Wpf4DRN@txu5se$PqJuY zyV`TcnDy<#9^xVAB8JELe^5h4px*t()-jPaRH$-*Y|tpCpS#+mh38BpxRJxxae()X zz{N!^Fwh8XA~z}~WHZl&Jp5u@e|3yN;P3)Hhcyp}bX+XpTX~GtzCL5|(!yJ)qU{K^ zdY&OPAvCJ6tg6KT4gChA+xQi}fvRf!ujz(5OoL+adFtPvW<8M`Ssi-ro7ApwRM>r+ zKIl3*oj{>!XSl7dvs~OoHy{qN5{qvznl-K*Mc6usUe8T2ERfdTZuNSx1L8YQz%?|O zer4a?-5yf%e&jsf`L)s0ciW78QH@N@Z)p|8wA~2x@${UgOR5_Gy>Ev}{quxCcG|kj zif6q9C7-FH6Vd?g^5BJ91RY^(Kw2nqu>OCts zTg0=K>Kk3+^1*w&sn%x%|rnHo<{dx;SeJ|S&(;N=;Yex+H3 z(OrNrAXGV=2X|m(VzLQtE>|N=)}=CMU`}%PzjQ~tCVa%d+RR%tN-Dkk@gZ9-+=*Oa z(3wLvhtc(7N_~ByZTX_!mmeZ$USKoa-_)l!(Qyh=J^p;rnL~gx|#cV~X91cUHkv6(n*GSzg2}b0V?#;$|BW84^ zd6u1-6ptw*91}f@i3K~w{P?SzC50*sXP~%Lz>#~#Z%4!;66wtQog)JMtEwzfhJx$C z@7;9^eleLCxZOt^UDwR?^sbqxj zIpk}Z_d>u?c^wY=;bLC_4ZE~K$j({AHVUu29Sv&rt?7Z8`-poRRP&uxMc3y!J=!Z$ zW@d-4uPt<`Z!SM)rn}|%i#2ra+K9aCE_AT%N)9JStO&n6bI)uHIHJ$EG3!Ty8Tqn{ zClgUu(_rf1!dxt|&|eq-z@i#?+3oRkTRI~%^Zn=C3%5O<&guEc(9NCj_K5Q9fZXa7 z3!M{tqtGK4PvSW|s)zdvPw95kH%3Et{F~kKzDDaXDcIm&t_g83H2r$A_qfn*!&#>r4G+KC zBLg2XK4;&wQ)N}Q(H%^D$$Mc|ktd4=lw!<+4{9T_Sy2>aKll(Q z{Jy1yl29b!>8OpyyAA6JKOq<1Q;TUWy7pOn!NoS_YM4_$W3LYMd5!1=B5Xk85NtNL ziv?dEKd?BMpVaJNOcbkZ8@PAyC`fYzMogvq z#mSd;%2YMX2_h?ylJ-`d2Ahe{I7L6{OvFvu4`<}R0Qc_w%@q_xF#XIG_X#h#6^`Q? zGHDc4t)CpKziOoOQ89uWf1CyD&x5bA>j?!)1C~giOy<&0>vTg80rv^D|~TP)1)of z+Jz6vuE9dI>|-+SHXnp4kpNg>v&RAyeId%Rs`c+TUiJ%|Pb>DW$)ysyj9 zoSJ{rCyw9zs+;o7mAv{Tp7~^~@U-YL$tAxw$%7;fL%Ol;8<`MqE~dl}6&sC+uLnwK zhFfIno0@F$M^iY*KV{B1;r6_EJx9)l_SimEa`Nc#t+U;k?x*p!QiqKoDoec}ZM-sG}9O@be&&`{*X9+`CxxsvjchAYC}#pk{#Ik9go zlh{_nPweE5op#l$SH9rYJRf0P~1k>io@3QWYOIA^IhpLLWzvL=05bLfoBwb)*-0*fdkvU zJRb|)S-mbZdNE(eF8)QW~R!~JmH!!%ep9B)BafsT>U^PemH_7bh7)LU~(X0`T> zKlJjS>kmyTZy7_9K~g3&CCVE_^rA}6*L~>NA!I>e!A2HmtU`w>*m?tKI`^d>IKVf< zaX7e->TsR6Y8!n2=s*+lw)oR*6ASzV_iTS(Ow4(kS8aD%fXC9;68C7MiLrvu`Bu!Jzcc~K_9U!TOMmx(1b~hYnYP1mO`6&ij1Aq4o)8A z8UOBRo+ATadwH*r8dmHyo-DIX^%Jg=By>iBFwZ(1xT$T7KwFjelNG+ig;^7;sT6Z| zQ&by0!USHt;KrYtev;9itl)Z=>u`F_zAfYGA~fesuOv3*@`yc!`X)G_LaSES54$j% z@S*~-L}q%A+d+0>h8@*Bfwx?{sN5f}*SAzfofPd0^7ln~-y*-j!14|EuHB^b-R5~N z5Ucc89p>;WEF0;tv-#z%Jh3K~tsfWfDE#Ipwp@8;NvZ6!8MP7WRyxbaX6L0K*6t>a<=!iujuIORds1K z5S|!Xc`ZejB1f%{kWt>;UXAhmoKoJA?$MU7(g_x0=2459GUOH`joX$E4`AI_A`_6Y znVO+TV^9AmhZbY=18xgk*ot4OtQ3d{gQ)fbmgQ=cU0rk3&CJps`TC}fZaUbNyjo%p z<{N%^aTP>-z|f^iPlcYQcv#If!C{Id!@#J!xTGod3Xdm+ulR5a94QB)3`JA! zbtlJ9)Vp(*kR8Sk>oArFjh|Ug=FXcQS}pK;u60O1xr~mMXR*0Xq_NZM+xKh8rzWeq zho}Yo88Z2+<9(Y$?|#cjm~ns@BL~xYz%*-ytA-~#=vX2_D(#xJP_O0>%OG4U7cpkG zPCJuJu4HAsM1wyTd$^XQeJ5*4h_4r1BV@G;8QW&POo~W&EUAPZ&FV#eYkVT(K3OL( z5cM$2D~jpCdV>}AR?|6|z;8)ttAa=V1j2b16#s zh}PGPlPZQG`hNpTVYk&d+w}(J%XVG0q#txMhBe)O(VmgTU#Ktg5RX zpFH?_KcuVXgWoQBMr*)PaoO+R+|`H@LZ@q`m*3U~t5Vyc*aU49JN)Ay)^7+k?AbXo zVk)?-2uT^0TE|riK8<#Pb?AIzREA`PXz^${q(;H`FrNg3FHi5lc%ne}Yy;?&;t8u^ zXk+k1{l#k+xA(iRY|e2*p$Zh=*S5GPPBIU1@?S*Wmr+Ta@4Q*v6Z3XLdTV8JR&;5{ z^SVYHg#pg!mO;2k9JPUDH-a}@N3WQRqiBhPFiz{u|QvaKB_o_$3tnPJ za|Xmz9H|B&4yQX8X^67PxYHhzvt;*`KmTrC9%4H6OYhuV177yLH_Kj>2M-D+f1sbF z8Npe7*}Q^3J!kt<+V{;>IXbI+95WgFLo)Razp60(aOT=>tV^EX1oJF7+SQx0Ux9X8%P`ob4H zRyVa^74&Gjp?M+afXgwMvYt}!i)!V>+vWkaC&M73!wI~CbJ>8r5!_<})tYO&toFnA z3C+$;@JFf>j>E&l{3tm2e2;%ke$s2PDttjf;pb=m>^#)^QaZ(gA65n?GY=GSE(Cu1 zR^^y3+Dh%HYyuxykQYMpaOb#5eP#&z!MHNAD9;PoGgsFsSj*M))(bJ@a9)5&Go6n{ zb2BUT7y?e1Pqv4G=QFbcEzwUJJ3Rym*lmC5z>89Bb!DKfxC-C z_i=^KR&o5fvlVZ-M zaU8e~lF4gRg|lsph1t}`#m#Bqtwmkwo{*VfXX3f*oZ0LnVBc^#B6UsNH69*aMgu2R zf65{7acD`|X9G9oCFVMfnD=SOU@FU&%p?%@ zefEj;Mb}FOe;&hvG}@NzYSrDs3GTDCxxt3 z=Ju#XoA-p<_sZ6@ufsTj^+Dp3?eUa*1sU0&-sN`ou6)CaI#Nn$zZp=bkvw|{i~yNZ zi_i9qG`v!V1s*~!y(bpEoQId>^vWhfO`5f(r2yE?idt| zFw$qnA$F93{$wy~w8XB7CBH<#q2C2O)vz3*0&6>_d&!))<9V}ec{r+Qob1Yt| zsxcFb5F;?rUox(pV%XCd3@|OBIl;nD)nbPWa&re9K3}%HY*b<1UQOPfeXcmj{Dy!J zE%P`2WIa1%7D0t4~|>TOT=iA9T6{UwtDLN@emJ zZWgV4FhM)p)2yVRcMxZNFm#c8;UNT3%} ztfD=Hh3fj!M!wMN^U2k>?lX zi!+>rMY#zaT$H3>7uw7xEZtS9iw?XTrm8VO*z?g2Zm+}9v6+$Hz%NqEidyCtJrZ)A z#uIa$7C#$5d+&$yIqTl5u;VPgsFcf#fFe}I3|4WZUASI(Q(tr;q*XozUcA$Dl73wi zLyB7OU+H($hg*I@Q~y=`v69>H7+%&l;)%!EGIhJ(HeT6Ki3@3G^Ma^l@ArOVI&{&4 zTi5d8L^K>7G~Y;a5LYQyr)>7ZyQwR$P_eEDSH7FRTK?Oh&xyNZ1o%(a16Tt;+B=k+ z9ZVB<`=C5U=M8#0y{P|_ObitXB_C06X_%Cm;&O?@m33c>;|AxcA-MbMK{uWtAY}AF z?UqgXK$|%-vL#$bfwmpdI+zqKBrAVw9z z!u_0TnW#-!YXrTMY*L2@!5kCm0MpB;)l!(@^>DaPnWAB62(|HxJu%=FpHy_Xpx2n1 zj~rN|)+2IA)t|$LBRZr=3($>N(R?HQJ;Jx>V7R}pQrX2HlnrQuQu~O41#0dD<&xOF zB`g|&yi$na6RGZHfeh8KmHfdq*Wkl-)0~0<{5C)Q}qL#vIIqOJP@S7K8YmnhUIFP#(&h)p(|NrOzdl;YuLsA7< z7-X#flZIz#Xo#GjpD*cXY8uYX$>{`-gmfRkF9kBn{|V!0NJ$aDxw#pPGBo^c!N~s8 zQA6wby?cDNNHCZ=4-5n+{@*-3;O8gX+uj~JKR@3I(=*w&VGxJ>mGveyWTideQIKpH zVK9dO&4&OpWM{`*|M8>Y@L+HCp}5k4hlDNUE~t29XK3gTLqW0TguzJu*%-KCFbpt2 zD&VJ?i5Ui?13HsP8U{oBXXXFjdjC*RkO1(}Xw9={i+0@VkhkJP$X!_RNJU1<1@x&0 zGW+yMF|NnJtR~v?RnH8Hz`m~^gd+HAOrK=Q^$eoyx(_Fa9 zsrKorD0!pf;8^3rV1TXu`w0+|2(-b43Unhn45kd|t3U{Y2?)So;PEf1CM87y@X&yR zpv1AYpf2=4+!(UpRD}GDj2Z|D2~{ycSsQ0(`i9KRCNqY6kb|fx^hn+oau6|wELjCF zhTGbDLH$o4Z#U)VFX)r7LJtL%E+1-WojEHvBuhvKDbeykYRrO= zI;#jIPtE~JVN*cz7zB_u5!t1^v~-iAoSeb;@86>xg(WXFm_#65b_qzALkiNSVu7Z= zjQMrf*0f6?Vnb>)00&@vI!t1ar>xS+#Po#4pP>meFklBXn2xu1TGL|?gRF#gAuBc! z$WB)~9036Vu+d-7?|1x#iHS)B4uj|=SX#|X0Qh7mSRe&jPDl}CIVv_t0+SGWtfc&_ zqq1Ud;p^9*Z*y~33@E9u^eE}}DiRZ$?{o5BeqNQ71v2GVh4fjZAWwO|Md{_X2$>E8fuS})Je z%9iHlGQsa3Yd?N08qhPJh#+A>O5_Z;iga9%(p{$Kfi$U@ppZuoABTm7+5X<%ZUNb5InJ#tNr64^{8OWSf05aFoxYK76e^u{U zR@S||z`z-97$PJ_N(G6NP(l*mDNH~HV8^}fZ>;MF{U>&mm8pSw7lct8o$l_wat{R)k|d)AnFeG! zNSTxpiuCpl0Zj5&H2-r`fB*kge7rPhv)796-k~fx3#7up1IZH8Ltz${ZMcMll0H5@ zf49{E4fFzBzx zl85(z4+9JE91$2l5hM?Cr0;(n|DW31`44t?YZXYyZ^TKcAt}Iz!dL`QjQxWyphvj@ z|A46!D0xOk6o6ZYOizy=(#UX-G6^muPlN->5aK|Ba4@JoGqW8yG$HsanE&xzs)K_l zfWOm}oBNO#9SzVA4-y1fjsPFP@B3fopZ?)tmfqUhUVa1=KuZcp49KDo8Wxlp99)ct zhe!1XKJD#+^QD`cXMWNWhd!*-kT(}2!M``>{d`Qyllk(;dS5ic4BBm!u7503!Sq@;q1va%ilNPs!> zFDW}aTkL3mzafB=?Yc-_1j>~YfpTPppcDZ%DBbG*s-cw?FR%~(J~#eR@6XT7N008{ zZ@1y)I#MP;hg1L^6#yMo3I93#ck?_j_Qe5m6v<&QmbSP*B=k&x9ZL7|YNBCb zp}p(p&+z{F|Mz)$5&-^IcOH(DKrRNzmzxpt=ivD zBel{ePdbvgnV}kW89+-Zs9H@LN*3bzr|^I6>x%|7J6oEZ+|CaV-+IW!e&PuDE?$TO z3gl*j?Ae%3OT)ugL7A5Glat4OhK7IE-*Btz>+!8cMN_ft^nZuH9E>4eM*P;v$;kpR z{(lI+Eei`4Xg|01`HL}K0=&}z7TT*YR=V4}_R{%Spim}iDERT?5DXZM} z3klJk{`4syv@r+rZr$@23tnuDXOYa*&~q=Z&y|ghE-^7N?sxtCx&Gb%Ya1J>ZKb8t zF@XQ?`2G(6W%8oX6FJFqT>}H%yY=2*)%)WeuvZax*VpSo-{<>#d)o_B)0@DJ*hW)f z;m^{D@bwHA=iRg?PXd69g5|_NPfntu#Jx2&zM!4Wp2o%>{){wNaoj97hJu3m2w+VN z=I_6>d1in7NE~?cW;%l9U-`d8Rv1c9Q#?@A(9i_P{}186g9!N4#4nAFHEu61_64|n z`s?SzGGkbmwU9px)>a|05<;O^}6e?AHrtT-%82h>?jvA6!24frUYmkn~! z&?v+rBC-U4F#WkM@W>oIH$FZU!b*Sp2mXs?grG!CwOut`U3D;V0oC^3OLsJPmzJjW zl$89N4qzc5AV)((Gq_u`Q3HDj=)}L-fPZfN_~4+t7tkP*l@6*_m4ssN@jw;^26uL+ z7RZ0sop<#zGczrLTu=G)aGsR|y-}hd4i!lYLP;8`J9qGdG5?4Bf7ix;COrc4{L0FT zUEb5DIjYjqAwVx%!^0yP->uEX{$$7W<(b z%uukR!WTy!opf$qUN>X}1id>w_D3({ot<_|KYk1au`=A=>B2jHj#ZNXB`qy&2+I7M zeIXJO5)9C8Pi<=IQY;G%RIVrimBME=^jxB}QtBIKz$vl7m#WX%vs0`Qx zckstciCufTyWg!HY5o}JA5SpMN~5l~Q+@7n#xvVZ;!5Q0icNr~Up`aU?ApBoBiV}yVkZGRX7g8o0& zefRRE6~NO*sDk`<8XGMXt*Jgk&CD!M0BkoPWMrtQsMNW|#fGt3n!7LVaX@8va}mJh zbAC1`)6wC(va<5s9Qc>Eq?Mo`DQJ6oxT9mig`D^zlONbEYRX?(xVQ{}4BXj#f0+P$ zz&RoYNo8fFeT0(Sai#zV^iqTu3RY5_pl4+@x!b4vqoM&NCEEG%asT}E%umn%tGz1$ zYBI^fVHjmaA*djS(QpO=Ngxms0wf_|AR>nWxj{q_Q3MZE94~?#q6mnf2ngtS;4L2G zIWuOaycK7?9cI*cp&%+a79d7?Uk8HVpzBmQTU)i;Rh{?$-TlA!{_alq>+iivXw;Tj zCZpRUCrp?&f<%(oIk}F>&CE_-AsPQPpKhVl`&)NsRPEu6Qq4xAqkHzPhO-JjbM?$g z6<-zIv~ZypoMoC1R94=ZZm9QGYE40Lfr06Suf7U{Ir^t{6vlnnpkc#E93eJfz26eC@O8v(;L=4)6$|P zR3b?xfNu!)0tTKBc)sFwhD@Vbt;x@yy-eis$8xF}D(7)fi3 z3cX?TGU_ceMILc6?^ z)z!wmd3@@+rl=?eo_TTQ?AiM>Y^<9njvUz%7Z9+FWMUpMaL^!${>YKSu&5}nby8{7 zH}_7m(HOnD6P5Q`g?n@f`a2!4i?M zDb2&<#mcD2r@O$H@a);MtDr|UU}XH>`@^SnSJlCJQ1DKnxQTs3MafBzLiF_B#@X9m zObHCES{56-JHuQ2G}UA@%45>d8nCsCoE*>!8U-a9=%M_Cg!`=>9S7Q8y_%Zl@85IQ zQ}OOilU!Z(E*(3T1A5+r{1ozi$k!nsxpD5?{6&EK_HO@IuA{)Oa`Wuj65#a$Y^3@$ zKi?NofKMb1)k2vT#%MLzC0PFqOH-5#de3)td4A@*@376b|M#m`V^x9kz_?_h4bR; zWq|=tPi(8c4fW?Cmu*T*>(|!(3{ih;la!Q{ad+kNJ)ol;a?_jE)&|Afw|Km-wsmyu z+^}Io1m1uCRwcdwb2ghznl)>de@;$Laz=J`v_vAY2e$p%!e2n#|5^OM2mY2G09yeP z4db8Pba^*b>!t)1P3vkW6{suQ%SZ$zg`b`l;OBvofyyQU(g+l53seDQh&oN99jL1s zO`{noAE+GYQsuq$AMhUr8gg|Ru@k6FL*7M+T~tbbPZiJ}-xE|6_)5t#A^}r@l!)aK zFeP@~%av57-VWtb0U|6`wnK7KH^q8M1?_T7WrF5OxLhWX&(Z-ZC(Gu1mZgJ(L!a~Ce@Jb$ZJRd-2fDg$9W_FC7Rcm)@$gB!VLEAlxpTu00I1FYsN zI1lKN2M(l~3>ZL%vy&+taE5-VzDV`*GJaI|>$Pc|0F)w#LjEqiGF1!+J}WaVEm>hc zKH2fU0f#3FeNMPjZMH($B7>nr$M$zl`IKG&XsBBPegn^G<7?a&)5eGQ_s-z?DdL^O zQL?+_vAL0vFI1@q1O)KYC&tyz=7*xGtROUB6pRk7D{ajQo7fWJz`bP8pnWr(fd8`P zJ)VMjewgrkm}_gBInrp7F)l8te0%$amSl3c(SQL=0gLH^`?GLc7ZgP0pa2W{)3J2=UJGO6=#P?+ylOi#WXA0O6(C186Qe8R`33C48sa#&0BXI=y*G&;ib12G;nGC<$)3EiYJv*n~IDI?&>_T+CSOn_nON)W$Mw4QQynVI&Q9--rlz0#DV7~99bM!^9FC@p57=b_ zI0df%Si1T1&!Ma5rZ%vN2GD1wD8x-z?&;|X5I%wMy-da{OrG(W13psTaBbwQse#tQ z`SoMG9^AfN5@yGIYdd%_avU-Q_1iL(Zwvf+#69?z5{^X~@clXh+b>-o<^tbk)rz7P4WB&=g09oe%}KbvpQP6G z=t=23j=f^K#Yhx0S`Q@#_U-?9ett%wK|!<0`udZpRO*JA2nHqP{H3lFC_!gw;^Q@%UqU%6!q{o)Vb zpD6&JCiW3l0j@J6ctSDgiG3P<680&bId?8+{y6X7vYFQJ3LNR3t7+ya+1Ga$SyL0X zfvz--#WIB$l{Jm`@Bj1c{+iZI9;bZ~&EoBr($a1FcI=2%#h2jL8#iub{PN?E7xFF`P{Pa_4J^Ui}-CMVQzjfillMCM+YCX7nca3d7{S{*vm$&SNu_zQszw3WKj4pB~}8 zE->E|9?v8*ER0>bcyYjHSYNSjFlKh}#kYoe*GKnjXV0haU7poaW^ak+iG&yQh7I!s zcFONHj#apE{l+&M3mycS(Q!-%Eu*T|$hV)#05xcZ+T5-&&cO#p|o9 zyE%2gLv?nx=jmP5_e)q*R3YLaz9VN2Fi@^nn33$%soX8eGg_;hY*8iPgA+ueEd2fX zlaO8o7)AB43C4G# zr)M4%_ss94*|WvB&z)_^u`%!5#Al-jk*K8i7`lwgL^Q^@{$sE#pKAB80)Tt`JEITxDvSa9wUv$XU~q5#m2O*#W5CM zp2rNpe(EE!*A2!x%7O!5OSs&PFzKyvRlI|PZp-uL+7*0m=L&b1dJ__fjps0jM$<1! zox5ut;Ey}OUr-7dY*bLt6nLZ$?w1uC>(bKP{5X?s|2Ca%_YC49LxJ&-USjd3dSFNh zZ|$VWd!>MTukdhvW=bZBd4MS=j32+9tf677;&-&FD&^^;NA+bXDea4`trYp-=P3f8%5rGCVcOK@ zrpCslsn-K$r}zHDl$FNmJl8DveBS(}^B<}jHdiQ(ZZSB~*`k#9>y#g5>&2R}#I zjD)7=4GkF|;&Fgu+dr(U+xL5IZOi_GytdSTw7ai2ea zeDcEn{fea`(W_b37O$3?jz(GLWRN=wrLkEZKX2Q1_hmyvR$5R{&$`#cp!))_J+I>% zH>MscDT!Sb9qoYkt`FOM>>j_<*3!}$^$#BW^2?FKe{5g0@Xe;#GuvcawlqN5@tW=1 zBLuJ>f9&}$RgV10wPsSfTC;%~WOX$;&ZE`U+SSw5 zkSsl20l8fW*-cF*H&&Mu>;Ru}0*qrRQGsC}3}JL9j8ou+*ch@3r*QikZayQSlPA9h zHhtEy&v>k-$$UWsDc;WgXfk)aPfy`ryhwBko|Ob~)U){$mFxW+;Uwod@DJ`OZZWZG z;`eckz1c=tj~N|Ga~Fj(y~&Xbk;!C;M~|`Tlx)_?MZoW7U zw$b-#j2?M`h(vAiHl`!7k=f002Ie(>Rvd*d+4iCTDC^t7RM*ZRD_2-D;jC)qdNGD2 zZm6%TQ`-3wYul-gV6VH5Ac38&pUBlW9pR>Hv=7JAy6Kbek1;eI?P+MHd=@`1CRr`@ zB+<~(t=l8O-=iflGrPyuhL}4|O}u|96Kn8b8jCm-v9yQ}VZRutD#w&RT))6kTMzAB zzdix%CjKgjb&%RpI_BD#LpWSliY6Oc1(8M|UwxfNPT<1~f;q<-GQ^durRBrY9Q49P zSNGL#*RPwO-%%aDQNRLUmi^sQ2ZtV??@9;j1!Z8f=CW;G7K+U^@EVtDWs;jhCBI5A zF=$J%XDIFXOM7<(Re-Hp$hE6g$;PzAm2F+@Z0B9TVT2S51U>uRdS@o9(7~p)%u5i4 z+rhbuS^<8?H5~dc_`bgc_UM$AOxpQ!K2y1O7dtVUN<{qYs?Whf6qi z7MXNPC4%W+%(3$>gnfDq*TJgLi6O3p_bTz=^~hT<7Md-gkQ*}?R@iRPC}X&4lR|#&grn$Xr#~hZJHh{EH?=E?X5AHvYr9zvKQ5q7d34D?BI! rxf+Ea`v-*}HJ}iNI6)>rhB6Y9LLjf85LUr;4sH`mA+*3V2=c!G9yVcq literal 0 HcmV?d00001 diff --git a/descriptifier/style/g3readme_cam_022916.css b/descriptifier/style/g3readme_cam_022916.css new file mode 100644 index 0000000..f03b870 --- /dev/null +++ b/descriptifier/style/g3readme_cam_022916.css @@ -0,0 +1,227 @@ +/* Reset */ +html, body, div, span, blockquote, pre, +a, font, img, .ribbon_menu ul, .ribbon_menu li { + margin: 0; + padding: 0; + border: 0; + outline: 0; + font-size: 100%; + vertical-align: baseline; + background: transparent; +} +/* // Reset */ + +body { + background: #eeeeee; + font-family:Arial, Helvetica, sans-serif; + font-size: 14px; + color: #333; + line-height: 1; + +background: +radial-gradient(circle farthest-side at 0% 50%,#f0f0f0 23.5%,rgba(240,240,240,0) 0)21px 30px, +radial-gradient(circle farthest-side at 0% 50%,#e8e8ff 24%,rgba(240,240,240,0) 0)19px 30px, +linear-gradient(#f0f0f0 14%,rgba(240,240,240,0) 0, rgba(240,240,240,0) 85%,#f0f0f0 0)0 0, +linear-gradient(150deg,#f0f0f0 24%,#e8e8ff 0,#e8e8ff 26%,rgba(240,240,240,0) 0,rgba(240,240,240,0) 74%,#e8e8ff 0,#e8e8ff 76%,#f0f0f0 0)0 0, +linear-gradient(30deg,#f0f0f0 24%,#e8e8ff 0,#e8e8ff 26%,rgba(240,240,240,0) 0,rgba(240,240,240,0) 74%,#e8e8ff 0,#e8e8ff 76%,#f0f0f0 0)0 0, +linear-gradient(90deg,#e8e8ff 2%,#f0f0f0 0,#f0f0f0 98%,#e8e8ff 0%)0 0 #f0f0f0; +background-size:40px 60px; +} +h1, h2, h3, h4, h5, h6 {font-family: TrajanPro, Georgia, Palatino, Times New Roman, serif;} +a, a:link, a:visited, a:hover, a:active { + color: #0012ff; + margin: 0; + padding: 0; + border-width: 0; + } + table { + width: 100%; + padding: 20px; + } +td, th { + font-size: 12px; + text-align: center; + vertical-align: baseline; + padding: 5px; + border: 1px outset #eee; + } +th { + background-color: #000099; + color: #fff; + font-weight: bold; + border:none; + } +a:visited {color : #000099;} +div#container { + width: 1024px; + margin:50px auto 20px auto; +} +.ribbon_menu { + position: relative; + top:3px; + left: 90px; + z-index: 80; /* the stack order: displayed under bubble (90) */ +} +.ribbon_menu ul {list-style: none;} +.ribbon_menu ul li { + -webkit-transform: rotate(-45deg); /* rotate the list item */ + -moz-transform: rotate(-45deg); /* rotate the list item */ + transform: rotate(-45deg); /* rotate the list item */ + width: 125px; + overflow: hidden; + margin: 30px -54px; + padding: 8px 8px 8px 18px; + float: left; + background: #31465f; + text-align: right; +} +.ribbon_menu ul li:hover {background: #000099;} + +.ribbon_menu ul li a { + color: #fff; + text-decoration: none; + display:block; +} +.ribbon_menu span { + margin: 0px 150px 0px 0px; + float:right; + padding-top:-30px; +} + +.ribbon_bubble { + clear: both; + position: relative; + margin: 0px auto; + width: 100%; + background: #fff; + border-radius: 10px; + -moz-border-radius: 10px; + -khtml-border-radius: 10px; + -webkit-border-radius: 10px; + box-shadow: 0px 0px 8px rgba(0,0,0,0.3); + -moz-box-shadow: 0px 0px 8px rgba(0,0,0,0.3); + -khtml-box-shadow: 0px 0px 8px rgba(0,0,0,0.3); + -webkit-box-shadow: 0px 0px 8px rgba(0,0,0,0.3); + position: relative; + z-index: 90; /* the stack order: displayed under ribbon rectangle (100) */ +} + +.ribbon_rectangle, .ribbon_rectangle_h2, .ribbon_rectangle_h3 { + background: #000099; + height: 50px; + width: 1054px; + position: relative; + left:-15px; + top: 30px; + float: left; + -moz-box-shadow: 0px 0px 4px rgba(0,0,0,0.55); + -khtml-box-shadow: 0px 0px 4px rgba(0,0,0,0.55); + -webkit-box-shadow: 0px 0px 4px rgba(0,0,0,0.55); + z-index: 100; /* the stack order: foreground */ +} + +.ribbon_rectangle_h2 { + background: #222222; + height: 40px; + top: 25px; +} + +.ribbon_rectangle_h3 { + background: #31465f; + height: 40px; + top: 25px; +} + +.ribbon_rectangle h1, .ribbon_rectangle_h2 h2, .ribbon_rectangle_h3 h3 { + margin: 0; + padding: 0; + font-size: 30px; + color: #fff; + padding-top: 9px; + text-shadow: 1px 1px 2px rgba(0,0,0,0.2); + text-align: center; +} + +.ribbon_rectangle_h2 h2, .ribbon_rectangle_h3 h3 { + font-size: 20px; + text-align: left; + margin:auto 45px; + padding-top: 9px; +} + +.ribbon_rectangle_h2 h2, .ribbon_rectangle_h3 h3 { + font-size: 18px; + padding-top: 10px; +} + +.ribbon_triangle-l, .ribbon_triangle_h2-l, .ribbon_triangle_h3-l { + border-color: transparent #000 transparent transparent; + border-style:solid; + border-width:15px; + height:0px; + width:0px; + position: relative; + left: -30px; + top: 65px; + z-index: -1; /* displayed under bubble */ +} + +.ribbon_triangle_h2-l, .ribbon_triangle_h3-l { + top: 50px; +} + +.ribbon_triangle-r, .ribbon_triangle_h2-r, .ribbon_triangle_h3-r { + border-color: transparent transparent transparent #000; + border-style:solid; + border-width:15px; + height:0px; + width:0px; + position: relative; + left: 1024px; + top: 35px; + z-index: -1; /* displayed under bubble */ +} + +.ribbon_triangle_h2-r, .ribbon_triangle_h3-r { + top: 20px; +} + +.section { + padding: 20px 25px; + line-height: 160%; +} + +.leftalign, table.leftalign tr th, table.leftalign tr td {text-align: left;} +.kit_description { + position: relative; + display: block; + background-color: #f0f0f0; + border-left: 4px solid #ccc; + border-top: 1px dotted #ccc; + } +.portrait_thumb { + float: left; + width: 125px; + height: 125px; + padding: 5px; + text-align: center; + overflow: auto; + } +a.spoiler, a:link.spoiler, a:active.spoiler, a:visited.spoiler, a:hover.spoiler { + color: #ccc; + background-color: #ccc; + border: 1px dotted #888; + text-decoration: none; + } +a:hover.spoiler { + color: #000; + border: 1px dotted #ccc; + } +.code { + font-family: 'Courier New', Courier, mono; + border: 1px solid #555; + border-left: 10px solid #555; + background-color: #eee; + padding: 5px; + } +.deprecated {color:#999;} \ No newline at end of file diff --git a/scs_iwd_desc_arcane.html b/scs_iwd_desc_arcane.html new file mode 100644 index 0000000..5258567 --- /dev/null +++ b/scs_iwd_desc_arcane.html @@ -0,0 +1,416 @@ + + +SCS Icewind Dale spells - Arcane Spells + + + + + + + \ No newline at end of file diff --git a/scs_iwd_desc_divine.html b/scs_iwd_desc_divine.html new file mode 100644 index 0000000..c45bf38 --- /dev/null +++ b/scs_iwd_desc_divine.html @@ -0,0 +1,508 @@ + + +SCS Icewind Dale spells - Divine Spells + + + + + +
+ +
+
+

SCS Icewind Dale spells - Divine Spells

+
+
+
+ +
+ +

These are the divine spells that are added or modified by SCS's 'Icewind Dale Divine Spells' component

Druid/shaman/ranger-only spells are in green; cleric/paladin-only spells are in blue. Spells may have additional alignment restrictions noted in their descriptions.

+

+

+

+
+ + +

New Level 1 Spells

+
+

Cause Light Wounds

Level: 1
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: 1/2
+
+By casting this spell and touching a creature, the priest deals 8 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures.

+

Curse

Level: 1
+Sphere: All
+Range: Visual range of the caster
+Duration: 6 rounds
+Casting Time: 9
+Area of Effect: 15-ft. radius
+Saving Throw: None
+
+When uttering the Curse spell, the caster lowers the morale of enemy creatures and any Saving Throws and attack rolls they make by 1. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster. Affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not.

+

Sunscorch

Level: 1
+Sphere: Sun
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Special
+
+When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. Any creature struck by the ray takes 1d6 points of damage, plus 1 point per level of the caster; however, if the target is an undead creature or a monster vulnerable to bright light, the damage is 1d6, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds. The victim is allowed a Save vs. Spell for half damage and to avoid the blindness.

+

New Level 2 Spells

+
+

Alicorn Lance

Level: 2
+Sphere: Combat
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Special
+
+This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The caster chooses a target, and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage with a Save vs. Spell for half. Although the alicorn lance dissipates after it strikes, it always leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its Armor Class for 3 rounds.

+

Beast Claw

Level: 2
+Sphere: Combat
+Range: 0
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: The caster
+Saving Throw: None
+
+This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 Strength and the ability to rake an opponent for 2d4 (plus Strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

+

Cause Moderate Wounds

Level: 2
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: 1/2
+
+By casting this spell and touching a creature, the priest deals 11 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures.

+

Chant

Level: 2
+Sphere: Combat
+Range: Visual range of the caster
+Duration: 1 turn
+Casting Time: 9
+Area of Effect: 60-ft. radius
+Saving Throw: None
+
+By means of the Chant spell, the priest brings special favor upon him/herself and his/her party and causes harm to his/her enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. The priest's enemies suffer from the opposite effects.
+
+Multiple chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so his/her movement is slowed by half.

+

Cure Moderate Wounds

Level: 2
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+A stronger version of the 1st-level priest spell Cure Light Wounds, Cure Moderate Wounds heals 11 Hit Points and cures intoxication. This spell has no effect on undead, constructs, or extraplanar creatures.

+

New Level 3 Spells

+
+

Cause Disease

Level: 3
+Sphere: Healing
+Range: Touch
+Duration: 8 hours
+Casting Time: 9
+Area of Effect: 1 creature
+Saving Throw: Neg.
+
+This spell afflicts one creature the priest touches with a disease that saps the target of 5d4 points of Strength. A successful Save vs. Spell negates the effects. This spell has no effect on undead, constructs, or extraplanar creatures. It cannot be cast by good-aligned characters.

+

Cause Medium Wounds

Level: 3
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: 1/2
+
+By casting this spell and touching a creature, the priest deals 14 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures.

+

Circle of Bones

Level: 3
+Sphere: Guardian, Creation
+Range: 0
+Duration: 3 rounds
+Casting Time: 3
+Area of Effect: 3-ft. radius
+Saving Throw: None
+
+This spell conjures forth a barrier of floating bones that spin rapidly around the caster, who cannot move for the duration of the spell. Anyone entering the path of the bones takes 1d6 crushing damage and 1d6 slashing damage per round. Circle of Bones cannot be cast by good-aligned characters.

+

Cloudburst

Level: 3
+Sphere: Elemental Water
+Range: Visual range of the caster
+Duration: 2 rounds
+Casting Time: 6
+Area of Effect: 17-ft. radius
+Saving Throw: None
+
+This spell brings forth a magical rain that saturates the area of effect. All cold- and fire-dwelling creatures take 2d3 points of magic damage per round. In addition, all creatures in the area have a 50% chance per round of being struck by bolts of lightning that deal 2d6 electrical damage, with a Save vs. Spell for half. Flame Blade, Shroud of Flame, and salamander auras are extinguished by Cloudburst.

+

Exaltation

Level: 3
+Sphere: Healing
+Range: Touch
+Duration: 1 turn
+Casting Time: 9
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell enables a priest to aid and protect any one being other than the priest. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.

+

Favor of Ilmater

Level: 3
+Sphere: Necromantic, Protection
+Range: 30 ft.
+Duration: Instant
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+By invoking this spell, the caster switches his/her own life force with that of the recipient, exchanging all physical injuries. The spell will only function if the caster has more Hit Points than the target before the switch is attempted. This switch is permanent until the caster uses normal methods to heal the damage. The exchange can be done from a distance so long as the spell range is not exceeded. Only the Hit Points are exchanged; the caster cannot take on other conditions from the target such as disease, poison, intoxication, and similar afflictions.
+
+This spell cannot be cast by evil-aligned characters. It has no effect on undead, constructs, or extraplanar creatures.

+

Mold Touch

Level: 3
+Sphere: Plant
+Range: Touch
+Duration: Special
+Casting Time: 6
+Area of Effect: 10-ft. radius
+Saving Throw: Special
+
+This spell infects the creature the caster touches with a rapidly spreading brown mold. If the infected creature fails a Save vs. Spell, the infection is severe and the creature takes magic damage as follows:
+
+1st round: 4d6 damage
+2nd round: 3d6 damage
+3rd round: 2d6 damage
+4th round: 1d6 damage
+
+If the Saving Throw is successful, the damage is reduced as follows:
+
+1st round: 2d6 damage
+2nd round: 1d6 damage
+3rd round: 1d6 damage
+
+Each round after the first, the nearest creature within 10 ft. of the victim must make a Save vs. Spell or be infected by the mold at full strength. This process continues until the mold fails to infect a suitable host in time. Creatures already under the effects of the mold cannot contract it again. The brown mold quickly dies once the spell expires.

+

Moonblade

Level: 3
+Sphere: Combat, Sun
+Range: 0
+Duration: 2 turns
+Casting Time: 6
+Area of Effect: The caster
+Saving Throw: None
+
+This spell summons forth a silent, weightless sword-like construct made of moonlight that extends four feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can hit, though the bonus does not apply to attack rolls made with it. In addition, due to the insubstantial nature of the moonblade, melee bonuses from Strength do not apply.
+
+The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of magic damage, plus an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

+

Prayer

Level: 3
+Sphere: Combat
+Range: 0
+Duration: 1 round/level
+Casting Time: 6
+Area of Effect: 30-ft. radius
+Saving Throw: None
+
+Prayer bestows favor on the priest and his/her allies, and curses their enemies. All attacks, damage, and Saving Throws by friendly characters gain a +1 bonus, while enemy attacks, damage rolls, and saves get a -1 penalty. Any creatures within the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the warriors want to chase down that fleeing goblin, the effects of the Prayer will follow them.

+

Spike Growth

Level: 3
+Sphere: Elemental Earth
+Range: Visual range of the caster
+Duration: 1 turn
+Casting Time: 6
+Area of Effect: 15-ft. radius
+Saving Throw: None
+
+This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and 1d4 points of slashing damage every round until the spell expires.

+

Storm Shell

Level: 3
+Sphere: Protection, Weather
+Range: 0
+Duration: 1 turn
+Casting Time: 6
+Area of Effect: The caster
+Saving Throw: None
+
+This spell surrounds the caster with a bright sphere of disruptive energy that moves with him/her. The storm shell increases the caster's resistance to fire, cold, and electrical damage by 50%.

+

New Level 4 Spells

+
+

Blood Rage

Level: 4
+Sphere: Combat
+Range: Visual range of the caster
+Duration: 2 turns
+Casting Time: 7
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving on to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 to Strength, +10 to maximum Hit Points, and +2 to his/her movement rate. The spell has several disadvantages, however: The Hit Points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals Hit Points. At the end of the spell's duration, the target becomes fatigued and his/her Strength drops to 3 for 2 turns. Blood Rage cannot affect—and cannot be cast by—creatures of lawful alignment.

+

Cause Serious Wounds

Level: 4
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: 1/2
+
+By casting this spell and touching a creature, the priest deals 17 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures. It cannot be cast by good-aligned characters.

+

Cloud of Pestilence

Level: 4
+Sphere: Combat, Elemental Air
+Range: Visual range of the caster
+Duration: 4 rounds
+Casting Time: 7
+Area of Effect: 12-ft. radius
+Saving Throw: Neg.
+
+This spell transforms the air in a 12-ft. radius into sickening, grayish mists. The caster and non-living creatures are immune to the effects of the cloud. For every round of exposure to the disease-ridden air, a creature must save vs. Breath or suffer 3 points of magic damage, blindness, and the loss of 3 points of Strength and Dexterity. The blindness and ability score penalties last 1 turn. Cloud of Pestilence can only be cast by evil-aligned characters.

+

Giant Insect

Level: 4
+Sphere: Animal
+Range: Visual range of the caster
+Duration: 8 hours
+Casting Time: 7
+Area of Effect: Special
+Saving Throw: None
+
+This spell summons 2-3 boring beetles or bombardier beetles to the caster's side. The beetles will obey the caster until the spell expires or they are slain.

+

Produce Fire

Level: 4
+Sphere: Elemental Fire
+Range: Visual range of the caster
+Duration: 1 round
+Casting Time: 7
+Area of Effect: 4-ft. radius
+Saving Throw: None
+
+When cast, flames erupt from the target point, dealing 1d4 points of fire damage plus 1 point per level of the caster to all creatures within the spell's radius. Creatures will take damage once per round regardless of when they enter the area of effect.

+

Recitation

Level: 4
+Sphere: Combat
+Range: 0
+Duration: 1 round/level
+Casting Time: 7
+Area of Effect: 25-ft. radius
+Saving Throw: None
+
+By reciting a sacred passage or declaration, the priest invokes his/her deity's blessing upon him/herself and his/her allies while sowing confusion and weakness among his/her enemies. The priest's allies gain a +2 bonus to their attack rolls and Saving Throws, and the priest's enemies receive a -2 penalty to the same. Recitation does not nullify a Prayer spell—the two can be cast in tandem, and the effects are cumulative.

+

Smashing Wave

Level: 4
+Sphere: Elemental Water
+Range: 100 ft.
+Duration: Instant
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: Special
+
+This spell summons a 5-ft. wide wave of water that moves in the direction willed by the caster, striking all in its path with massive force. The wave deals 4d10 points of crushing damage; in addition, struck creatures may be either stunned (25% chance) or knocked unconscious (5% chance) for 2 rounds. If the creature struck makes a successful Save vs. Breath Weapon, the damage is reduced by half and the creature avoids being stunned or knocked unconscious.

+

Star Metal Cudgel

Level: 4
+Sphere: Combat
+Range: 0
+Duration: 3 turns
+Casting Time: 7
+Area of Effect: The caster
+Saving Throw: None
+
+This spell creates a meteoric iron magical club that deals 1d6+2 points of crushing damage, confers a +2 bonus to attack rolls, and is treated as a +4 weapon for purposes of what it can hit. Strength, proficiency, and specialization bonuses and penalties apply normally. The club deals an additional 2d6 points of crushing damage against unnatural creatures (undead, elementals, golems, outer-planar creatures, etc.).

+

Static Charge

Level: 4
+Sphere: Weather
+Range: 0
+Duration: 1 turn/level
+Casting Time: 9
+Area of Effect: Visual range of the caster
+Saving Throw: 1/2
+
+Static Charge is similar to Call Lightning, except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, dealing 2d8 points of electrical damage plus an additional 1d8 points per level of the caster (save vs. Spell for half). The charge keeps going off once every turn for the duration of the spell.

+

Thorn Spray

Level: 4
+Sphere: Plant
+Range: 30 ft.
+Duration: Instant
+Casting Time: 3
+Area of Effect: 17-ft. cone with 90-deg. arc
+Saving Throw: 1/2
+
+By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his/her hand. The thorn spray covers a 17-ft.-long cone, inflicting 2d10 points of piercing damage to all creatures within the area of effect, or 1d10 points of damage if a Save vs. Death is successful.

+

Unfailing Endurance

Level: 4
+Sphere: Necromantic
+Range: Touch
+Duration: Instant
+Casting Time: 9
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell restores the stamina of the creature touched, eliminating any fatigue.

+

Wall of Moonlight

Level: 4
+Sphere: Protection, Sun
+Range: Visual range of the caster
+Duration: 1 turn
+Casting Time: 7
+Area of Effect: 8 ft. long, 2 ft. wide wall
+Saving Throw: None
+
+This spell invokes a shimmering tapestry of blue-white force. This wall is intangible, requiring no physical anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 magic damage; evil undead creatures take 5d10. A creature that has passed through the wall can only take damage from it once.

+

New Level 5 Spells

+
+

Animal Rage

Level: 5
+Sphere: Combat
+Range: Touch
+Duration: 15 rounds
+Casting Time: 8
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell imbues the target creature with animal ferocity. The target creature gains a Strength score of 19, +20 Hit Points, +20% movement rate, and a +2 bonus to all Saving Throws. The target loses the ability to cast spells while Animal Rage is in effect; when enemies are within sight, he/she immediately attacks in melee, using whatever is in hand. While this spell is in effect, there is a 5% chance per round that the target will go berserk, attacking friend and foe alike.

+

Cause Critical Wounds

Level: 5
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 8
+Area of Effect: 1 creature
+Saving Throw: 1/2
+
+By casting this spell and touching a creature, the priest deals 27 points of magic damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures. It can be cast only by evil-aligned characters.

+

Mass Cause Light Wounds

Level: 5
+Sphere: Healing
+Range: 0
+Duration: Instant
+Casting Time: 5
+Area of Effect: 15-ft. radius
+Saving Throw: 1/2
+
+By casting this spell, the priest deals 1d8 + 1/level points of damage to nearby enemies. A successful Save vs. Spell halves the damage. This spell has no effect on undead, constructs, or extraplanar creatures.

+

Righteous Wrath of the Faithful

Level: 5
+Sphere: Combat
+Range: 0
+Duration: 1 round/level
+Casting Time: 8
+Area of Effect: 17-ft. radius
+Saving Throw: None
+
+This spell bestows a form of divine madness upon the priest's allies, improving their combat skills. All the priest's allies in the area of effect gain a +1 to attack rolls and Saving Throws, plus 8 bonus Hit Points for the duration of the spell (these Hit Points can take a target beyond his/her Hit Point maximum). Allies of the same alignment, however, gain an extra attack every round (canceling haste), a +2 bonus to their attack rolls, damage rolls, and Saving Throws, and immunity to charm and hold spells. Anyone affected by Righteous Wrath of the Faithful will suffer fatigue when the spell wears off.

+

Shield of Lathander

Level: 5
+Sphere: Guardian
+Range: Touch
+Duration: 2 rounds
+Casting Time: 8
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell grants the recipient immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Shield of Lathander. This spell cannot be cast by evil-aligned characters.

+

Spike Stones

Level: 5
+Sphere: Elemental Earth
+Range: Visual range of the caster
+Duration: 12 rounds
+Casting Time: 6
+Area of Effect: 8-ft. radius
+Saving Throw: Special
+
+This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2d4 Hit Points of piercing damage per round and must make a Save vs. Spell or have its movement rate reduced by 30%.

+

Undead Ward

Level: 5
+Sphere: Wards
+Range: 0
+Duration: 1 turn
+Casting Time: 7
+Area of Effect: 10-ft. radius
+Saving Throw: None
+
+This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest at the moment of its casting and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.

+

New Level 6 Spells

+
+

Entropy Shield

Level: 6
+Sphere: Protection
+Range: 0
+Duration: 1 round/level
+Casting Time: 9
+Area of Effect: The caster
+Saving Throw: None
+
+When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to Armor Class, a +2 bonus to Saving Throws, and +50% resistance to electricity, fire, cold, and acid. The priest is also immune to Flamestrike and all missile-based attacks, including missiles created by spells such as Magic Missile.

+

Spiritual Wrath

Level: 6
+Sphere: Combat
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 2
+Area of Effect: Special
+Saving Throw: 1/2
+
+Upon completion of this spell, the priest becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. All creatures in the bolts' paths take 4d10 points of magic damage (save vs. Spell for half). Creatures of the same moral alignment (good, neutral, evil) as the caster are unaffected by the spell.

+

Whirlwind

Level: 6
+Sphere: Elemental Air
+Range: Visual range of the caster
+Duration: Special
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: Special
+
+This spell creates a small whirlwind within the caster's sight. The whirlwind will fly around randomly, harming friend and foe alike. The caster is immune to his/her own spell, and elementals and other huge creatures are also unaffected. If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must make a Save vs. Breath Weapon or be stunned for 2 rounds. Creatures with 2 or fewer Hit Dice are automatically killed by this spell. A maximum of 8 targets can be affected, after which the whirlwind will dissipate.

+

New Level 7 Spells

+
+

Destruction

Level: 7
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 9
+Area of Effect: The caster
+Saving Throw: Special
+
+This spell instantly destroys a target, blasting it into small chunks. The victim is allowed a Save vs. Death at a penalty of -4; if successful, the target takes 8d6 points of magic damage instead of being destroyed. Destruction can only be cast by evil characters. Note that a character struck with a Destruction spell cannot be raised from the dead with a Raise Dead or Resurrection spell.

+

Energy Drain

Level: 7
+Sphere: Necromantic
+Range: Touch
+Duration: Permanent
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+Casting this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining him/her of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell. This spell has no effect on undead, constructs, or extraplanar creatures. It can only be cast by evil-aligned characters.

+

Greater Shield of Lathander

Level: 7
+Sphere: Guardian
+Range: Touch
+Duration: 3 rounds
+Casting Time: 9
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell grants the recipient 100% Magic Resistance and immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Greater Shield of Lathander. This spell can only be cast by good-aligned characters.

+

Impervious Sanctity of Mind

Level: 7
+Sphere: Protection
+Range: 0
+Duration: 1 turn/level
+Casting Time: 9
+Area of Effect: The caster
+Saving Throw: None
+
+This spell steels the caster's mind against any outside influence. Charm, confusion, fear, feeblemindedness, hold, sleep, maze, berserk, and intoxication will not affect the caster as long as this spell is in effect.

+

Mist of Eldath

Level: 7
+Sphere: Elemental
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 9
+Area of Effect: 7-ft. radius
+Saving Throw: None
+
+This spell blankets the area of effect with a silver-blue mist—any creature within the mist will be cured of disease and poison and healed 25 Hit Points.

+

Stalker

Level: 7
+Sphere: Plant
+Range: Visual range of the caster
+Duration: 8 hours
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: None
+
+This spell creates two 11-HD shambling mounds. These creatures willingly aid the caster in combat or whatever other duties they are assigned and have the capability to carry out.

+

Symbol, Hopelessness

Level: 7
+Sphere: Guardian
+Range: Visual range of the caster
+Duration: 2 turns
+Casting Time: 3
+Area of Effect: 15-ft. radius
+Saving Throw: Neg.
+
+Symbol, Hopelessness is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until an opponent comes too close, at which point it will explode, causing all enemies within the area of effect to make a Save vs. Spell with a -2 penalty or stand in place, overwhelmed by dejection and surrender. They will make no move to defend themselves from attack. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

+

Symbol, Pain

Level: 7
+Sphere: Guardian
+Range: Visual range of the caster
+Duration: 11 turns
+Casting Time: 3
+Area of Effect: 15-ft. radius
+Saving Throw: Neg.
+
+All enemies within 15 ft. of the symbol of pain at the moment it is invoked must make a Save vs. Spell. Those who fail their Saving Throws are overwhelmed by pain, suffering a -4 penalty to their attack rolls, a -2 penalty to their Dexterity scores, and a -2 penalty to their Armor Class.

+
+ + +
+
+ \ No newline at end of file diff --git a/spell_rev_desc_arcane.html b/spell_rev_desc_arcane.html new file mode 100644 index 0000000..72f7644 --- /dev/null +++ b/spell_rev_desc_arcane.html @@ -0,0 +1,2439 @@ + + +Spell Revisions - Arcane Spells + + + + + +
+ +
+
+

Spell Revisions - Arcane Spells

+
+
+
+ +
+ +

With Spell Revisions installed, these are the arcane spells available to characters.

+

+

+

+
+ + +

Level 1 Spells

+
+

Burning Hands

Level: 1
+School: Evocation
+Range: Special
+Duration: Instant
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: None
+
+When the wizard casts this spell, a cone of searing flames shoots from his fingertips towards a designated point. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and his fingers must be spread. The burning hands send out 10-foot-long jets of flame in a horizontal arc of about 60 degrees in front of the wizard. All creatures caught in the flames suffer 1d6 points of fire damage plus 1d6 for every other 2 levels of the caster (up to a maximum of 5d6).

+

Charm Person

Level: 1
+School: Enchantment
+Range: Long
+Duration: 5 rounds
+Casting Time: 1
+Area of Effect: 1 person
+Saving Throw: Spell negates
+
+Charm Person affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. If the recipient fails his saving throw vs. spell at +2 bonus, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible.
+
+If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.

+

Chill Touch

Level: 1
+School: Necromancy
+Range: Personal
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Special
+
+When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature suffers 1d6 points of cold damage and loses one point of strength for 1 hour (no ability drain if the victim saves vs. death). The wizard gains a +4 bonus to hit the target and his touch is considered to be of +1 enchantment to determine what it can hit.

+

Chromatic Orb

Level: 1
+School: Alteration
+Range: Long
+Duration: Special
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Spell partial
+
+This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly towards its target. The sphere inflicts magic damage and causes different effects depending upon its color. As the level of the caster improves, both the damage inflicted and number of colors known increases. The color of any given orb is chosen randomly from the colors known at the wizard's level. The orb is occasionally even multicolored, causing multiple effects. The victim can save vs. spell against all special effects but gets no save against the damage. All special effects last for 5 rounds.
+
+1st level: 1d3 damage; White - Light (-4 penalty to saving throws)
+2nd level: 1d4 damage; Aquamarine - Magnetism (-4 penalty to AC)
+4th level: 1d6 damage; Red - Pain (-1 to strength and dexterity)
+6th level: 1d8 damage; Green - Poison (2hp/round)
+8th level: 1d10 damage; Yellow - Blindness
+10th level: 2d6 damage; Violet - Slow
+12th+ level: 2d8 damage; Blue - Paralysis

+

Color Spray

Level: 1
+School: Alteration
+Range: Special
+Duration: Special
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Spell negates
+
+Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. The spray is 15 feet in length and spread out in a horizontal arc of about 60 degrees in front of the wizard. The spell's effects depend upon the caster's level - creatures with Hit Dice/levels less than or equal to the caster are slowed for 5 rounds, those with Hit Dice/levels one or two greater than the wizard are blinded for 3 rounds, and all others are confused for 1 round. Creatures with more than 22 Hit Dice/levels will have to save only against the confusion effect, regardless of the caster's level.

+

Detect Alignment

Level: 2
+School: Divination
+Range: Personal
+Duration: Instant
+Casting Time: 2
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the wizard to search out the feelings of all creatures within the current area. When affected by this spell, a target will briefly glow red if he's evil, green if he's good, and white if he's neutral. Magic resistance does not affect this spell.

+

Dimension Jump

Level: 1
+School: Conjuration
+Range: Personal
+Duration: Instant
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+This spell transports the caster to any place within sight. When the spell is cast, a dimensional portal opens up in front of the caster, which he immediately steps through. Upon passing through the portal, the caster finds himself at his chosen destination. The caster always arrives at exactly the spot desired, and the dimensional door doesn't allow anyone or anything else to pass through. Spells about to be cast upon the wizard will fail, and missiles about to hit him will instead hit thin air.

+

Expeditious Retreat

Level: 1
+School: Abjuration
+Range: Personal
+Duration: 3 rounds
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: None
+
+When cast, this spell provides all friendly creatures in the area with an amazing fleetness of foot. The affected creatures movement rate is almost tripled for the duration of the spell, but the excessively unnatural speed prevents them from taking almost any other actions except for running.

+

Find Familiar

Level: 1
+School: Universal
+Range: Short
+Duration: Permanent
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell enables the caster to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any come at all. Note that this spell may only be cast by the protagonist.
+
+The creature is always more intelligent than others of its type (typically by 2 or 3 intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total hit points as bonus hit points. However, the caster must take care to treat his familiar well, for if the familiar should die, the caster will lose the bonus hit points and half the familiar's hit points again as damage. Also, when a familiar dies, the caster loses 1 point of constitution permanently.
+
+Example: A mage has 15 hit points and casts Find Familiar. The imp summoned has 24 hit points, so the caster gets a bonus of 12 hit points. The caster now has 27 hit points. If the familiar dies, the caster will lose those additional 12 hit points (putting him back at 12), permanently lose 1 point of constitution (which may cause additional hit point loss), and take 12 damage.
+
+Here is a list of the familiars that the player receives according to alignment:
+
+LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
+CHAOTIC GOOD: Fairy Dragon
+
+LAWFUL NEUTRAL: Ferret
+NEUTRAL: Rabbit
+CHAOTIC NEUTRAL: Cat
+
+LAWFUL EVIL: Imp
+NEUTRAL EVIL: Dust Mephit
+CHAOTIC EVIL: Quasit
+
+You can view your familiar's statistics from the inventory screen.

+

Grease

Level: 1
+School: Conjuration
+Range: Medium
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: 10' radius
+Saving Throw: Breath partial
+
+A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature caught in it when the spell is cast must save vs. breath at +2 bonus or fall to the ground for one round. Those who enter the area or remain within it must make a save each round until they reach the nearest non-greased surface. A creature that succeeds on their saving throw can walk within or through the area of grease but will have their movements slowed considerably. Incorporeal and flying creatures are unaffected by this spell, as are exceptionally large creatures who suffer little to no distress from the greasy coating.

+

Identify

Level: 1
+School: Divination
+Range: Personal
+Duration: Instant
+Casting Time: Special
+Area of Effect: 1 item
+Saving Throw: None
+
+When this spell is cast, name and enchantments (including curses) of one item subsequently touched by the wizard are revealed without fail. Many unidentified items can still be used, but at great risk.

+

Larloch's Minor Drain

Level: 1
+School: Necromancy
+Range: Long
+Duration: Special
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 2 points of damage, while the mage gains 2 hit points. For every two extra levels of the caster, the draining is augmented by 2 points (up to a maximum of 10 points at 9th level). If the mage goes over his maximum hit point total with this spell, he loses it after 1 turn.

+

Mage Armor

Level: 1
+School: Conjuration
+Range: Personal
+Duration: 8 hours
+Casting Time: 1 round
+Area of Effect: Caster
+Saving Throw: None
+
+By means of this spell, the wizard creates a magical field of force that sets its base armor class to 6. This improves by 1 AC for every four levels of the caster, up to a minimum base armor class of 3 at 12th level. This armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

+

Magic Missile

Level: 1
+School: Evocation
+Range: Long
+Duration: Instant
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, and a maximum of five missiles at 9th level.

+

Monster Summoning I

Level: 1
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+1st : 2 gibberlings
+3rd : 3 gibberlings
+5th : 4 gibberlings
+7th+ : 5 gibberlings
+
+Gibberling (1 Hit Dice):
+STR 10, DEX 10, CON 10, INT 6, WIS 7, CHA 4; AL Chaotic Neutral
+HP 8, AC 10, THAC0 19, Saving Throws 13/17/15/13/17
+1 Attack Per Round, 1d6 Piercing Damage (Short Sword)

+

Nahal's Reckless Dweomer

Level: 1
+School: None
+Range: Personal
+Duration: Special
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Special
+
+This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
+
+To use Reckless Dweomer, simply cast it and then choose from your list of known spells. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (found in your manual).
+
+Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's Reckless Dweomer.

+

Obscuring Mist

Level: 1
+School: Conjuration
+Range: Long
+Duration: 6 rounds
+Casting Time: 5
+Area of Effect: 20' radius
+Saving Throw: None
+
+When this spell is cast, a misty bank of fog billows out from the designated point obscuring all sight. Everyone within the cloud suffer -2 penalty to attack rolls, and have their line of sight halved. Anyone, inside or outside the cloud, trying to attack a creature concealed by the fog with ranged weapons will do so with a -4 penalty to attack rolls. Creatures with blindsight, or that do not rely on sight can fight within the cloud without penalties.

+

Protection from Evil

Level: 1
+School: Abjuration
+Range: Touch
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil or evilly enchanted creatures against the protected creature receive a -2 penalty to their attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

+

Reflected Image

Level: 1
+School: Illusion
+Range: Personal
+Duration: 4 rounds +1 round/3 levels
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+Upon casting this spell, the wizard creates one illusory image of himself that will travel alongside him. The image performs all of the actions that the wizard does, and seems to react normally to both physical and magical damage (such as appearing to be burned when hit by a fireball) so that if any enemies are trying to attack the wizard they will not know which one is real. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. The image is immune to all forms of damage, but will disappear if a dispel magic or a detect illusion spell is cast upon it, or when the spell duration runs out. This spell cannot be cast on anyone who is under the effects of a Mirror Image spell, and multiple castings of this spell will not create additional images.

+

Shield

Level: 1
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, an invisible barrier comes into being in front of the wizard, granting him immunity to the spell Magic Missile. Furthermore, the fluctuating force shield around the caster acts similarly to a regular shield, effectively increasing AC by 2 points (+4 vs. missile weapons). This effect lasts for the duration of the spell or until dispelled.

+

Shocking Grasp

Level: 1
+School: Evocation
+Range: Personal
+Duration: Special
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Special
+
+When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d6 points of damage and stun the target for 1 round. If the target makes a successful saving throw vs. spell, he is not stunned. For every two extra experience levels of the caster, the creature will suffer an additional 1d6 points of damage and roll their saving throw at an increased -1 penalty (to a maximum of 5d6 damage and a -4 saving throw penalty at 9th level). The spell expires once the caster makes a successful melee attack or after 1 turn has passed. The wizard gains a +4 bonus to hit the target.

+

Sleep

Level: 1
+School: Enchantment
+Range: Long
+Duration: 5 rounds
+Casting Time: 1
+Area of Effect: 30' radius
+Saving Throw: Spell negates
+
+When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more creatures. Creatures in the area of effect must make a saving throw vs. spell or fall asleep. Any further attempts to harm the targets will waken them. Opponents with more Hit Dice/levels than the caster are unaffected by this spell. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as dragons and elementals are completely immune to magically induced sleep.

+

Spook

Level: 1
+School: Illusion
+Range: Long
+Duration: 5 rounds
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Special
+
+A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two extra experience levels of the caster, to a maximum of -4 at 9th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead creatures, certain powerful creatures who can easily discern the illusion, such as dragons, and those with no intelligence score are unaffected by this spell, as are creatures under the effect of a True Seeing spell.

+

True Strike

Level: 1
+School: Divination
+Range: Personal
+Duration: 3 rounds
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+This spell grants the caster otherworldly sight, resulting in preternatural accuracy for a short period. While the spell is in effect attack rolls are made with a +4 perception bonus and the chance to score critical hits is increased by 5%.

+

Level 2 Spells

+
+

Agannazar's Scorcher

Level: 2
+School: Evocation
+Range: Medium
+Duration: 2 rounds
+Casting Time: 2
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The fiery ray will persist for one further round, burning the victim for another 3d6 points of fire damage. Other creatures who cross the path of the flame jet will also take damage as long as they stand in the flame. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.

+

Battering Ram

Level: 2
+School: Evocation
+Range: Medium
+Duration: Instant
+Casting Time: 2
+Area of Effect: 1 creature or object
+Saving Throw: Special
+
+This spell creates a ram-like force that can strike with considerable power. The force can be used to open or smash locked, held, or wizard-locked doors, as well as locked boxes or chests, but it does not raise barred gates or similar impediments. If used against a creature, the target suffers 2d6 points of crushing damage, and must save vs. breath to avoid being knocked unconscious for 1 round.

+

Blur

Level: 2
+School: Illusion
+Range: Personal
+Duration: 5 turns
+Casting Time: 2
+Area of Effect: Caster
+Saving Throw: None
+
+A Blur spell causes the mage's form and spirit to become blurred, shifting and wavering. This distortion causes all melee and missile attacks against the caster to be made with -3 penalties, whereas all saves vs. spell are made by the caster with a +3 bonus. Multiple castings of this spell are not cumulative.

+

Chaos Shield

Level: 2
+School: None
+Range: Personal
+Duration: 2 rounds/level
+Casting Time: 2
+Area of Effect: Caster
+Saving Throw: None
+
+Chaos Shield increases a wild mage's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the wild surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the wild mage's level bonus.

+

Detect Alignment

Level: 2
+School: Divination
+Range: Personal
+Duration: Instant
+Casting Time: 2
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the wizard to search out the feelings of all creatures within the current area. When affected by this spell, a target will briefly glow red if he's evil, green if he's good, and white if he's neutral. Magic resistance does not affect this spell.

+

Detect Invisibility

Level: 2
+School: Divination
+Range: Personal
+Duration: 5 rounds
+Casting Time: 2
+Area of Effect: 50' radius
+Saving Throw: None
+
+When a wizard casts a Detect Invisibility spell, he becomes able to see clearly any objects or beings that are invisible within a 50 foot radius, as well as any that are astral, ethereal, or out of phase. Instantly and once each round for 5 rounds after the spell is cast, all concealed enemies within the area of effect will become visible to the caster and his allies. Invisible objects carried into the warded area will also become visible. This spell does not reveal illusions or enable the caster to see through physical objects. Magic resistance does not affect this spell.

+

Ghoul Touch

Level: 2
+School: Necromancy
+Range: Personal
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: Special
+Saving Throw: Death partial
+
+When the caster completes this spell, a red glow encompasses his hand. On a successful touch from the wizard, the spell inflicts 1d8 points of magic damage and paralyzes the target for 5 rounds unless a successful save vs. death at a -1 penalty is made. The wizard gains a +4 bonus to hit the target and his touch is considered to be of +1 enchantment to determine what it can hit.

+

Glitterdust

Level: 2
+School: Conjuration
+Range: Medium
+Duration: 4 rounds
+Casting Time: 2
+Area of Effect: 10' radius
+Saving Throw: Special
+
+This spell creates a cloud of glittering golden particles within the area of effect. The sparkling dust dazzles all opponents in the area (-2 penalty to attack rolls) for 4 rounds and reveals any opponents who are invisible. Those affected must also save vs. breath to avoid becoming completely covered by the dust, which cannot be removed and continues to sparkle for 4 rounds. Those failing the save remain unable to successfully hide themselves until the dust fades.

+

Horror

Level: 2
+School: Necromancy
+Range: Long
+Duration: 5 rounds
+Casting Time: 2
+Area of Effect: 30' radius
+Saving Throw: Spell negates
+
+When this spell is cast, all enemies within the area of effect must save vs. spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.

+

Invisibility

Level: 2
+School: Illusion
+Range: Touch
+Duration: Special
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The caster cannot perform any actions that manipulate the environment around him such as opening doors, disarming traps, or opening chests. An invisible creature can drink a potion, or cast non-attack spells centered on himself and remain invisible, but he cannot attack nor cast spells on other targets without ending the spell. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 8 hours have passed.

+

Know Opponent

Level: 2
+School: Divination
+Range: Long
+Duration: 2 turns
+Casting Time: 1 round
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the wizard's eyes glow with magical energy, enabling him to read the aura of a creature, and determine the creature's strengths and weaknesses. For the duration of the spell, the target's physical resistances are lowered by 10% and all attacks against the target creature are made with a +2 bonus to the attack roll. Certain magical devices negate the power of the Know Opponent spell, and the spell has no effect on creatures who don't emanate auras, such as constructs. Magic resistance does not affect this spell.

+

Luck

Level: 2
+School: Enchantment
+Range: Medium
+Duration: 5 turns
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+The recipient of this spell is lucky in everything that he does for the next hour. The affected character receives a 5% or +1 bonus to all of his actions. This includes saving throws, to hit chances, damage rolls, thieving skills, etc. Multiple castings of this spell are not cumulative.

+

Melf's Acid Arrow

Level: 2
+School: Conjuration
+Range: Long
+Duration: 1 round/3 levels
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow inflicts 1d6 points of missile damage, and 2d4 points of acid damage. For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts for two rounds, at 6th-8th level, the acid lasts for three rounds, and so on (up to a maximum of six rounds at 15th level).

+

Mirror Image

Level: 2
+School: Illusion
+Range: Personal
+Duration: 5 turns
+Casting Time: 2
+Area of Effect: Caster
+Saving Throw: None
+
+When a Mirror Image spell is invoked, the spellcaster causes a number of illusory duplicates of himself to come into being around him. The spell creates two images plus one for every 3 levels of the caster (up to a maximum of eight images at 18th level). These images do exactly what the wizard does, and since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is directly struck by a melee or missile attack, magical or otherwise, it disappears, while other existing images remain intact. It is important to note that this will not protect the caster against all attacks, as it is possible for an enemy to choose the real caster amongst all the images. This spell cannot be cast on anyone who is under the effects of a Reflected Image spell, and casting the spell multiple times will not multiply the number of images created.

+

Monster Summoning II

Level: 2
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+3rd : 2 green slimes
+5th : 3 green slimes
+7th+ : 4 green slimes
+
+Green Slime (2 Hit Dice):
+STR 14, DEX 9, CON -, INT 3, WIS 3, CHA 3; AL Neutral
+HP 16, AC 10, THAC0 15, Saving Throws 13/15/13/17/15
+1 Attack Per Round, 2d4 Acid Damage (Pseudopod)
+
+Special Qualities:
+Immune to backstab
+Immune to charm, confusion, disease, hold, poison, sleep & stun, effects
+Electrical Resistance 100%, Acid Resistance 50%
+Missile Resistance 90%

+

Power Word Sleep

Level: 2
+School: Enchantment
+Range: Long
+Duration: 5 rounds
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+When a wizard utters this power word, he causes a comatose slumber to come upon one creature. Creatures who currently have 20 or more hit points can save vs. spell to avoid the effects, but those with 1 to 19 hit points are powerless to resist. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as dragons and elementals are completely immune to magically induced sleep.

+

Ray of Enfeeblement

Level: 2
+School: Necromancy
+Range: Long
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its strength and thereby the attacks that rely upon it. The victim suffers a -3 penalty to attack and damage rolls and has its movement speed reduced by 50% unless they make a successful saving throw vs. spell at a -2 penalty.

+

Resist Elements

Level: 2
+School: Abjuration
+Sphere: Protection
+Range: Touch
+Duration: 1 turn + 1 round/level
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+Upon the casting of this spell, the recipient's resistance to all forms of elemental damage is increased by 25%. This effect will last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative

+

Resist Fear

Level: 2
+School: Abjuration
+Range: Long
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: 30' radius
+Saving Throw: None
+
+The wizard instills courage in allies, raising their morale to its highest. If the recipients are affected by magical fear, this is negated. In addition, the recipients are protected from magical fear for the duration of the spell.

+

Sound Burst

Level: 2
+School: Evocation
+Range: Long
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: Target, and enemies within 10'
+Saving Throw: Breath partial
+
+This spell blasts an area with a tremendous cacophony. Enemies within the area suffer 4d4 points of crushing damage, and are deafened for 1 turn. A successful save vs. breath at -2 penalty halves the damage and negates the deafness. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.

+

Stinking Cloud

Level: 2
+School: Conjuration
+Range: Long
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: 30' radius
+Saving Throw: Poison negates
+
+When Stinking Cloud is cast, a billowing mass of nauseous vapors appears centered on a point selected by the caster. Any creature caught within the cloud must roll a successful saving throw vs. poison or be nauseated for 1 round. Nauseated characters are unable to attack or cast spells, but can still move. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A dispel magic will temporarily remove the nausea from a particular character, but they will continue to be subjected to the spell's effects so long as they remain within the cloud. Certain creatures are immune to the effects of the cloud, including all undead, and creatures who don't need to breathe, such as elementals.

+

Strength

Level: 2
+School: Alteration
+Range: Short
+Duration: 1 turn/level
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+Application of this spell sets the strength of the character to 18 and then adds 50 exceptional strength on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 strength, then his strength will just be set to 18/00. If a character has a strength between 18/01 and 18/50, then his strength will become 18/50 + original percentage. If his strength is less then 18, then it will just become 18/50. However, this spell will actually lower a character's strength if it is already 19 or more.

+

Vocalize

Level: 2
+School: Alteration
+Range: Personal
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: Caster
+Saving Throw: None
+
+The recipient of this spell gains the ability to cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the silenced effect and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech - it simply removes a spell's verbal component.

+

Web

Level: 2
+School: Conjuration
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 20' radius
+Saving Throw: Breath negates
+
+A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 20 feet in radius. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Creatures that make a successful saving throw vs. breath can move at half speed through the area, but must make additional saving throws each round they remain in the area of effect. A failed saving throw means the creature is stuck in the webs, unable to move for that round. Incorporeal and flying creatures are unaffected by this spell, as are spiders and exceptionally large and strong creatures who suffer little to no distress from the webs.

+

Level 3 Spells

+
+

Clairvoyance

Level: 3
+School: Divination
+Range: Personal
+Duration: 2 turns
+Casting Time: 3
+Area of Effect: Caster
+Saving Throw: None
+
+This spell grants an unnatural perception of things to come. Once Clairvoyance is cast, the caster receives instantaneous warnings of impending danger or harm. He becomes impossible to surprise and cannot be backstabbed. In addition, the spell gives a general idea of what action might be taken to best protect oneself, granting a +2 insight bonus to AC and saves vs. breath. The effects last for the duration of the spell, and cannot be dispelled.

+

Detect Illusion

Level: 3
+School: Divination
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast at a point designated by the wizard, an area roughly 30 feet in radius will be affected. All hostile illusion spells of 4th level and lower in this area will be dispelled. Magic resistance does not affect this spell.
+
+The illusion spells dispelled by Detect Illusion are: Reflected Image, Blur, Invisibility, Mirror Image, Ghost Armor, Invisibility Sphere, and Improved Invisibility.

+

Dire Charm

Level: 3
+School: Enchantment
+Range: Long
+Duration: 1 turn
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+This spell works in the exact same manner as Charm Person, with two differences: the saving throw has no bonus, and the enchantment has a longer duration. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. If the recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible.
+
+If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.

+

Dispel Magic

Level: 3
+School: Abjuration
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: 20' radius
+Saving Throw: Special
+
+Dispel Magic removes magical effects upon any enemies within the area of effect. This includes effects from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Deflection. While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. Magic resistance does not affect this spell.
+
+The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Dispel Magic is above the level of the magic he is trying to dispel, his chance of success increases by 5%. For every level that the caster of Dispel Magic is below the level of the magic he attempts to dispel, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the level of the magic attempted to dispel is 5 or more levels higher than the caster.

+

Fireball

Level: 3
+School: Evocation
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: 30' radius
+Saving Throw: Breath half
+
+A fireball is an explosive burst of flame that detonates with a low roar, delivering damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures who fail their saving throw vs. breath at -2 suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.

+

Flame Arrow

Level: 3
+School: Conjuration
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: Special
+Saving Throw: Breath half
+
+This spell enables the caster to hurl flaming arrows at his enemies. The caster receives one arrow for every two experience levels (up to a maximum of five arrows at level 10), and each arrow inflicts 1d6 points of missile damage plus 1d6 points of fire damage. Upon completion of the spell, the first arrow will streak towards the creature targeted by the wizard, while additional arrows will randomly target opponents within range.

+

Ghost Armor

Level: 3
+School: Illusion
+Range: Touch
+Duration: 10 turns
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the wizard creates an insubstantial but quasi-real suit of armor. This semi-illusory material covers the subject and actually gives some real protection provided that opponents don't actively disbelieve in the armor (detecting the illusion) and neither a dispel magic nor detect illusion spell is cast upon it. Until dispelled or disbelieved, the armor sets the recipient's base armor class to 2. This spell will not function with any other form of magical armor, but it is cumulative with dexterity bonuses and, in the case of fighter/mages, with the shield bonus. The ghost armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. A favourite among mage/thieves, the ghostly nimbus of light which surrounds the recipient grants +20% bonus to Hide in Shadows.

+

Halt Undead

Level: 3
+School: Necromancy
+Range: Long
+Duration: 1 turn
+Casting Time: 3
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Spell negates
+
+This spell stops undead creatures in their place for the duration of the spell. The effect is centered on the victim selected by the caster. Any undead creatures within 5 feet of the target are also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell.
+
+Those affected become unable move or groan, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence the effect does not stop any worsening of their condition due to injury or rot.

+

Haste

Level: 3
+School: Alteration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the affected creatures gain +6 to movement rate and can make an extra half attack each round. Spellcasting and spell effects are not affected. Haste negates and counters the effects of a Slow spell. When the spell ends, affected creatures become winded for 3 rounds. While winded they receive penalties of -2 to hit, damage, and armor class. This spell is not cumulative with itself or with other similar magic.

+

Hold Person

Level: 3
+School: Enchantment
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Spell negates
+
+This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell. Undead creatures cannot be held with this spell.
+
+Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

+

Icelance

Level: 3
+School: Evocation
+Range: Short
+Duration: Special
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Paralisys partial
+
+When this spell is cast, a sharp spear of ice impale the target inflicting 5d6 points of damage. The target must make a save vs paralysis or be held for three rounds.

+

Invisibility Sphere

Level: 3
+School: Illusion
+Range: Personal
+Duration: Special
+Casting Time: 1
+Area of Effect: 10' radius
+Saving Throw: None
+
+This spell confers invisibility upon all friendly creatures within 10 feet of the caster. Creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not. If an affected creature makes an attack, they will negate the invisibility only for themselves. The spell otherwise lasts for 1 turn.

+

Lightning Bolt

Level: 3
+School: Evocation
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Breath half
+
+Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to the target creature. A successful saving throw vs. breath at -4 reduces this damage to half.

+

Melf's Minute Meteors

Level: 3
+School: Conjuration
+Range: Personal
+Duration: Special
+Casting Time: 3
+Area of Effect: Special
+Saving Throw: None
+
+This spell enables the wizard to summon small globes of fire (one for each level of experience of the caster), which, when thrown, burst upon impact and inflict 1d4 points of piercing damage plus 2d4 points of fire damage to the creature struck. The wizard gains a +5 bonus to hit with the missiles, and each meteor is considered to be of +2 enchantment to determine what it can hit. The wizard may discharge up to five missiles per round.

+

Minor Spell Deflection

Level: 3
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 3
+Area of Effect: Caster
+Saving Throw: None
+
+This abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 6 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 4th level spell. Spells greater than 4th level will not be affected. This spell will not protect the caster from a dispel magic. However, it will not be affected by a dispel magic, either.
+
+This spell absorbs spells cast from scrolls and innate spell-like abilities, but will not protect against area effect spells that are not centered directly upon the wizard (such as Fireball), or stationary area effect spells (such as Cloudkill and Stinking Cloud).

+

Monster Summoning III

Level: 3
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+5th : 2 hobgoblins
+7th : 3 hobgoblins
+9th+ : 3 hobgoblins, 1 shaman
+
+Hobgoblin Archer (3 Hit Dice):
+STR 11, DEX 14, CON 13, INT 8, WIS 10, CHA 8; AL Lawful Evil
+HP 24, AC 5, THAC0 17, Saving Throws 13/15/14/16/16
+2 Attacks Per Round, 1d6+3 Piercing Damage (Arrows)
+or 1 Attack Per Round, 1d10+2 Slashing Damage (Bastard Sword)
+
+Hobgoblin Shaman (4 Hit Dice):
+STR 13, DEX 11, CON 15, INT 9, WIS 14, CHA 9; AL Lawful Evil
+HP 36, AC 5, THAC0 16, Saving Throws 9/13/12/15/14
+1 Attack Per Round, 1d8+1 Slashing Damage (Long Sword +1)
+
+Memorized Spells:
+1° Armor of Faith, Bless, Cure Light Wounds (x2), Resist Fear
+2° Chant, Hold Person, Silence

+

Non-Detection

Level: 3
+School: Abjuration
+Range: Touch
+Duration: 8 hours
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Detect Invisibility, Oracle, and True Seeing, or by a thief's Detect Illusion ability, though an invisible person may still be audible when moving and his presence may still be sensed. Non-Detection wards the creature's gear as well as the creature itself.

+

Protection from Cold

Level: 4
+School: Abjuration
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Cold spell is cast, the recipient receives complete protection from all cold-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like icy dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Ice Storm and Cone of Cold. Multiple castings of this spell are not cumulative.

+

Protection from Fire

Level: 4
+School: Abjuration
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Fire spell is cast, the recipient receives complete protection from all fire-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like fiery dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Burning Hands, Fireball, Flame Strike, and Fire Storm. Multiple castings of this spell are not cumulative.

+

Protection from Missiles

Level: 3
+School: Abjuration
+Range: Touch
+Duration: 1 turn
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+By means of this spell, the wizard bestows upon a creature total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, and sling stones. This spell does not convey any protection from magical attacks such as Fireballs, Lightning Bolts, or Magic Missiles, but magically created missiles such as Melf's Acid Arrows, Melf's Minute Meteors, and Flame Arrows will be harmlessly deflected.

+

Skull Trap

Level: 3
+School: Necromancy
+Range: Medium
+Duration: Special
+Casting Time: 3
+Area of Effect: 20' radius
+Saving Throw: Breath half
+
+Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 15 feet of it. When this happens, the skull is triggered and explodes, damaging everyone within a 20 foot radius. The explosion deals 1d6 points of magic damage per level of the caster (up to a maximum of 10d6), with a save vs. breath at -2 allowed for half damage. When casting this spell, it is wise to set it far away from the party, lest they set it off accidentally. Undead creatures are not affected by this spell.

+

Slow

Level: 3
+School: Alteration
+Range: Long
+Duration: 1 turn
+Casting Time: 3
+Area of Effect: 30' radius
+Saving Throw: Polymorph negates
+
+A Slow spell causes creatures to move and attack at half of their normal rates unless a save vs. polymorph at -2 is made. Slowed creatures also suffer a -2 penalty to attack rolls, AC, and saves vs. breath. Spellcasting time is doubled, though spell effects are not affected. Furthermore, the rate at which these creatures regenerate or suffer damage from poison is halved. At the instant the spell is completed, all hostile creatures in 30 foot radius of a point selected by the caster will be affected (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). It negates the effects of a Haste spell, but does not otherwise affect magically speeded or slowed creatures. This spell is not cumulative with itself or with other similar magic.

+

Spell Thrust

Level: 3
+School: Abjuration
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: 15' radius
+Saving Throw: None
+
+When this spell is cast, it will dispel one spell protection of 5th level or lower on all enemies within the area of effect. This will always dispel the highest level of spell protection on a target first. If a target has two or more protections tied for the highest level, the choice will be random. Magic resistance does not affect this spell.
+
+The spell protections dispelled by Spell Thrust are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen and Spell Shield.

+

Vampiric Touch

Level: 3
+School: Necromancy
+Range: Touch
+Duration: Special
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the target loses 3 hit points for every two caster levels, to a maximum drain of 30 for a 20th level caster. These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.
+
+Note that this spell may not be cast multiple times to radically increase the caster's hit points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.

+

Wraithform

Level: 3
+Range: 0
+Duration: 2 rounds/level
+Casting Time: 1
+Area of Effect: The caster
+Saving Throw: None
+
+When this spell is cast, the wizard and all of his/her gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.

+

Level 4 Spells

+
+

Break Enchantment

Level: 4
+School: Abjuration
+Range: Short
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+Upon casting this spell, the mage is able to free a victim from enchantments and curses. The spell can reverse the effects of charm, confusion and feeblemindedness, free a victim from magical sleep or charm, and break the effects of a curse. Note that Break Enchantment cannot remove the curse from a cursed shield, weapon, or suit of armor, for example, but allows those afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or through a particular ritual.

+

Confusion

Level: 4
+School: Enchantment
+Range: Long
+Duration: 5 rounds
+Casting Time: 4
+Area of Effect: 30' radius
+Saving Throw: Spell negates
+
+This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All hostile creatures within the area of effect are allowed a saving throw vs. spell at -2. Those successfully saving are unaffected by the spell. Those who fail their saving throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

+

Contagion

Level: 4
+School: Necromancy
+Range: Short
+Duration: 8 hours
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Death negates
+
+This spell causes a major disease and weakness in a creature. Every 2 rounds the afflicted individual must make a saving throw vs. poison at -2 or suffer additional -2 penalty to strength, dexterity, constitution, and charisma (up to -8 to all stats). The effects of this spell will persist until the creature receives a Cure Disease spell, or the spell duration expires.

+

Emotion: Despair

Level: 4
+School: Enchantment
+Range: Long
+Duration: 2 round/level
+Casting Time: 4
+Area of Effect: 30' radius
+Saving Throw: Spell negates
+
+When this spell is cast, the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of absolute hopelessness upon enemies within visual range of the caster. Upon a failed saving throw vs. spell at -2, those affected will receive a -4 penalty on attack rolls and weapon damage, and a +4 penalty to armor class. This will last for the duration of the spell or until dispelled.

+

Enchanted Weapon

Level: 4
+Range: 0
+Duration: 5 rounds/level
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast on a creature it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.

+

Farsight

Level: 4
+School: Divination
+Range: Personal
+Duration: 5 turns
+Casting Time: 4
+Area of Effect: Special
+Saving Throw: None
+
+When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

+

Fire Shield

Level: 4
+School: Evocation
+Range: Personal
+Duration: 3 rounds + 1 round/level
+Casting Time: 4
+Area of Effect: Special
+Saving Throw: None
+
+This spell protects the user by surrounding the caster with a circular wall of flames. This shield not only grants the user 40% fire and cold resistance, but also protects the caster from attacks made within a 5' radius. Opponents that hit the caster with a weapon or spell from within this radius will suffer 1d6 points of fire damage plus one for every two levels of the caster (up to a maximum of 1d6+10). Multiple castings of this spell are not cumulative, but it can be used in conjunction with similar spells. Tiny and small flying creatures cannot pass through the flames. Magic resistance does not affect this spell.

+

Greater Malison

Level: 4
+School: Enchantment
+Range: Long
+Duration: 2 rounds/level
+Casting Time: 4
+Area of Effect: 30' radius
+Saving Throw: None
+
+The spell allows the caster to adversely affect the saving throws of his enemies. The effect is applied to all hostile creatures within the area of effect. Those under the influence of this spell make all their saving throws at a penalty of -2, and take an extra point of spell damage for each die rolled. Multiple castings of this spell are not cumulative.

+

Ice Storm

Level: 4
+School: Evocation
+Range: Long
+Duration: 4 rounds
+Casting Time: 4
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, great magical hailstones pound down for 4 rounds within a 30 foot radius of a point selected by the caster. Creatures within the area of effect have their movement speed reduced by 50%, and receive 2d8 points of cold damage for each round they remain inside the storm.

+

Improved Invisibility

Level: 4
+School: Illusion
+Range: Touch
+Duration: 3 rounds + 1 round/level
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, that enable observant opponents to approximate the invisible character's whereabouts. These traces are only noticeable when specifically looked for, after the creature has made his presence known. Once the character has revealed himself, opponents can attempt to attack him with conventional weapons, though they do so with a -4 penalty to the attack roll, or they may cast area of effect spells near his position. Opponents remain unable to directly target the invisible creature with spells, scrolls, or abilities until the spell duration expires or the invisibility is dispelled.

+

Mestil's Acid Sheath

Level: 5
+School: Conjuration
+Range: Personal
+Duration: 2 turns
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+This spell conjures an acid shield around the caster. This shield not only grants the user 50% acid resistance, but also protects the caster from attacks made within a 5' radius. Opponents that hit the caster with a weapon or spell from within this radius will suffer 4d4 points of acid damage. Multiple castings of this spell are not cumulative, but it can be used in conjunction with similar spells. Tiny and small flying creatures cannot pass through the caustic barrier. Magic resistance does not affect this spell.

+

Minor Globe of Invulnerability

Level: 4
+School: Abjuration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 4
+Area of Effect: Caster
+Saving Throw: None
+
+This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic.

+

Monster Summoning II

Level: 2
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+3rd : 2 green slimes
+5th : 3 green slimes
+7th+ : 4 green slimes
+
+Green Slime (2 Hit Dice):
+STR 14, DEX 9, CON -, INT 3, WIS 3, CHA 3; AL Neutral
+HP 16, AC 10, THAC0 15, Saving Throws 13/15/13/17/15
+1 Attack Per Round, 2d4 Acid Damage (Pseudopod)
+
+Special Qualities:
+Immune to backstab
+Immune to charm, confusion, disease, hold, poison, sleep & stun, effects
+Electrical Resistance 100%, Acid Resistance 50%
+Missile Resistance 90%

+

Monster Summoning IV

Level: 4
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+7th : 2 giant spiders
+9th : 3 giant spiders
+12th+ : 3 giant spiders, 1 sword spider
+
+Giant Spider (4 Hit Dice):
+STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL Neutral
+HP 32, AC 6, THAC0 16, Saving Throws 10/13/10/13/13
+1 Attack Per Round, 1d8 Piercing Damage (Bite +1)
+
+
+Sword Spider (5 Hit Dice):
+STR 17, DEX 10, CON 15, INT -, WIS 11, CHA 3; AL Neutral
+HP 45, AC 3, THAC0 14, Saving Throws 9/12/9/12/12
+4 Attacks Per Round, 1d8+2 Piercing Damage (Legs & Bite +1)
+
+Combat Abilities (all spiders):
+Poison: spiders' bites inject a venom which inflicts 3hp/round for 1 turn (save vs. poison negates)
+
+Special Qualities (all spiders):
+Immune to poison & web effects

+

Otiluke's Resilient Sphere

Level: 4
+School: Alteration
+Range: Long
+Duration: 1 turn
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to successfully save vs. breath at a -4 penalty. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage. Actually, the only method of removing the sphere is a successful dispel magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.
+
+The caster has the option of using the spell to protect her allies. Resistances and saving throws are bypassed when the target is willing.

+

Polymorph Other

Level: 4
+School: Alteration
+Range: Long
+Duration: Permanent
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Polymorph negates
+
+Polymorph Other is a powerful magic that permanently alters the form of the creature affected. The target's mental attributes are not affected and they do not receive the special abilities of the new form, but physical attributes are changed to adhere to the new form and the affected creature loses any special abilities it had in its original form. This particular version of the spell will transform the recipient into a squirrel unless a save vs. polymorph is made successfully. The effectiveness of this spell is dependent upon the target's level, with weak creatures being relatively easy to transmute and more powerful creatures being very difficult. Creatures with less than 8 HD/levels save at a -3 penalty, those with 8 - 14 HD/levels save normally, and those with 15 or more HD/levels save with a +3 bonus. The transformation is instant and permanent until a dispel magic is cast successfully upon the affected creature.
+
+Note that all clothes and equipment that the target was wearing will mold into the new form. However, they will return to their previous state once the target dies or the effects are dispelled.

+

Polymorph Self

Level: 4
+School: Alteration
+Range: Personal
+Duration: 5 turns
+Casting Time: 4
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, the wizard is able to assume the form of another creature: that of a flind, an ogre, a mustard jelly, a sword spider, or a winter wolf. The caster also gains the form's physical mode of locomotion and breathing. This spell does not give the caster access to the new form's other abilities such as special attacks or magic, nor does it run the risk of the wizard changing personality and mentality.
+
+For the duration of the spell, the caster may transform into any of the new forms at any time, as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The wizard's mental attributes are not affected, but physical attributes are changed to adhere to the new form. Also, any natural protections that the new form offers are conferred to the wizard.
+
+Flind
+Str 17, Dex 17, Con 16; AC 1, THAC0 10
+2 Attacks Per Round, 1d10+3 Piercing +1d6 Fire Damage (Halberd +2)
+
+
+Ogre
+Str 18/00, Dex 9, Con 18; AC 3, THAC0 8
+2 Attacks Per Round, 1d10+8 Crushing Damage (Morning Star +2)
+
+
+Mustard Jelly
+Str 14, Dex 9, Con 16; AC 4, THAC0 10
+1 Attack Per Round, 5d5 Acid Damage + Slow (Corrosive Spore +2)
+Slow: target is slowed for 3 rounds (save vs. polymorph negates)
+Immune to backstab, poison, charm, confusion, & hold effects
+Immune to normal weapons
+Electrical Resistance 100%, Cold Resistance 50%
+
+
+Sword Spider
+Str 17, Dex 10, Con 15; AC 3, THAC0 14
+4 Attacks Per Round, 1d6+3 Piercing Damage + Poison (Legs & Bite +1)
+Poison: 4 hp/round for 4 rounds (save vs. poison negates)
+Immune to web and poison effects
+
+
+Winter Wolf
+Str 18, Dex 17, Con 15; AC 2, THAC0 10
+2 Attacks Per Round, 1d6+3 Piercing + 1d6 Cold Damage (Frostbite +2)
+Cold Resistance 100%

+

Protection from Elemental Energy

Level: 4
+School: Abjuration
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the recipient receives complete protection from one damage type: acid, cold, fire, or lightning. 100% of the damage from the selected source of energy will be absorbed, and the target creature will become completely immune to the effects of spells based on that element. Multiple castings of this spell are not cumulative, but each time a different damage type can be selected.

+

Secret Word

Level: 4
+School: Enchantment
+Range: Long
+Duration: Instant
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Secret Word spell is uttered, it will dispel one spell protection of 7th level or lower on the target. This will always dispel the highest level of spell protection on a target first. If a target has two or more protections tied for the highest level, the choice will be random. Magic resistance does not affect this spell.
+
+The spell protection spells dispelled by Secret Word are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen, Spell Shield, Globe of Invulnerability, Greater Spell Deflection, and Shield of the Archons.

+

Shapeshift: Flind

+

Shapeshift: Mustard Jelly

+

Shapeshift: Ogre

+

Shapeshift: Spider

+

Shapeshifts Winter Wolf

+

Simbul's Spell Matrix

Level: 4
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows a mage to prepare a magical matrix that can store spells to be used later in a single swift action. The matrix can store two spells to be released simultaneously, all of which must be of 2nd level or lower. A mage can only possess one spell matrix at a time, and the matrix will remain active until the spells contained within it are released.

+

Spirit Armor

Level: 4
+School: Necromancy
+Range: Touch
+Duration: 10 turns
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell taps the target's life force in order to create a corporeal barrier around his body. The armor itself is weightless, and does not hinder movement or spellcasting in any way. The spirit armor does not work cumulatively with any other armor, but it will stack with bonuses from dexterity, shields, and magical trinkets. While in effect, the armor class of the recipient will be set to 1, and saving throws vs. death will be made with a +3 bonus. There is a danger in using this spell, however, as the external portion of the target's spirit is temporarily lost when the spell duration expires. This causes the recipient to suffer 2d4 points of damage, unless he succeeds at a saving throw vs. spell.

+

Stoneskin

Level: 4
+School: Alteration
+Range: Personal
+Duration: 8 hours
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When a wizard casts this powerful spell upon himself, an outer skin of stone will emerge from the ground, completely covering and shielding him. This skin is, of course, magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. One skin is gained for every two levels of the caster. For example, a 10th level wizard would receive 5 skins while a 20th level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th level wizard would be protected from the first 5 attacks made against him, but the sixth would affect him normally. The skins will remain on the wizard until he is affected by a dispel magic, all of the skins are removed due to physical attacks, or the spell duration expires.
+
+It is important to note that this will not protect the wizard from any area attacks (such as Fireball), and that any weapon capable of inflicting some type of elemental damage can still harm the caster - the skins will not protect against fire, cold, acid, or electrical damage, even if physical damage is blocked. Multiple castings of this spell are not cumulative.

+

Teleport Field

Level: 4
+School: Alteration
+Range: Long
+Duration: 1 turn
+Casting Time: 4
+Area of Effect: 30' radius
+Saving Throw: Spell negates
+
+With this spell, the wizard instigates a teleportation effect as far as the wizard can see. All enemies in this area are randomly teleported for the duration of the spell unless they save vs. spell at -4. This spell is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating her defenses.

+

Vitriolic Sphere

Level: 4
+School: Conjuration
+Range: Medium
+Duration: Special
+Casting Time: 3
+Area of Effect: Target, and anyone within 10'
+Saving Throw: Breath half
+
+When this spell is cast, a glowing orb of emerald acid streaks to the target and explodes in a 10-foot radius. Each creature in that area must make a save vs. breath. On a failed save, a creature takes 10d4 acid damage and 4d4 acid damage at the end of its next 2 rounds. On a successful save, a creature takes half the initial damage and half damage at the end of each round.

+

Wizard Eye

Level: 4
+School: Divination
+Range: Short
+Duration: 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell.

+

Level 5 Spells

+
+

Breach

Level: 5
+School: Abjuration
+Range: Long
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. The target's magic resistance, if any, does not affect this spell.
+
+The specific protection spells dispelled by Breach are: Resist Fear, Resist Elements, Death Ward, Free Action, Protection from Acid, Protection from Cold, Protection from Electricity, Protection from Fire, Chaotic Commands, Protection from Magic Energy, Protection from the Elements, and Protection from Energy.
+
+The combat protection spells dispelled by Breach are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Prismatic Mantle, and Absolute Immunity.

+

Cloudkill

Level: 5
+School: Conjuration
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with fewer than 4 Hit Dice, and cause creatures with 4 to 6 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain. Holding one's breath has no effect on the lethality of the spell. Those with more than 6 Hit Dice must leave the cloud immediately, or suffer 1d10 points of poison damage each round while in the area of effect. Undead creatures are not affected by the poisonous cloud.

+

Cone of Cold

Level: 5
+School: Evocation
+Range: Special
+Duration: Instant
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Breath half
+
+When this spell is cast, it causes a cone-shaped spray of extreme cold to spring forth from the wizard's hand. The cone is 30 feet in length and spread out in a horizontal arc of 60 degrees in front of the wizard. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard (to a maximum of 15d4+15 at level 15), with a save vs. breath at -4 allowed for half damage.

+

Conjure Lesser Air Elemental

Level: 5
+School: Conjuration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 8
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting Conjure Lesser Air Elemental, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell duration expires, or upon the elemental's death. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.
+
+Lesser Air Elemental (8 Hit Dice):
+STR 14, DEX 17, CON 16, INT 6, WIS 11, CHA 11; AL Neutral
+HP 80, AC 0, THAC0 8, Saving Throws 10/12/11/11/13
+3 Attacks Per Round, 1d6+2 Piercing Damage (Fist +2)
+
+Special Qualities:
+Immune to normal weapons
+Immune to hold, poison, sleep, & stun effects
+Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%

+

Conjure Lesser Earth Elemental

Level: 5
+School: Conjuration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 8
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting Conjure Lesser Earth Elemental, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned to the vicinity of the spellcaster. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell duration expires, or upon the elemental's death. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.
+
+Lesser Earth Elemental (8 Hit Dice):
+STR 19, DEX 8, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
+HP 96, AC 4, THAC0 8, Saving Throws 10/12/11/11/13
+2 Attacks Per Round, 2d6+9 Crushing Damage (Fist +2)
+
+Special Qualities:
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Slashing, Piercing, & Missile Resistance 40%

+

Conjure Lesser Fire Elemental

Level: 5
+School: Conjuration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 8
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting Conjure Lesser Fire Elemental, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell duration expires, or upon the elemental's death. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.
+
+Lesser Fire Elemental (8 Hit Dice):
+STR 14, DEX 16, CON 16, INT 6, WIS 11, CHA 11; AL Neutral
+HP 80, AC 2, THAC0 10, Saving Throws 10/12/11/11/13
+2 Attacks Per Round, 2d4+2 Slashing +2d4 Fire Damage (Fist +2)
+
+Special Qualities:
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Fire Resistance 100%
+Slashing, Crushing, Piercing, & Missile Resistance 20%

+

Dispelling Screen

Level: 5
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: Caster and nearby allies
+Saving Throw: None
+
+By casting this spell, caster creates a transparent, permeable barrier that shields the him and allies from Dispel Magic and Breach spells. The barrier dissipates after one instance of Dispel Magic or Breach. Spells higher in power that remove specific protections like Pierce Shield and Spellstrike remove Dispelling Screen from target without getting absorbed by it.

+

Domination

Level: 5
+School: Enchantment
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+The Domination spell enables the caster to control the actions of any one creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. The target gets a saving throw vs. spell at -2 in order to avoid the effect.

+

Feeblemind

Level: 5
+School: Enchantment
+Range: Long
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden, with an intelligence score of 3. The subject remains in this state until a successful dispel magic is cast upon him. The victim must make a save vs. spell at -4 in order to avoid the effect.

+

Fireburst

Level: 5
+School: Evocation
+Range: Personal
+Duration: Instant
+Casting Time: 1
+Area of Effect: 15' radius
+Saving Throw: Breath half
+
+This spell creates an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it, similar to a fireball. The wizard gestures with his hand and the entire area around him erupts in flames, striking all except the caster for 1d6 points of damage per level of the wizard (up to a maximum of 15d6). Creatures who fail their saving throw vs. breath at -4 suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.

+

Hold Monster

Level: 5
+School: Enchantment
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Spell negates
+
+This spell holds creatures of any type rigidly immobile and in place for one turn. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell. Undead creatures cannot be held with this spell.
+
+Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

+

Lower Resistance

Level: 5
+School: Alteration
+Range: Long
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When cast upon a target creature, this spell will lower their magic resistance by 2% per level of the caster (up to a maximum of 40% at 20th level). There is no saving throw vs. this spell and magic resistance is ignored. This spell is not affected by dispel magic. Once it has been cast, there is no way to cancel the effects until the spell expires.
+
+For example, if a creature has 50% magic resistance and this spell is cast on it by a 15th level mage, then its magic resistance would be lowered by 30% automatically. This effect is cumulative for each casting of this spell. If this spell was cast upon this same creature again, the creature's magic resistance would be 50% - 30% (initial casting) - 30% (current casting) which would leave the creature with 0% magic resistance after both spells have been cast.

+

Mestil's Acid Sheath

Level: 5
+School: Conjuration
+Range: Personal
+Duration: 2 turns
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+This spell conjures an acid shield around the caster. This shield not only grants the user 50% acid resistance, but also protects the caster from attacks made within a 5' radius. Opponents that hit the caster with a weapon or spell from within this radius will suffer 4d4 points of acid damage. Multiple castings of this spell are not cumulative, but it can be used in conjunction with similar spells. Tiny and small flying creatures cannot pass through the caustic barrier. Magic resistance does not affect this spell.

+

Monster Summoning V

Level: 5
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+9th : 2 ogres
+12th+ : 2 ogres, 1 ogre mage
+
+Ogre Berserker (5 Hit Dice):
+STR 18/00, DEX 9, CON 18, INT 8, WIS 10, CHA 7; AL Chaotic Evil
+HP 60, AC 3, THAC0 11, Saving Throws 11/13/12/13/14
+1 Attack Per Round, 1d10+9 Crushing Damage (Morning Star +1)
+
+Special Qualities:
+Enrage (once per day)
+
+Ogre Mage (6 Hit Dice):
+STR 18/00, DEX 9, CON 17, INT 15, WIS 11, CHA 13; AL Lawful Evil
+HP 56, AC 2, THAC0 11, Saving Throws 11/13/12/13/14
+1 Attack Per Round, 1d10+9 Slashing Damage (Katana +1)
+
+Special Qualities:
+Invisibility (at will)
+Regeneration: 1 hp/round
+
+Memorized Spells:
+1° Obscuring Mist, Magic Missile (x2), Shield
+2° Horror, Mirror Image
+3° Dire Charm, Slow

+

Oracle

Level: 5
+School: Divination
+Range: Personal
+Duration: Instant
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, an area roughly 30 feet in radius around the caster will be affected. All hostile illusion/phantasm spells in this area will be dispelled. This spell only affects one's enemies.
+
+The spells that are affected by this are: Reflected Image, Invisibility, Blur, Mirror Image, Ghost Armor, Invisibility Sphere, Improved Invisibility, Shadow Door, Pixie Dust, Mislead, Project Image, and Mass Invisibility.

+

Phantom Blade

Level: 5
+School: Illusion
+Range: Personal
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+This spell creates a translucent, weightless, shadowlike sword made of material from the Plane of Shadow that extends 3 feet from the caster's hand. The caster wields the phantom blade as if it was a long sword but he suffers no penalty for non-proficiency. The sword deals 1d12+4 points of magic damage to its victims, and an additional 10 points of damage against undead creatures. Due to its ethereal nature, strength bonuses do not apply, but attacks with the phantom blade are considered melee touch attacks, and thus gain a +4 bonus to hit. Furthermore, a successful strike temporarily scrambles magic, causing any spells the target casts in the next round to fail (save vs. spell at a -4 penalty negates). The blade is considered to be of +4 enchantment when determining what it can hit, but it cannot harm inorganic things because it has no solid existence. The phantom blade can only be used by the caster, and remains in his hand for the duration of the spell or until dispelled.

+

Protection from Acid

Level: 5
+School: Abjuration
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Acid spell is cast, the recipient receives complete protection from all acid-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like acidic dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Melf's Acid Arrow and Acid Fog. Multiple castings of this spell are not cumulative.

+

Protection from Electricity

Level: 5
+School: Abjuration
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Electricity spell is cast, the recipient receives complete protection from all electrical-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like electric dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Lightning Bolt, Glyph of Warding, Call Lightning, and Chain Lightning. Multiple castings of this spell are not cumulative.

+

Protection from Normal Weapons

Level: 5
+School: Abjuration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: Caster
+Saving Throw: None
+
+This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by non-magical weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). This does not include weapons that are blessed or enchanted. The effect lasts for the duration of the spell or until dispelled.

+

Shadow Door

Level: 5
+School: Illusion
+Range: Personal
+Duration: 1 round/level
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Special
+
+By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality he has darted aside and can flee, totally invisible, for the spell duration. Opponents within 5 feet of the caster must save vs. spell or be fooled into following the caster through the door, becoming trapped in an extradimensional room for up to 4 rounds. Creatures with exceptional intelligence may escape the illusion faster, while creatures who can see through illusions (e.g. dragons, liches, demons), or are under the effects of a True Seeing spell, are unaffected.

+

Spell Deflection

Level: 5
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: Caster
+Saving Throw: None
+
+This abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 9 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 7th level spell. Spells greater than 7th level will not be affected. This spell will not protect the caster from a dispel magic. However, it will not be affected by a dispel magic, either.
+
+This spell absorbs spells cast from scrolls and innate spell-like abilities, but will not protect against area effect spells that are not centered directly upon the wizard (such as Fireball), or stationary area effect spells (such as Cloudkill and Stinking Cloud).

+

Spell Shield

Level: 5
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast the wizard is protected from the next magical attack against him. If one of those spells is cast at the wizard this spell activates and absorbs the attack. However, this only works once as this spell is consumed in the process.
+
+The spells that Spell Shield protects the wizard from are: Spell Thrust, Secret Word, Pierce Magic, Ruby Ray, Warding Whip, Pierce Shield, and Spellstrike.

+

Summon Shadow

Level: 5
+School: Necromancy
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of shadows, undead monsters which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell.
+
+9th : 3 shadows
+12th+ : 2 wraiths
+
+The undead creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+Shadow (3 Hit Dice):
+STR -, DEX 14, CON -, INT 6, WIS 12, CHA 11; AL Chaotic Evil
+HP 36, AC 5, THAC0 13, Saving Throws 11/13/11/13/13
+1 Attack Per Round, 1d6+1 Cold Damage (Touch +1)
+
+Combat Abilities:
+Chill Touch: creatures struck must save vs. death or lose 1 point of strength for 1 hour
+
+Special Qualities:
+Immune to normal weapons
+Immune to backstab, charm, confusion, hold, poison, sleep, stun, & death effects
+Cold Resistance 100%; Physical Damage Resistance 50%
+
+
+Wraith (5 Hit Dice):
+STR -, DEX 15, CON -, INT 11, WIS 13, CHA 12; AL Lawful Evil
+HP 60, AC 4, THAC0 12, Saving Throws 10/13/10/13/13
+1 Attack Per Round, 1d8+1 Cold Damage (Touch +1)
+
+Combat Abilities:
+Life Drain: each successeful hit raises wraith hit points by 5 for 1 turn, and the target must save vs. death or lose 1 level
+
+Special Qualities:
+Immune to normal weapons
+Immune to backstab, blindness, charm, confusion, hold, poison, sleep, stun, & death effects
+Cold Resistance 100%; Physical Damage Resistance 50%

+

Waves of Fatigue

Level: 5
+School: Necromancy
+Range: Long
+Duration: 5 rounds
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+Surges of negative energy render all hostile living creatures in the spell’s area fatigued, as if they haven't rested in a day. Multiple castings of this spell are cumulative.

+

Level 6 Spells

+
+

Acid Fog

Level: 6
+School: Conjuration
+Range: Long
+Duration: 1 turn
+Casting Time: 6
+Area of Effect: 30' radius
+Saving Throw: None
+
+This spell creates a thick, clinging, greenish cloud. All creatures who aren't immune to acid suffer 10 points of damage for each round they are exposed to the vapors of the Acid Fog. In addition, due to reduced visibility, creatures inside the cloud move at 50% of their normal rate.

+

Animate Skeleton Warrior

Level: 6
+School: Necromancy
+Range: Long
+Duration: 8 hours
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell animates the corpse of a skilled warrior to rise up and serve the caster. This powerful undead creature will remain under the caster's control until slain or the spell duration expires.
+
+Skeleton Warrior (9 Hit Dice):
+STR 18/51, DEX 14, CON -, INT 15, WIS 14, CHA 12; AL Neutral Evil
+HP 108, AC 2, THAC0 11, Saving Throws 5/7/6/5/8
+2 Attacks Per Round, 2d6+4 Slashing Damage (Two-Handed Sword +1)
+
+Special Qualities:
+Immune to normal weapons
+Immune to charm, confusion, hold, poison, sleep, stun, & death effects
+Cold Resistance 100%; Magic Resistance 90%
+Slashing & Piercing Resistance 40%; Missile Resistance 60%

+

Banishment

Level: 6
+School: Abjuration
+Range: Long
+Duration: Instant
+Casting Time: 6
+Area of Effect: 30' radius
+Saving Throw: None
+
+This spell forces hostile summoned creatures in the area back to their proper plane. Magic resistance does not effect this spell.

+

Chain Lightning

Level: 6
+School: Evocation
+Range: Long
+Duration: Instant
+Casting Time: 6
+Area of Effect: Target, and enemies within 30'
+Saving Throw: Breath half
+
+This spell creates an electrical discharge that begins as a single stroke commencing from the caster's fingertips. Unlike Lightning Bolt, Chain Lightning strikes one object or creature initially, then arcs to other targets. These brilliant arcs of lightning leap at all enemies within range, burning them with electrical damage. The lightning causes 1d6 points of damage for every level of the caster to the primary target (up to a maximum of 20d6) and 1d6 for every two levels to subsequent targets (up to a maximum of 10d6). Those who roll successful saving throws vs. breath at -4 manage to partially avoid direct impact from the lightning and hence receive only half damage.

+

Conjure Air Elemental

Level: 6
+School: Conjuration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.
+
+Air Elemental (12 Hit Dice):
+STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
+HP 116, AC 0, THAC0 5, Saving Throws 7/9/8/8/10
+3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3)
+
+Greater Air Elemental (16 Hit Dice):
+STR 18, DEX 21, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
+HP 138, AC -1, THAC0 1, Saving Throws 4/6/5/4/7
+3 Attacks Per Round, 1d10+5 Piercing Damage (Fist +3)
+
+Special Qualities (12 & 16 Hit Dice):
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%

+

Conjure Earth Elemental

Level: 6
+School: Conjuration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.
+
+Earth Elemental (12 Hit Dice):
+STR 21, DEX 8, CON 19, INT 6, WIS 11, CHA 11; AL Neutral
+HP 126, AC 3, THAC0 4, Saving Throws 7/9/8/8/10
+2 Attacks Per Round, 2d8+12 Crushing Damage (Fist +3)
+
+Greater Earth Elemental (16 Hit Dice):
+STR 23, DEX 8, CON 21, INT 6, WIS 11, CHA 11; AL Neutral
+HP 152, AC 2, THAC0 0, Saving Throws 4/6/5/4/7
+2 Attacks Per Round, 2d10+14 Crushing Damage (Fist +3)
+
+Special Qualities (12 & 16 Hit Dice):
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Slashing, Piercing, & Missile Resistance 40%

+

Conjure Fire Elemental

Level: 6
+School: Conjuration
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.
+
+Fire Elemental (12 Hit Dice):
+STR 16, DEX 17, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
+HP 116, AC 1, THAC0 7, Saving Throws 7/9/8/8/10
+2 Attacks Per Round, 2d6+4 Slashing +2d6 Fire Damage (Fist +3)
+
+Greater Fire Elemental (16 Hit Dice):
+STR 18, DEX 19, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
+HP 138, AC 0, THAC0 3, Saving Throws 4/6/5/4/7
+2 Attacks Per Round, 2d8+5 Slashing +2d8 Fire Damage (Fist +3)
+
+Special Qualities (12 & 16 Hit Dice):
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Fire Resistance 100%
+Slashing, Crushing, Piercing, & Missile Resistance 20%

+

Contingency

Level: 6
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting this spell, the wizard is allowed to choose a spell out of his repertoire of known spells. The spell level must be lower or equal to the level of the caster divided by three. Once the spell is chosen, the caster is allowed to choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of his maximum hit points to an enemy being sighted. Once this starting condition is satisfied the spell that was chosen will be cast automatically. For example, a 12th level wizard could place the spell Stoneskin in a contingency with the starting condition being 'the wizard reaches 50% of his maximum hit points'. Then once the wizard is reduced to 50% or less of his total hit points in combat, Stoneskin would be immediately cast upon him. This requires no action by the wizard, happening automatically and instantaneously. The limitation of this spell is that the target of the spell placed in the contingency must be the caster. Therefore, the spell stored cannot be an offensive spell nor can it target any other party members.

+

Disintegrate

Level: 6
+School: Alteration
+Range: Long
+Duration: Instant
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: Breath partial
+
+Upon casting this spell at another creature, a thin green ray shoots unerringly from the caster's fingertip toward the target. Upon contact, the creature must make a saving throw vs. breath at -2 or suffer 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful save is partially affected, taking only 5d6 points of damage. The ray affects even objects constructed entirely of force, such as a Mordenkainen's Sword, which is automatically destroyed when struck. This spell has no affect on clothing or equipment carried by the target.

+

Flesh to Stone

Level: 6
+School: Alteration
+Range: Long
+Duration: Special
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: Special
+
+Flesh to Stone is a powerful magic that permanently turns the flesh of the creature affected into stone. When struck by this spell the target is slowed for 3 rounds as its flesh begins to harden. The following round the subject of the spell must save vs. petrification at -4 or be turned into a statue. A dispel magic spell cannot restore the victim's natural form, but some powerful spells, such as Stone to Flesh or Freedom, can. This spell has no effect on undead, constructs, or incorporeal creatures.

+

Globe of Invulnerability

Level: 6
+School: Abjuration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 6
+Area of Effect: Caster
+Saving Throw: None
+
+This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell, as well as other forms of magical attack such as Pierce Magic and Spellstrike.

+

Improved Haste

Level: 6
+School: Alteration
+Range: Long
+Duration: 1 turn
+Casting Time: 6
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, each affected creature functions at double normal movement rate, gains a +2 bonus to attack rolls, armor class, and saving throws vs. breath, and can make one extra attack each round. Spellcasting and spell effects are not affected. There are three major differences between the third level wizard spell Haste and this spell. The first major difference is that this spell will affect all allied creatures within its area of effect. The second major difference is that there is no period of fatigue following the expiration of the spell. Third and finally, this haste spell cannot be counter by Slow.

+

Invisible Stalker

Level: 6
+School: Conjuration
+Range: Long
+Duration: 8 hours
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell summons an invisible stalker from the Elemental Plane of Air. This 8 hit dice monster obeys and serves the spellcaster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 8 hours or until it is killed - at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.
+
+Invisible Stalker (8 Hit Dice):
+STR 18, DEX 19, CON 14, INT 11, WIS 14, CHA 11; AL Neutral
+HP 64, AC -2, THAC0 7, Saving Throws 10/12/11/12/13
+2 Attacks Per Round, 2d6+4 Crushing Damage (Fist +2)
+
+Combat Abilities:
+Sneak Attack: can backstab opponents with a x2 multiplier
+
+Special Qualities:
+Hide in Shadows: 120%
+Natural Invisibility: constantly invisible as if affected by an Improved Invisibility spell
+Immune to charm, confusion, hold, poison, sleep, & stun effects
+Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%

+

Mislead

Level: 6
+School: Illusion
+Range: Personal
+Duration: 1 round/level
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast the wizard is affected with an Improved Invisibility spell and is teleported a few feet away from his original position. Meanwhile an exact image of the caster is created where he used to be with exactly the same hit points as the caster. The illusory double vanishes after 6 rounds and cannot perform any actions at all, like attacking or casting spells. It can, however, move around and act as a decoy for the invisible mage. As long as the image isn't destroyed, the caster can attack and cast spells while remaining completely hidden. The image will remain under the control of the caster until it is reduced to 0 hit points, or until it is affected by a dispel magic or a spell that destroys the illusion.

+

Monster Summoning VI

Level: 6
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+11th : 2 baby wyverns
+15th+ : 2 baby wyverns, 1 wyvern
+
+Baby Wyvern (6 Hit Dice):
+STR 17, DEX 12, CON 15, INT 6, WIS 11, CHA 9; AL Neutral Evil
+HP 78, AC 3, THAC0 12, Saving Throws 11/15/11/13/15
+4 Attacks Per Round, 2d6+3 Piercing Damage (Bite, Claws, & Sting +1)
+
+Wyvern (7 Hit Dice):
+STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9; AL Neutral Evil
+HP 91, AC 2, THAC0 8, Saving Throws 10/14/10/12/14
+4 Attacks Per Round, 2d6+9 Piercing Damage (Bite, Claws, & Sting +2)
+
+Combat Abilities:
+Poison: a wyvern's sting injects a poison which inflicts 2hp/sec for 1 turn (save vs. poison at -4 neg.)
+
+Special Qualities:
+Immune to entangle, grease, hold, sleep, slow, stun, & web effects

+

Pierce Magic

Level: 6
+School: Abjuration
+Range: Long
+Duration: Special
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast upon a target creature there will be two major effects. The first is that it will dispel one spell protection of 8th level or lower from the creature. This will always dispel the highest level of spell protection on the target first. If the target has two or more protections tied for the highest level, the choice will be random. The second effect of the spell is that the creature's magic resistance is temporary nullified. The resistance remains lowered for 2 rounds, and this effect cannot be negated in any way. The target's magic resistance, if any, does not affect this spell.
+
+The spell protection spells dispelled by Pierce Magic are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen, Spell Shield, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, and Mind Blank.

+

Power Word Silence

Level: 6
+School: Enchantment
+Range: Long
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Power Word Silence spell is uttered, the target creature becomes unable make any sound for 1 turn. This silence completely foils any spellcasting because it prevents the target from uttering the required verbal components. The only counters to this spell are a dispel magic or Vocalize.

+

Protection from Magic Energy

Level: 6
+School: Abjuration
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Magic Energy spell is cast, the recipient receives complete protection from all magic damage-based attacks. 100% of the damage from attacks like Cause Wound will be absorbed, and the target creature will become completely immune to the effects of spells such as Magic Missile, Skull Trap, Disintegrate, and Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. Certain creatures are immune to the effects of this spell, including all undead.

+

Protection from Magical Weapons

Level: 6
+School: Abjuration
+Range: Personal
+Duration: 4 rounds
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by magical weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). This includes weapons that are blessed or enchanted as well as attacks of especially powerful monsters. Due to this spell's short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. The spell's effect lasts for the duration of the spell or until dispelled.

+

Spell Deflection

Level: 6
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: Caster
+Saving Throw: None
+
+This abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 9 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 7th level spell. Spells greater than 7th level will not be affected. This spell will not protect the caster from a dispel magic. However, it will not be affected by a dispel magic, either.
+
+This spell absorbs spells cast from scrolls and innate spell-like abilities, but will not protect against area effect spells that are not centered directly upon the wizard (such as Fireball), or stationary area effect spells (such as Cloudkill and Stinking Cloud).

+

Stone to Flesh

Level: 6
+School: Alteration
+Range: Long
+Duration: Permanent
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back into flesh. All possessions on the creature likewise will return to normal. The effect is instantaneous and there is no saving throw or system shock check required.

+

Summon Nishruu

Level: 7
+School: Conjuration
+Range: Long
+Duration: 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By casting the Summon Nishruu spell, the wizard calls into existence a magical being of considerable power, the Nishruu. At first glance, this appears to be some sort of mist, but upon closer examination the churning red mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, the Nishruu feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. Nishruus do not use physical attacks, and they disregard physical attacks made on them, though these attacks can hurt them. Each time a Nishruu touches and wraps its tendrils around a target, it will drain magical energies from him. Excluding Banishment or a dispel magic, the Nishruu is completely immune to magic, and not only that, but magic will actually heal this creature. The creature will remain under the wizard's control until reduced to 0 hit points, dispelled, or the spell duration expires.
+
+Nishruu (9 Hit Dice):
+STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral
+HP 90, AC 10, THAC0 7, Saving Throws 8/8/8/8/8
+1 Attack Per Round, Drain Magic (Contact +3)
+
+Combat Abilities:
+Drain Magic:
+- wizards lose one memorized spell, chosen at random from the highest spell level possible
+- any creature touched must save vs. spell or suffer feeblemindedness for 3 rounds
+
+Special Qualities:
+Absorb Magic: immune to magic, every spell cast against a Nishruu heals the creature by 1d8+1 hit points
+Physical Resistance 50%

+

Tenser's Transformation

Level: 6
+School: Alteration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 6
+Area of Effect: Caster
+Saving Throw: None
+
+Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power. For when the mage casts the spell, he undergoes a startling transformation which alters his body and his mind into that of a warrior. The wizard gains 2 hit points per caster level (up to a maximum of 40), and all damage he sustains comes first from the magical points gained. The armor class of the caster is 4 better than he possessed prior casting the spell, and all attack rolls are made with the THAC0 of a fighter of the same level as the caster. The mage gains extra attacks as a fighter of the same level, thus an extra half attack per round at 7th level and another half attack per round at 13th level. Furthermore, each attack is made at +2, each successful hit in combat inflicts an additional 2 points of damage, and saving throws against death/poison are made by the caster with a +4 bonus, but casting speed is penalized by 2 and saving throws against spell are made by the caster with a -2 penalty.
+
+Note: this spell does not give any extra attacks to multiclassed or dual-classed fighter/mages, as they normally gain additional attacks per round due to their fighter levels.

+

True Seeing

Level: 6
+School: Divination
+Range: Personal
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, the caster gains the ability to see the exact locations of creatures or objects under displacement or invisibility effects, and see through illusions. This effectively neutralize spells such as Blur and Mirror Image, allow the caster to see and target invisible creatures normally, and make him unaffected by hostile illusion spells such as Spook. The caster is also cured from any form of blindness and is immune to it for the duration of the spell.
+
+Note: True Seeing does not dispel illusionary clones such as those conjured by Mislead or Simulacrum, but instead clearly highlights them, revealing them as deceptions.

+

Level 7 Spells

+
+

Chaos

Level: 7
+School: Enchantment
+Range: Long
+Duration: 1 turn
+Casting Time: 7
+Area of Effect: 30' radius
+Saving Throw: Spell negates
+
+This spell allows the caster to create a sphere of chaotic magic. All enemies within the area affected by the casting of this spell must make a saving throw vs. spell at -4 for every round that they remain in the sphere, and if the save is failed one of the following random effects occurs: the target goes berserk, becomes confused, becomes paralyzed, is rendered unconscious, or flees in panic.

+

Control Undead

Level: 7
+School: Necromancy
+Range: Long
+Duration: 5 turns
+Casting Time: 7
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Special
+
+The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 5 or more Hit Dice/levels less than the caster then there is no saving throw allowed, else a save vs. spell at -6 is allowed to negate the effect. The undead remain under control of the caster for the duration of the spell or until they are affected by a dispel magic.

+

Delayed Blast Fireball

Level: 7
+School: Evocation
+Range: Long
+Duration: Special
+Casting Time: 7
+Area of Effect: 30' radius
+Saving Throw: Breath half
+
+This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks within 20 feet of it. When this happens, the fireball is triggered and explodes, damaging everyone within a 30 foot radius. The explosion will deal 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 20d6), with a save vs. breath at -4 for half damage.

+

Finger of Death

Level: 7
+School: Necromancy
+Range: Long
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Death partial
+
+The Finger of Death spell snuffs out the victim's life force. The caster points his finger at the victim after the incantation is complete and death occurs, unless a save vs. death at -2 is made. A creature successfully saving still receives 6d8 points of damage.

+

Greater Spell Deflection

Level: 7
+School: Abjuration
+Range: Personal
+Duration: 5 turns
+Casting Time: 7
+Area of Effect: Caster
+Saving Throw: None
+
+This abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 12 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 9th level spell. This spell will not protect the caster from a dispel magic. However, it will not be affected by a dispel magic, either.
+
+This spell absorbs spells cast from scrolls and innate spell-like abilities, but will not protect against area effect spells that are not centered directly upon the wizard (such as Fireball), or stationary area effect spells (such as Cloudkill and Stinking Cloud).

+

Improved Chaos Shield

Level: 7
+School: None
+Range: Personal
+Duration: 2 turns
+Casting Time: 7
+Area of Effect: Caster
+Saving Throw: None
+
+Improved Chaos Shield increases a wild mage's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the wild surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the wild mage's level bonus. The caster may have only one chaos shield at a time.

+

Khelben's Warding Whip

Level: 7
+School: Evocation
+Range: Medium
+Duration: 3 rounds
+Casting Time: 7
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast on the target creature, it will dispel one spell protection of up to 8th level or lower. Every round thereafter, until the duration of the spell expires, another spell protection will be removed from the target. This will always dispel the highest level of spell protection on the target first. If the target has two or more protections tied for the highest level, the choice will be random. The target's magic resistance, if any, does not affect this spell.
+
+The spell protection spells dispelled by Khelben's Warding Whip are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, and Mind Blank.

+

Limited Wish

Level: 7
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some hit points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that he will choose the right wording. Wizards with low wisdom will more often than not meet with disaster when asking for a wish.

+

Mass Invisibility

Level: 7
+School: Illusion
+Range: Long
+Duration: 1 round/level
+Casting Time: 7
+Area of Effect: 30' radius
+Saving Throw: None
+
+Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. Creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not.

+

Monster Summoning VII

Level: 7
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+13th : 2 Otyughs
+15th+ : 3 Otyughs
+
+Otyugh (7 Hit Dice):
+STR 14, DEX 10, CON 13, INT 5, WIS 12, CHA 5; AL Neutral
+HP 70, AC 3, THAC0 10, Saving Throws 10/12/12/14/12
+3 Attacks Per Round, 1d6+3 Piercing or Crushing Damage (Bite & Tentacles +3)
+
+Combat Abilities:
+Disease: creatures struck moves at half speed and suffer 1 point of damage per round for 1 turn
+
+Special Qualities:
+Immune to disease effects
+Slashing, Crushing, & Piercing Resistance 5%; Missile Resistance 100%

+

Mordenkainen's Sword

Level: 7
+School: Evocation
+Range: Personal
+Duration: 1 round/level
+Casting Time: 7
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting this spell, the wizard brings into being a shimmering, swordlike plane of force. Once the spell is cast, the sword will float in the air completely under the control of the caster, until the spell duration expires or the sword is dispelled. The sword acts as a +4 weapon in all respects and attacks on its own once each round, inflicting 5d4 damage when it hits a target. It has 100% resistance to almost all forms of dmage (acid, cold, fire, electricity, poison, etc.), and 95% resistance to physical damage, but it's vulnerable to pure magic damage. The sword is immune to mind affecting spells, has 36 hit points, AC 5, and THAC0 2. Note that this spell does not prevent the caster from performing any other actions while the spell is in effect.

+

Power Word Stun

Level: 7
+School: Enchantment
+Range: Long
+Duration: Special
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Power Word Stun spell is uttered, any creature of the mage's choice within visual range is stunned for a length of time dependent upon its current hit points. Creatures with 1 to 29 hit points are stunned for 4d4 rounds, while those with 30 to 59 are stunned for 2d4 rounds, those with 60 to 89 are stunned for 1d4 rounds, and those with 90 or more are stunned for 1 round. Note that if a creature is weakened so that its hit points are below its usual maximum, its current number of hit points is used to determine the spell's effect.

+

Prismatic Mantle

Level: 7
+School: Abjuration
+Range: Personal
+Duration: 6 rounds
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, an opaque globe of shimmering, multicolored light temporarily surrounds the caster. Opponents that hit the caster with a weapon or spell from within this radius are subject to a random prismatic effect. Due to this spell's short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat.

+

Prismatic Spray

Level: 7
+School: Alteration
+Range: Special
+Duration: Special
+Casting Time: 1
+Area of Effect: Cone
+Saving Throw: Special
+
+When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand. These include all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. Any creature that is caught within the area of effect will be touched by one or more rays. The effects of the rays are listed below and all saves are made at a -4 penalty.
+
+Red - 10d6 points of fire damage (save vs. breath half)
+Orange - 10d6 points of acid damage (save vs. breath half)
+Yellow - 10d6 points of electrical damage (save vs. breath half)
+Green - Death (save vs. poison reduces to 20 poison damage)
+Blue - Permanently stunned (save vs. polymorph neg.)
+Indigo - Feeblemind (save vs. wands neg.)
+Violet - Maze (save vs. spell neg.)

+

Project Image

Level: 7
+School: Illusion
+Range: Personal
+Duration: 1 round/level
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, an illusory copy of the casting wizard appears to step out of his body while at the same time the mage is concealed with invisibility. The image can move around, and has the same hit points and can cast the same spells as the wizard, but it cannot make any physical attacks. The caster must maintain concentration on the illusory clone for the duration of the spell and cannot perform any other action while controlling it. If the image is destroyed then the spell ends and the caster can move again. If during this time the caster takes any damage, the image will disappear and the caster will be free to move around once more. Otherwise, the image will remain for the duration of the spell or until affected by a dispel magic or destroyed.

+

Protection from the Elements

Level: 7
+School: Abjuration
+Range: Touch
+Duration: 1 turn/2 levels
+Casting Time: 7
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, it confers complete protection from all elemental attacks composed of acid, cold, electricity, or fire, whether magical or non-magical in origin. 100% of the elemental damage from attacks with weapons, wands, breath weapons, etc. will be absorbed, and the target creature will become completely immune to the effects of elemental spells. This effect lasts for the duration of the spell or until dispelled.

+

Ruby Ray of Reversal

Level: 7
+School: Alteration
+Range: Long
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast it will dispel one spell protection of any level on the target. This will always dispel the highest level of spell protection on a target first. If a target has two or more protections tied for the highest level, the choice will be random. Magic resistance does not affect this spell.
+
+The spell protection spells dispelled by Ruby Ray of Reversal are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, Mind Blank, and Spell Trap.

+

Simbul's Spell Sequencer

Level: 7
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows a mage to prepare a magical sequencer that can store spells to be used later in a single swift action. The sequencer can store three spells to be released simultaneously, all of which must be of 4th level or lower. A mage can only possess one spell sequencer at a time, and the sequencer will remain active until the spells contained within it are released.

+

Summon Death Knight

Level: 7
+School: Necromancy
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls an outer planar creature to attack his foes and himself if not careful. The creature summoned in is a Death Knight, a powerful undead demon. The creature cannot be directly controlled, but the summoner can attempt to compel the demon to perform a service for him for the duration of the spell. Charismatic and powerful casters may bind the creature's will, intelligent and wise ones may negotiate with it, but dealing with these demonic creatures is always dangerous, and sometimes it may lead to disaster. Mages are warned to be careful of this spell, for a mistreated Death Knight will turn on his summoner at the first available opportunity.
+
+Death Knight (13 Hit Dice):
+STR 18/00, DEX 12, CON -, INT 17, WIS 15, CHA 16; AL Lawful Evil
+HP 112, AC -4, THAC0 1, Saving Throws 5/7/5/9/7
+3 Attacks Per Round, 2d6+11 Slashing Damage (Two-Handed Sword +3)
+
+Special Qualities:
+Aura of Fear: creatures in a 5' radius must save vs. spell each round or flee in terror for 1 round
+Immune to non-magical weapons
+Immune to charm, confusion, hold, stun, sleep, poison, & death effects
+Cold Resistance 100%; Physical Resistance 20%; Magic Resistance 75%
+
+Special Abilities:
+See Invisibility (permanent)
+Dispel Magic (once every 5 rounds)
+Unholy Fireball (once per day)
+Power Words: Blind, Stun, or Kill (once per day each)
+Symbols: of Weakness or Death (once per day each)

+

Summon Djinni

Level: 7
+School: Conjuration
+Range: Long
+Duration: 8 rounds + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+With this spell, the conjurer can cajole a djinni, a massive genie with powerful abilities, to leave the Elemental Plane of Air and enter the Prime Material Plane. The gated genie is immune to Banishment and has access to several spell-like abilities which can be cast instantly as a 10th level caster. Once per day a djinni can turn into gaseous form, becoming immune to almost all forms of damage for a short time. The genie will generally use this ability when badly injured, to either regenerate before attacking again, or to leave the battlefield avoiding further damage. The djinni will serve for the duration indicated above, attacking the enemies of the conjurer until the duration of the spell runs out.
+
+Djinni (10 Hit Dice):
+STR 17, DEX 19, CON 15, INT 14, WIS 14, CHA 15; AL Chaotic Good
+HP 89, AC 0, THAC0 7, Saving Throws 11/7/11/7/7
+3 Attacks Per Round, 1d8+5 Slashing Damage (Scimitar +2)
+
+Spell Memorized:
+1° Magic Missile (x3), Shield
+2° Invisibility (x2), Mirror Image
+3° Haste, Lightning Bolt (x2)
+4° Improved Invisibility, Minor Globe of Invulnerability
+5° Conjure Lesser Air Elemental

+

Summon Efreeti

Level: 7
+School: Conjuration
+Range: Long
+Duration: 8 rounds + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+With this spell, the conjurer can cajole an efreeti, a massive genie with powerful abilities, to leave the Elemental Plane of Fire and enter the Prime Material Plane. The gated genie is immune to Banishment and has access to several spell-like abilities which can be cast instantly as a 10th level caster. Once per day an efreeti can turn into gaseous form, becoming immune to almost all forms of damage for a short time. The genie will generally use this ability when badly injured, to either regenerate before attacking again, or to leave the battlefield avoiding further damage. The efreeti will serve for the duration indicated above, attacking the enemies of the conjurer until the duration of the spell runs out.
+
+Efreeti (10 Hit Dice):
+STR 19, DEX 17, CON 16, INT 13, WIS 14, CHA 15; AL Lawful Evil
+HP 98, AC 1, THAC0 5, Saving Throws 8/11/8/11/11
+2 Attacks Per Round, 1d8+10 Slashing +1d6 Fire Damage (Scimitar +2)
+
+Special Qualities:
+Fire Resistance 100%
+
+Spell Memorized:
+1° Burning Hands, Magic Missile (x2), Shield
+2° Agannazar's Scorcher, Invisibility (x2)
+3° Fireball (x3)
+4° Fire Shield (x2)
+5° Conjure Lesser Fire Elemental

+

Summon Nishruu

Level: 7
+School: Conjuration
+Range: Long
+Duration: 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By casting the Summon Nishruu spell, the wizard calls into existence a magical being of considerable power, the Nishruu. At first glance, this appears to be some sort of mist, but upon closer examination the churning red mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, the Nishruu feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. Nishruus do not use physical attacks, and they disregard physical attacks made on them, though these attacks can hurt them. Each time a Nishruu touches and wraps its tendrils around a target, it will drain magical energies from him. Excluding Banishment or a dispel magic, the Nishruu is completely immune to magic, and not only that, but magic will actually heal this creature. The creature will remain under the wizard's control until reduced to 0 hit points, dispelled, or the spell duration expires.
+
+Nishruu (9 Hit Dice):
+STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral
+HP 90, AC 10, THAC0 7, Saving Throws 8/8/8/8/8
+1 Attack Per Round, Drain Magic (Contact +3)
+
+Combat Abilities:
+Drain Magic:
+- wizards lose one memorized spell, chosen at random from the highest spell level possible
+- any creature touched must save vs. spell or suffer feeblemindedness for 3 rounds
+
+Special Qualities:
+Absorb Magic: immune to magic, every spell cast against a Nishruu heals the creature by 1d8+1 hit points
+Physical Resistance 50%

+

Level 8 Spells

+
+

Abi-Dalzim's Horrid Wilting

Level: 8
+School: Necromancy
+Range: Long
+Duration: Instant
+Casting Time: 8
+Area of Effect: 30' radius
+Saving Throw: Death half
+
+This spell evaporates moisture in the bodies of all living creatures within the area of effect, inflicting 1d6 points of damage per caster level (up to a maximum of 20d6). Affected creatures are allowed a saving throw vs. death at -2 for half damage. Undead creatures are not affected by this spell.

+

Bigby's Icy Grasp

Level: 8
+School: Evocation
+Range: Long
+Duration: 8 rounds
+Casting Time: 8
+Area of Effect: 1 creature
+Saving Throw: Special
+
+This spell causes a huge disembodied hand to crush the target and pin it to the ground. Each round the massive hand smashes the target for 2d8 cold damage and holds it for 1 round unless a successful save vs. breath is made at a -2 penalty. After the 8th round, the spell is finished.

+

Ghostform

Level: 8
+School: Alteration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 8
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, the wizard and all of his gear assume a visible, incorporeal form like that of a manifesting ghost. The caster is subject only to magical or special attacks, including those by weapons of +1 enchantment or better, or by creatures otherwise able to affect those struck only by magical weapons. Even when hit by magical attacks, any physical damage sustained while in ghost form is reduced by 50%. Non-damaging spell effects affect the caster normally unless they require corporeal targets to function (e.g. Polymorph Other, Flesh to Stone, Disintegrate, and Implosion) or create a corporeal effect that incorporeal creatures would normally be unaffected by (e.g. Entangle, Grease, and Web).
+
+As an incorporeal creature, the caster moves silently and cannot be heard (+100% Move Silently) or backstabbed. While in ghost form, the caster has a base armor class of 0 and is immune to the effects of disease and poison. Any melee attack made while in ghost form is considered a melee touch attack and thus gains a +4 bonus to the attack roll, while projectiles become corporeal as soon as they are fired. The transformation lasts until successfully dispelled or until the duration runs out, but cannot be used in conjunction with other shapeshifting spells such as Polymorph Self and Shapechange.

+

Incendiary Cloud

Level: 8
+School: Conjuration
+Range: Long
+Duration: 1 turn
+Casting Time: 8
+Area of Effect: 30' radius
+Saving Throw: Special
+
+An Incendiary Cloud spell creates a cloud of roiling smoke and roaring flame. The smoke obscures all sight beyond 15 feet, including darkvision. Creatures within the area suffer a -4 penalty to attack rolls and armor class. In addition, the flames deal 4d6 points of fire damage each round to everything within the cloud, with a saving throw vs. breath at -4 allowed for half damage. Fire dwellers like fire elementals, fire giants, and salamanders are immune to the effects of this spell.

+

Maze

Level: 8
+School: Conjuration
+Range: Medium
+Duration: Special
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+An extradimensional space is brought into being upon utterance of a Maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its intelligence.
+
+Intelligence -- Time trapped in maze
+ under 3 -- eternity
+ 3 to 5 -- 10d4 rounds
+ 6 to 8 -- 5d4 rounds
+ 9 to 11 -- 4d4 rounds
+ 12 to 14 -- 3d4 rounds
+ 15 to 17 -- 2d4 rounds
+ 18 and up -- 1d4 rounds
+
+If the 9th level spell Freedom is cast in the area where a creature is mazed, it will effectively bring him back to this plane, ending the spell prematurely. Otherwise, the effect lasts for the duration of the spell. A mazed creature cannot be freed through a dispel magic.

+

Moment of Prescience

Level: 8
+School: Divination
+Range: Personal
+Duration: 4 rounds
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+This spell grants an almost omniscient perception of things to come. For the duration of the spell the mage's armor class is improved by 20 points, and any save is made by the caster with a +20 bonus. Due to this spell's short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of intense combat.

+

Monster Summoning VIII

Level: 8
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.
+
+15th : 2 Umber Hulks
+17th+ : 3 Umber Hulks
+
+Umber Hulk (8 Hit Dice):
+STR 20, DEX 13, CON 18, INT 11, WIS 11, CHA 9; AL Neutral
+HP 96, AC 2, THAC0 6, Saving Throws 10/12/12/14/12
+3 Attacks Per Round, 1d8+11 Slashing & Piercing Damage (Claws & Bite +3)
+
+Combat Abilities:
+Confusing Gaze
+
+Special Qualities:
+Immune to confusion effects

+

Pierce Shield

Level: 8
+School: Abjuration
+Range: Long
+Duration: Special
+Casting Time: 8
+Area of Effect: 1 creature
+Saving Throw: None
+
+By means of this spell, the wizard may launch a massive attack on a target's physical and magical defenses. Pierce Shield will dispel one spell protection of any level from the target creature. This will always dispel the highest level of spell protection on the target first. If the target has two or more protections tied for the highest level, the choice will be random. After piercing through magical protections, this powerful spell will breach each and every combat protection on the target creature. The target's magic resistance, if any, does not affect this spell.
+
+The spell protection spells dispelled by Pierce Shield are: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, Mind Blank, and Spell Trap.
+
+The combat protection spells dispelled by Pierce Shield are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Prismatic Mantle, and Absolute Immunity.

+

Power Word Blind

Level: 8
+School: Enchantment
+Range: Long
+Duration: Special
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Power Word Blind spell is uttered, any creature of the mage's choice within visual range becomes sightless. This lasts for 1 turn or until dispelled. Creatures with less than 6 Hit Dice are blinded permanently. All of the effects of blindness apply to the victims, including a decreased visibility range and -10 penalty to THAC0.

+

Protection from Energy

Level: 8
+School: Abjuration
+Range: Touch
+Duration: 2 rounds/level
+Casting Time: 8
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, it confers complete protection from all energy attacks composed of acid, cold, electricity, fire, or magic damage, whether magical or non-magical in origin. 100% of the energy damage from attacks with weapons, wands, breath weapons, etc. will be absorbed, and the target creature will become completely immune to the effects of energy-based spells. This effect lasts for the duration of the spell or until dispelled.

+

Simbul's Spell Trigger

Level: 8
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows a mage to prepare a magical trigger that can store spells to be used later in a single swift action. The trigger can store three spells to be released simultaneously, all of which must be of 6th level or lower. A mage can only possess one spell trigger at a time, and the trigger will remain active until the spells contained within it are released.

+

Simulacrum

Level: 8
+School: Illusion
+Range: Personal
+Duration: 1 round/level
+Casting Time: 1 round
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, the caster taps energy from the Plane of Shadow to create a quasi-real, illusory version of himself. The duplicate is a near-perfect copy of the caster, making it a very powerful ally. The simulacrum is created at 60% of the level of the caster and has all the spells and abilities that the caster would have at that level. It also has 60% of the hit points of the caster. The simulacrum is fully under the control of the caster. The caster may have only one simulacrum at a time.

+

Summon Fiend

Level: 8
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls an outer planar creature to attack his foes and himself if not careful. The creature summoned in is a Glabrezu, one of the most powerful specimen of the Tanar'ri. The creature cannot be directly controlled, but the summoner can attempt to compel the demon to perform a service for him for the duration of the spell. Charismatic and powerful casters may bind the creature's will, intelligent and wise ones may negotiate with it, but dealing with these demonic creatures is always dangerous, and sometimes it may lead to disaster. Mages are warned to be careful of this spell, for a mistreated fiend will turn on his summoner at the first available opportunity.
+
+Glabrezu (15 Hit Dice):
+STR 20, DEX 10, CON 21, INT 16, WIS 17, CHA 16; AL Chaotic Evil
+HP 160, AC -6, THAC0 1, Saving Throws 6/8/6/10/8
+4 Attacks Per Round, 2d6+12 Piercing Damage (Pincers & Claws +4)
+
+Special Qualities:
+Immune to weapons lower than +2 enchantment
+Immune to confusion, fear, poison, & stun effects
+Electrical Resistance 100%; Acid, Cold, & Fire Resistance 50%
+Magic Resistance 50%
+
+Special Abilities:
+True Seeing (permanent)
+Mirror Image (once every 5 rounds)
+Dispel Magic (once every 5 rounds)
+Unholy Blight (once every 5 rounds)
+Confusion (once every 5 rounds)
+Power Word Stun (once every 5 rounds)

+

Symbol of Death

Level: 8
+School: Conjuration
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 20' radius
+Saving Throw: Death negates
+
+Symbol of Death is a powerful enchantment that allows the caster to inscribe a symbol on the ground or any other surface. The symbol will remain there until a hostile creature comes within 15 feet of the glyph, at which point it is triggered and explodes, causing all enemies within a 20 foot radius to make a saving throw vs. death at -4 or die. Creatures with more than 60 current hit points are immune to this effect.

+

Symbol of Stunning

Level: 8
+School: Conjuration
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 20' radius
+Saving Throw: Spell negates
+
+Symbol of Stunning is a powerful enchantment that allows the caster to inscribe a symbol on the ground or any other surface. The symbol will remain there until a hostile creature comes within 15 feet of the glyph, at which point it is triggered and explodes, causing all enemies within a 20 foot radius to make a saving throw vs. spell at -4 or be stunned for 4 rounds.

+

Symbol of Weakness

Level: 8
+School: Conjuration
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 20' radius
+Saving Throw: Spell negates
+
+Symbol of Weakness is a powerful enchantment that allows the caster to inscribe a symbol on the ground or any other surface. The symbol will remain there until a hostile creature comes within 15 feet of the glyph, at which point it is triggered and explodes, causing all enemies within a 20 foot radius to make a saving throw vs. spell at -4 or suffer a -4 penalty to strength, dexterity, and constitution. The spell effects will persist until the character receives a Cure Disease spell.

+

Level 9 Spells

+
+

Absolute Immunity

Level: 9
+School: Abjuration
+Range: Personal
+Duration: 4 rounds
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When Absolute Immunity is cast, the caster gains complete invulnerability to physical and magical damage. This spell is incredibly powerful, hence the short duration. Combined with a short casting time, these factors make the spell ideally suited for use in the thick of combat where buying a few seconds can mean the difference between life or death.

+

Bigby's Crushing Hand

Level: 9
+School: Evocation
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Special
+
+This spell causes a huge disembodied hand to crush the target and pin it to the ground. Each round the massive hand smashes the target for 2d10 crushing damage and stuns it for 1 round unless a successful save vs. paralyzation is made at a -4 penalty. After the 10th round, the spell is finished.

+

Black Blade of Disaster

Level: 9
+School: Conjuration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+This spell enables the caster to create a black, blade-shaped planar rift, about 5 feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster wields the blade as if proficient with the weapon, and brandishes it with a base THAC0 of 0. The sword deals 2d12 damage per strike, and acts as a +5 magical weapon in all regards, including hit and damage bonuses. With each hit, there is a 15% chance the victim must make a save vs. spell at -2 or be disintegrated (40d6 points of magic damage, 5d6 on a successful save).

+

Chain Contingency

Level: 9
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Chain Contingency channels some of the magical energy of the mage and releases it only under certain circumstances. Basically, the mage chooses three spells, which will be released under certain conditions such as being hit by an enemy. When this condition occurs all three spells are cast immediately. Spells of up to 8th level may be used in the contingency.

+

Freedom

Level: 9
+School: Abjuration
+Range: Personal
+Duration: Instant
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+When this spell is cast, all friendly creatures in the area are freed from spells and effects that restrict their movement or bind their minds. These effects include charm, confusion, domination, entangle, feeblemindedness, hold, paralysis, petrification, sleep, slow, stun, and web. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes. If it is cast in an area where a creature was sealed with an Imprisonment spell, it will instantly free him and he will reappear exactly where he was standing when he was imprisoned.

+

Gate

Level: 9
+School: Conjuration
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls an outer planar creature to attack his foes and himself if not careful. The creature summoned in is a Pit Fiend, the most powerful specimen of the Baatezu. The creature cannot be directly controlled, but the summoner can attempt to compel the demon to perform a service for him for the duration of the spell. Charismatic and powerful casters may bind the creature's will, intelligent and wise ones may negotiate with it, but dealing with these demonic creatures is always dangerous, and sometimes it may lead to disaster. Mages are warned to be careful of this spell, for a mistreated Pit Fiend will turn on his summoner at the first available opportunity, tear him and his companions apart piece by piece and then feast on the remains.
+
+Pit Fiend (20 Hit Dice):
+STR 24, DEX 16, CON 19, INT 20, WIS 16, CHA 25; AL Lawful Evil
+HP 170, AC -8, THAC0 -7, Saving Throws 4/6/4/8/6
+5 Attacks Per Round, 2d6+16 Piercing Damage (Claws, Bite, & Tail +4)
+
+Combat Abilities (20% chance each):
+Disease: creatures struck by a pit fiend's bite attack must save vs. death at -4 or be infected with a vile disease known as devil chills, losing 2 points of strength after an incubation period of 12 hours
+Poison: a pit fiend's bite injects a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made
+Constrict: creatures struck by the pit fiend's tail must save vs. death at -4 to avoid being stunned for 1 round
+
+Special Qualities:
+Immune to weapons lower than +3 enchantment
+Immune to confusion, fear, poison, & stun effects
+Regeneration: 2hp/round
+Fire Resistance 100%; Cold Resistance 50%; Magic Resistance 65%
+
+Special Abilities:
+See Invisibility (permanent)
+Improved Invisibility (at will)
+Fireball (once every 5 rounds)
+Dispel Magic (once every 5 rounds)
+Symbol of Weakness (once every 5 rounds)
+Unholy Word (once per day)
+Meteor Swarm (once per day)

+

Imprisonment

Level: 9
+School: Abjuration
+Range: Short
+Duration: Permanent
+Casting Time: 1 round
+Area of Effect: 1 creature
+Saving Throw: None
+
+When the Imprisonment spell is cast the target creature becomes entombed in a small sphere far beneath the surface of the earth in a state of suspended animation, conscious of its fate. The victim remains there unless the reverse of the spell, Freedom, is cast. Otherwise, the victim will remain there as long as the earth exists, rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned then he will reappear exactly where he was last standing. Dispel magic will not free creatures trapped in this manner. The target's magic resistance, if any, does not affect this spell.

+

Larloch's Energy Drain

Level: 9
+School: Necromancy
+Range: Short
+Duration: Special
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a living creature and transferring it to the Negative Energy Plane, draining him of 4 levels of experience. The target of this spell loses levels, Hit Dice, hit points, and abilities permanently. These levels can only be restored by a priest's Restoration spell. As the life force passes through the caster, it temporarily invigorates him, granting him an additional 20 hit points, a +4 bonus to attack rolls and saving throws, and +20% bonus to every skill. These effects last for 1 hour. The target's magic resistance, if any, does not affect this spell.

+

Meteor Swarm

Level: 9
+School: Evocation
+Range: Long
+Duration: Instant
+Casting Time: 1 round
+Area of Effect: 30' radius
+Saving Throw: Breath half
+
+Upon completion of this spell, a swarm of minute meteors bombards the affected area, dealing devastating damage to friend and foe. Any creature caught in the destructive path of the meteors will suffer 40d4 points of fire damage, with a save vs. breath at -4 allowed for half damage. The caster is well advised to be careful in his use of this spell. Magic resistance does not affect this spell.

+

Power Word Kill

Level: 9
+School: Enchantment
+Range: Long
+Duration: Instant
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Special
+
+When a Power Word Kill spell is uttered, one creature targeted by the caster is slain. Creatures who currently have 60 or more hit points can save vs. spell to avoid the effects, but those with 1 to 59 hit points are powerless to resist. Even if the creature's maximum hit points are higher than 60, its current hit points are used for this determination.

+

Shapechange

Level: 9
+School: Alteration
+Range: Personal
+Duration: 5 turns
+Casting Time: 1 round
+Area of Effect: Caster
+Saving Throw: None
+
+With this spell, a wizard is able to assume the form of a powerful creature: that of an iron golem, a mind flayer, a greater wolfwere, or a spirit troll. The spellcaster becomes the creature he wishes, and gains almost all of its natural abilities. The caster's mental attributes are not affected, but physical attributes are changed to adhere to the new form. All clothes and equipment he was wearing will mold into the new form and continue to function, unseen. When the wizard returns to his natural form, they will also return to their previous state. Each alteration in form requires only a second, and no system shock is incurred.
+
+Iron Golem
+STR 24, DEX 9, CON 9; AC 3, THAC0 -2
+2 Attacks Per Round, 2d10+16 Crushing Damage (Fist +4)
+Immune to weapons lower than +3 enchantment
+Immune to backstab & poison effects
+Magic Resistance 100%
+Acid, Cold, & Electrical Resistance 100%, Fire Resistance 125%
+Slashing, Piercing, & Missile Resistance 40%, Crushing Resistance 20%
+
+
+Greater Wolfwere
+STR 21, DEX 20, CON 25; AC -4, THAC0 1
+3 Attacks Per Round, 2d8+12 Slashing Damage (Paw +3)
+Immune to weapons lower than +1 enchantment
+Regeneration: 2 hp/sec
+Magic Resistance 40%; Elemental Resistance 50%
+
+
+Mind Flayer
+STR 12, DEX 14, CON 12; AC 3, THAC0 9
+1 Attack Per Round, 1d4+2 Damage + Devour Brain (Touch +2)
+Devour Brain: -4 to target's intelligence
+Psionic Blast: stuns opponents within 15' radius (save vs. spell negates)
+Magic Resistance 90%
+Spellcasting isn't disabled while in this form
+
+
+Spirit Troll
+STR 19, DEX 18, CON 2; AC -4, THAC0 8
+2 Attacks Per Round, 2d4+9 Slashing Damage + Drain (Claw +2)
+Ability Score Drain: -1 to target's strength (save vs. death negates)
+Improved Invisible; Immune to normal weapons
+Regeneration: 3 hp/round; Cold Resistance 100%

+

Spell Trap

Level: 9
+School: Abjuration
+Range: Personal
+Duration: 1 round/level
+Casting Time: 1 round
+Area of Effect: Caster
+Saving Throw: None
+
+This abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 99 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 9th level spell. This spell will not protect the caster from a dispel magic. However, it will not be affected by a dispel magic, either.

+

Spellstrike

Level: 9
+School: Abjuration
+Range: Long
+Duration: Special
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, it will dispel all spell protections on the target. In addition, affected creature will suffer from 100% spell failure rate in the first round, followed by 50% spell failure in the second round. Magic resistance does not affect this spell.
+
+The spell protection spells dispelled by Spellstrike are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, Mind Blank, and Spell Trap.

+

Time Stop

Level: 9
+School: Alteration
+Range: Personal
+Duration: 3 rounds
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Time Stop spell, the wizard causes the flow of time to stop in the entire area that the caster is currently in. Outside this area the sphere simply seems to shimmer for an instant. Inside the sphere, the caster is free to act for three rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock. Nothing can enter the area of effect without being stopped in time also. When the spell duration ceases, everyone is again operating in normal time. All spells cast during the Time Stop will take effect immediately after time returns to normal.

+

Wail of the Banshee

Level: 9
+School: Necromancy
+Range: Personal
+Duration: Instant
+Casting Time: 1 round
+Area of Effect: 30' radius
+Saving Throw: Death negates
+
+At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Enemies who fail a saving throw vs. death at -2 die instantly, and those surviving the wail are deafened for 2 rounds. The caster and his companions are immune to the effects of the wail.

+

Wish

Level: 9
+School: Universal
+Range: Personal
+Duration: Special
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. The wiser the wizard, the better chance that the right wording will be chosen. Wizards with low wisdom will more often than not meet with disaster when asking for a wish.

+
+ + +
+
+ \ No newline at end of file diff --git a/spell_rev_desc_divine.html b/spell_rev_desc_divine.html new file mode 100644 index 0000000..ad1ea97 --- /dev/null +++ b/spell_rev_desc_divine.html @@ -0,0 +1,1815 @@ + + +Spell Revisions - Divine Spells + + + + + +
+ +
+
+

Spell Revisions - Divine Spells

+
+
+
+ +
+ +

With Spell Revisions installed, these are the divine spells available to characters.

Druid/shaman/ranger-only spells are in green; cleric/paladin-only spells are in blue. Spells may have additional alignment restrictions noted in their descriptions.

+

+

+

+
+ + +

Level 1 Spells

+
+

Animal Summoning I

Level: 1
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+1st : 3 large bats
+3rd : 4 large bats
+5th+ : 5 large bats
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Bat (1 Hit Dice):
+STR 9, DEX 14, CON 11, INT 4, WIS 11, CHA 4; AL Neutral
+HP 4, AC 8, THAC0 20, Saving Throws 20/20/20/20/20
+1 Attack Per Round, 1d2 Piercing Damage (Bite)
+
+Combat Abilities:
+Disease: target must save vs. death or suffer -1 penalty to DEX and CON
+Swarm: each bat within 5 feet grants additional +2 bonus to attack rolls
+
+Special Qualities:
+Blindsense: relies on echolocation to fight in conditions of poor light or total darkness, ignoring the penalties associated with blindness

+

Armor of Faith

Level: 1
+School: Abjuration
+Sphere: Protection
+Range: Personal
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+The caster of the Armor of Faith receives significant protection against physical and magic damage. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster, effectively reducing the damage sustained by 10%. Multiple castings of this spell are not cumulative.

+

Bless

Level: 1
+School: Enchantment
+Sphere: All
+Range: Long
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage dice rolls by +1. The caster determines at what range he will cast the spell. At the instant the spell is completed, it affects all creatures in a 30 foot radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

+

Cause Light Wounds

Level: 1
+School: Necromancy
+Sphere: Necromantic
+Range: Personal
+Duration: Special
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Cure Light Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 1d8 + 1/level points of damage upon the target (up to a maximum of 1d8+10). The spell expires once the priest makes a successful melee attack or after 1 turn has passed. The priest gains a +4 bonus to hit the target. Magic resistance does not affect this spell.

+

Command

Level: 1
+School: Enchantment
+Sphere: Charm, Combat, Law
+Range: Long
+Duration: 1 round
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+This spell enables the priest to command another creature to lie down and take no action (sleep) for a single round. The creature has a saving throw penalty of -1 (to save against this spell) for every two extra levels of the caster, to a maximum of -4 at 9th level.

+

Cure Light Wounds

Level: 1
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When casting this spell, and laying his hand upon a creature, the priest causes wounds and other injuries to the creature's body to be healed. The priest can restore 1d8 + 1/level points of damage sustained by the target creature (up to a maximum of 1d8+10).

+

Detect Alignment

Level: 1
+School: Divination
+Sphere: Divination
+Range: Personal
+Duration: Instant
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the priestd to search out the feelings of all creatures within the current area. When affected by this spell, a target will briefly glow red if he's evil, green if he's good, and white if he's neutral. Magic resistance does not affect this spell.

+

Doom

Level: 1
+School: Enchantment
+Sphere: Charm
+Range: Long
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to attack rolls, damage rolls, and saving throws, unless a save vs. spell is made. The creature has a saving throw penalty of -1 (to save against this spell) for every two extra levels of the caster, to a maximum of -4 at 9th level. Multiple castings of this spell are not cumulative.

+

Entangle

Level: 1
+School: Alteration
+Sphere: Plant
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: Breath partial
+
+By means of this spell, the caster causes plants to entangle all creatures in the area of effect. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Those held receive a -2 penalty to attack rolls and a +2 penalty to AC. Creatures that make a successful saving throw vs. breath temporarily avoid entanglement and can move at half speed through the area, but must make additional saving throws each round they remain in the area of effect. An entangled creature can attack, provided it does not have to move to reach an opponent. Incorporeal and flying creatures are unaffected by this spell, as are elementals and exceptionally large and strong creatures who suffer little to no distress from the entangling plants.

+

Faerie Fire

Level: 1
+School: Evocation
+Sphere: Weather
+Range: Long
+Duration: 4 rounds
+Casting Time: 1
+Area of Effect: 5' radius
+Saving Throw: Spell negates
+
+When this spell is cast, a pale glow surrounds and outlines all enemies within the area of effect, making their position and movements easily visible. Outlined creatures do not benefit from the concealment normally provided by darkness, invisibility, or similar effects, and suffer a -2 penalty to AC. Those who succeed at a saving throw vs. spell are totally unaffected by the spell. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire does not cause any harm to the objects or creatures thus outlined.

+

Goodberry

Level: 1
+School: Alteration
+Sphere: Plant
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Casting a Goodberry spell creates 5 magical berries that the caster can carry with him or give to others. These berries initially cure 1 point of physical damage for each one eaten. For every three levels of experience, the berries heal one additional point of damage (to a maximum of 7 points at level 18). The berries last for 8 hours, or until eaten.

+

Magical Stone

Level: 1
+School: Enchantment
+Sphere: Combat
+Range: Personal
+Duration: 2 turns
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: None
+
+Using this spell, the priest can temporarily enchant ten small stones, no larger than sling bullets. The character using them can then hurl up to three stones per round at an opponent, with a +1 bonus to attack rolls. Each stone that hits inflicts 1d4+2 points of damage (1d4+5 against undead), and is considered to be of +1 enchantment to determine what it can hit. The magic in each stone expires after 2 turns or when used.

+

Obscuring Mist

Level: 1
+School: Conjuration
+Sphere: Weather
+Range: Long
+Duration: 6 rounds
+Casting Time: 5
+Area of Effect: 20' radius
+Saving Throw: None
+
+When this spell is cast, a misty bank of fog billows out from the designated point obscuring all sight. Everyone within the cloud suffer -2 penalty to attack rolls, and have their line of sight halved. Anyone, inside or outside the cloud, trying to attack a creature concealed by the fog with ranged weapons will do so with a -4 penalty to attack rolls. Creatures with blindsight, or that do not rely on sight can fight within the cloud without penalties.

+

Protection from Evil

Level: 1
+School: Abjuration
+Sphere: Protection
+Range: Touch
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil creatures against the protected creature receive a -2 penalty to their attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

+

Regenerate Light Wounds

Level: 1
+School: Alteration
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 rounds/level
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell enables the caster to imbue a creature with the ability to regenerate. The creature affected will regain 1 hit point per round (up to a maximum of 30 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Resist Fear

Level: 1
+School: Abjuration
+Sphere: Charm
+Range: Long
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: 30' radius
+Saving Throw: None
+
+The caster instills courage in the spell recipients, raising their morale to its highest. If the recipients are affected by magical fear, this is negated. In addition, the recipients are protected from magical fear for the duration of the spell. At the instant the spell is completed, it affects all creatures in a 30 foot radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

+

Sanctuary

Level: 1
+School: Abjuration
+Sphere: Charm, Protection
+Range: Personal
+Duration: 6 rounds
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence, as if he were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells focused on himself or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal his wounds, for example, or to cast a Chant spell. He cannot cast spells on other targets without ending the spell.

+

Shillelagh

Level: 1
+School: Alteration
+Sphere: Combat, Plant
+Range: Personal
+Duration: 2 turns
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+This spell enables the caster to create a magical cudgel. The shillelagh inflicts 2d4+1 points of damage on a successful hit and causes tendrils to wrap around and hold the victim in place for one round unless a save vs. breath is made. The caster wields the shillelagh as if proficient with the weapon, at his normal THAC0. At level 1, it functions as a magical weapon with an enchantment bonus of +1. For every other four experience levels of the spellcaster, this bonus increases by one, up to a total of +3 enchantment level, +3 to attack rolls, and +3 to damage for a 9th-level caster. The shillelagh can be used only by the caster, and remains in his hand for the duration of the spell or until dispelled.

+

Strength of Stone

Level: 1
+School: Alteration
+Sphere: Elemental (Earth)
+Range: Personal
+Duration: 5 turns
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+Calling upon the strength of the earth, the caster gains some of the solidity and strength of stone. This spell sets the strength of the character to 18 and then adds 50 exceptional strength on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 strength, then his strength will just be set to 18/00. If a character has a strength between 18/01 and 18/50, then his strength will become 18/50 + original percentage. If his strength is less then 18, then it will just become 18/50. However, this spell will actually lower a character's strength if it is already 19 or more. For the duration of the spell, the caster also becomes immune to everything, magical or otherwise, that pushes him away (e.g. wing buffets, gusts of wind, telekinesis, etc.), but will move at a reduced speed.

+

Sunscorch

Level: 1
+School: Evocation
+Sphere: Sun
+Range: Long
+Duration: Instant
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Breath partial
+
+When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The creature struck by the ray sustains 2d6 points of fire damage plus 1d6 every two extra levels of experience (up to a maximum of 6d6). Undead creatures and monsters vulnerable to bright light suffer double damage (up to a maximum of 12d6). If the target successfully rolls a saving throw vs. breath he will receive only half damage. In addition to sustaining damage, victims who fail their saves are blinded for 1 round.

+

Level 2 Spells

+
+

Aid

Level: 2
+School: Necromancy
+Sphere: Combat, Necromantic
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+The recipient of this spell gains a +1 bonus to attack rolls, damage rolls, and saving throws, plus 1d8 additional hit points +1 per level of the caster (up to a maximum of 1d8+10). The Aid spell allows the recipient to temporarily have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage. Multiple castings of this spell are not cumulative.

+

Animal Summoning II

Level: 2
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+3rd : 2 War Dogs
+5th : 3 War Dogs
+7th+ : 4 War Dogs
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+War Dog (2 Hit Dice):
+STR 15, DEX 15, CON 15, INT 4, WIS 12, CHA 6; AL Neutral
+HP 18, AC 4, THAC0 18, Saving Throws 13/17/13/15/17
+1 Attack Per Round, 1d6 Piercing Damage (Bite)
+
+Combat Abilities:
+Scent: detect invisible creatures within 10 feet

+

Barkskin

Level: 2
+School: Alteration
+Sphere: Plant
+Range: Touch
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, improving its Armor Class by 2, plus 1 AC for every other six levels of the caster (up to a maximum of +4 AC at 15th level). Multiple castings of this spell are not cumulative.

+

Cause Moderate Wounds

Level: 2
+School: Necromancy
+Sphere: Necromantic
+Range: Personal
+Duration: Special
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Cure Moderate Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 2d8 + 2/level points of damage upon the target (up to a maximum of 2d8+20). The spell expires once the priest makes a successful melee attack or after 1 turn has passed. The priest gains a +4 bonus to hit the target. Magic resistance does not affect this spell.

+

Chant

Level: 2
+School: Conjuration
+Sphere: Combat
+Range: Personal
+Duration: 1 turn
+Casting Time: 1 round
+Area of Effect: 30' radius
+Saving Throw: None
+
+By means of the Chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant is completed, all attack rolls, damage rolls, and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple Chant spells are not cumulative.

+

Charm Person or Animal

Level: 2
+School: Enchantment
+Sphere: Animal
+Range: Medium
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: 1 person or animal
+Saving Throw: Spell negates
+
+This spell affects any single person or animal it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, kobolds, and others. Only normal and giant sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals.
+
+The target receives a saving throw vs. spell at to avoid the effect. If the recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.

+

Cure Moderate Wounds

Level: 2
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+When casting this spell, and laying his hand upon a creature, the priest causes wounds and other injuries to the creature's body to be healed. The priest can restore 2d8 + 2/level points of damage sustained by the target creature (up to a maximum of 2d8+20).

+

Draw upon Divine Might

Level: 2
+School: Evocation
+Sphere: Combat
+Range: Personal
+Duration: 1 turn
+Casting Time: 2
+Area of Effect: Caster
+Saving Throw: None
+
+When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. When he does this, his strength, dexterity, and constitution scores are raised by 1 point for every 3 levels of the caster, to a maximum of 3 points at level 9. This spell is not cumulative with itself or with other similar spells.

+

Find Traps

Level: 2
+School: Divination
+Sphere: Divination
+Range: Personal
+Duration: 3 turns
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+When a priest casts a find traps spell, all traps - concealed normally or magically - of magical or mechanical nature become apparent to him. Once per round, all traps within a 30 foot radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.

+

Fire Trap

Level: 2
+School: Abjuration
+Sphere: Elemental (Fire)
+Range: Short
+Duration: Special
+Casting Time: 5
+Area of Effect: 20' radius
+Saving Throw: Breath half
+
+This powerful trap harms those who enter, pass, or open the selected area or object. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any enemy violating the selected area will trigger the trap.
+
+When the spell is cast, the druid weaves a tracery of faintly glowing lines around the warding sigil. When a hostile creature comes within 15 feet of the trap, it is triggered and explodes, damaging every enemy within a 20 foot radius. The damage inflicted is equal to 1d4 points of fire damage per level of the caster (up to a maximum of 10d4). Those who a roll successful saving throw vs. breath will receive only half damage. This spell will not harm party members.

+

Flame Blade

Level: 2
+School: Evocation
+Sphere: Elemental (Fire)
+Range: Personal
+Duration: 2 turns
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. The caster wields this blade-like ray as if proficient with the weapon, at his normal THAC0. At level 3, it functions as a magical weapon, dealing 2d6+1 points of fire damage, with an enchantment bonus of +1. For every other three experience levels of the spellcaster, this bonus increases by one, up to a total of +3 enchantment level, +3 to attack rolls, and +3 to damage for a 9th-level caster. Since the blade is immaterial, strength modifiers do not apply to attack rolls or damage, and attacks with the flame blade are considered melee touch attacks (+4 attack roll bonus).

+

Goodberry

Level: 1
+School: Alteration
+Sphere: Plant
+Range: Personal
+Duration: Special
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Casting a Goodberry spell creates 5 magical berries that the caster can carry with him or give to others. These berries initially cure 1 point of physical damage for each one eaten. For every three levels of experience, the berries heal one additional point of damage (to a maximum of 7 points at level 18). The berries last for 8 hours, or until eaten.

+

Gust of Wind

Level: 2
+School: Evocation
+Sphere: Elemental (Air)
+Range: Personal
+Duration: Instant
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Special
+
+This spell creates a severe blast of air that originates from the caster, affecting all enemies in its path. Those within 6 feet must save vs. breath or be blown back by the force of the gust and knocked unconscious for 1 round. In addition, this spell will disperse all clouds (including magically created vapors such as Cloudkill) in the caster's current area.

+

Hold Person

Level: 2
+School: Enchantment
+Sphere: Charm, Law
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Spell negates
+
+This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed at a saving throw vs. spell are totally unaffected by the spell. Undead creatures cannot be held with this spell.
+
+Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

+

Know Opponent

Level: 2
+School: Divination
+Sphere: Divination
+Range: Long
+Duration: 2 turns
+Casting Time: 1 round
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the caster's eyes glow with magical energy, enabling him to read the aura of a creature, and determine the creature's strengths and weaknesses. For the duration of the spell, the target's physical resistances are lowered by 10% and all attacks against the target creature are made with a +2 bonus to the attack roll. Certain magical devices negate the power of the Know Opponent spell, and the spell has no effect on creatures who don't emanate auras, such as constructs. Magic resistance does not affect this spell.

+

Regenerate Moderate Wounds

Level: 2
+School: Alteration
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 rounds/level
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell enables the caster to imbue a creature with the ability to regenerate. The creature affected will regain 2 hit points per round (up to a maximum of 60 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Resist Elements

Level: 2
+School: Abjuration
+Sphere: Protection
+Range: Touch
+Duration: 1 turn + 1 round/level
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+Upon the casting of this spell, the recipient's resistance to all forms of elemental damage is increased by 25%. This effect will last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Silence

Level: 2
+School: Alteration
+Sphere: Guardian
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 15' radius
+Saving Throw: Spell negates
+
+Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible and spells cannot be cast unless an affected spellcaster then casts Vocalize. All enemies in the area must make a saving throw vs. spell at -4; if the save is failed, then they are silenced for the duration of the spell. At the instant the spell is completed, it affects all creatures in a 15 foot radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

+

Slow Poison

Level: 2
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.

+

Spiritual Hammer

Level: 2
+School: Evocation
+Sphere: Combat
+Range: Medium
+Duration: 2 turns
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a field of force shaped vaguely like a hammer. The caster wields the spiritual hammer as if proficient with the weapon, at his normal THAC0. As long as the caster concentrates upon the hammer, it can be used to strike at any opponents within 20 feet, but the wielder does not receive the standard penalty for holding a ranged weapon when engaged in close combat. At level 1, it functions as a magical weapon, dealing 1d8+1 points of magic damage, with an enchantment bonus of +1. For every five experience levels of the spellcaster, this bonus increases by one, up to a total of +5 enchantment level, +5 to attack rolls, and +5 to damage for a 20th-level caster. Due to its ethereal nature, strength modifiers do not apply to attack rolls or damage, and attacks with the spiritual weapon are considered melee touch attacks (+4 attack roll bonus).

+

Level 3 Spells

+
+

Animal Summoning III

Level: 3
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+5th : 2 Wolves
+7th : 3 Wolves
+9th+ : 4 Wolves
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Wolf (3 Hit Dice):
+STR 13, DEX 15, CON 15, INT 4, WIS 12, CHA 6; AL Neutral
+HP 21, AC 6, THAC0 18, Saving Throws 15/17/15/13/17
+1 Attack Per Round, 1d6 Piercing Damage (Bite)
+
+Combat Abilities:
+Pack Attack: each wolf within 10 feet grants additional +1 bonus to attack rolls

+

Animate Dead

Level: 3
+School: Necromancy
+Sphere: Necromantic
+Range: Medium
+Duration: 8 hours
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell causes a number of animated skeletons to rise up and serve the priest. The number and type of skeletons that appear depend upon the level of the cleric casting the spell.
+
+5th : 2 skeletons
+7th : 3 skeletons
+9th : 4 skeletons
+12th+ : 2 greater skeletons
+
+The undead creatures will remain under the priest's control until they are slain or the spell duration expires.
+
+Skeleton (2 Hit Dice):
+STR 15, DEX 14, CON -, INT -, WIS 10, CHA 1; AL Chaotic Evil
+HP 24, AC 6, THAC0 18, Saving Throws 10/12/11/13/13
+1 Attack Per Round, 1d6+2 Crushing Damage (Mace +1)
+
+Special Qualities:
+Immune to charm, confusion, hold, poison, sleep, stun, & death effects
+Cold Resistance 100%
+Slashing & Piercing Resistance 20%; Missile Resistance 40%
+
+
+Greater Skeleton (5 Hit Dice):
+STR 16, DEX 14, CON -, INT -, WIS 10, CHA 1; AL Chaotic Evil
+HP 60, AC 4, THAC0 16, Saving Throws 9/11/10/12/12
+1 Attack Per Round, 2d6+2 Slashing Damage (Two-Handed Sword +1)
+
+Special Qualities:
+Immune to charm, confusion, hold, poison, sleep, stun, & death effects
+Cold Resistance 100%
+Slashing & Piercing Resistance 40%; Missile Resistance 60%

+

Break Enchantment

Level: 3
+School: Abjuration
+Sphere: All
+Range: Short
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+Upon casting this spell, the priest is able to free a victim from enchantments and curses. The spell can reverse the effects of confusion and feeblemindedness, free a victim from magical sleep or charm, and break the effects of a curse. Note that Break Enchantment cannot remove the curse from a cursed shield, weapon, or suit of armor, for example, but allows those afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or through a particular ritual.

+

Call Lightning

Level: 3
+School: Alteration
+Sphere: Weather
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 360' radius
+Saving Throw: Breath half
+
+Immediately upon completion of the spell, and once per round thereafter, the caster causes a 30-foot-long vertical bolt of lightning to come crashing down upon an enemy. The spell has a duration of one round for every three levels of the caster, up to a maximum of 5 rounds at 15th level. The lightning will strike first at the target of the spell, dealing 6d6 points of electrical damage, with a successful save vs. breath at -2 reducing this to half. For the remainder of the storm's duration, the bolts will strike out randomly at the enemies of the caster.

+

Cause Serious Wounds

Level: 3
+School: Necromancy
+Sphere: Necromantic
+Range: Personal
+Duration: Special
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 3d8 + 3/level points of damage upon the target (up to a maximum of 3d8+30). The spell expires once the priest makes a successful melee attack or after 1 turn has passed. The priest gains a +4 bonus to hit the target. Magic resistance does not affect this spell.

+

Contagion

Level: 3
+School: Necromancy
+Sphere: Necromantic
+Range: Short
+Duration: 8 hours
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Poison negates
+
+This spell causes a major disease and weakness in a creature. Every 2 rounds the afflicted individual must make a saving throw vs. poison at -2 or suffer additional -2 penalty to strength, dexterity, constitution, and charisma (up to -6 to all stats). The effects of this spell will persist until the creature receives a Cure Disease spell, or the spell duration expires.

+

Cure Disease

Level: 3
+School: Abjuration
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+By laying her hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness and deafness are also cured with this spell, but some powerful magically created diseases may not be curable by this spell.

+

Cure Serious Wounds

Level: 3
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+When casting this spell, and laying his hand upon a creature, the priest causes wounds and other injuries to the creature's body to be healed. The priest can restore 3d8 + 3/level points of damage sustained by the target creature (up to a maximum of 3d8+30).

+

Dispel Magic

Level: 3
+School: Abjuration
+Sphere: All
+Range: Long
+Duration: Instant
+Casting Time: 3
+Area of Effect: 20' radius
+Saving Throw: Special
+
+Dispel Magic removes magical effects upon any enemies within the area of effect. This includes effects from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. Magic resistance does not affect this spell.
+
+The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Dispel Magic is above the level of the magic he is trying to dispel, his chance of success increases by 5%. For every level that the caster of Dispel Magic is below the level of the magic he attempts to dispel, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the level of the magic attempted to dispel is 5 or more levels higher than the caster.

+

Glyph of Warding

Level: 3
+School: Abjuration
+Sphere: Guardian
+Range: Short
+Duration: Special
+Casting Time: 5
+Area of Effect: 20' radius
+Saving Throw: Breath half
+
+A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any enemy violating the warded area will trigger the trap.
+
+When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When a hostile creature comes within 15 feet of the glyph, it is triggered and explodes, damaging every enemy within a 20 foot radius. The damage inflicted is equal to 1d4 points of electrical damage per level of the caster (up to a maximum of 10d4). Those who a roll successful saving throw vs. breath will receive only half damage. This spell will not harm party members.

+

Gust of Wind

Level: 3
+School: Abjuration
+Sphere: Wards, Elemental (Air)
+Range: Personal
+Duration: Instant
+Casting Time: 1
+Area of Effect: Special
+Saving Throw: Special
+
+This spell creates a severe blast of air that originates from the caster, affecting all enemies in its path. Those within 6 feet must save vs. breath at -2 or be blown back by the force of the gust and knocked unconscious for 1 round. In addition, this spell will disperse all clouds (including magically created vapors such as Cloudkill) in the caster's current area.

+

Hold Person or Animal

Level: 3
+School: Enchantment
+Sphere: Animal
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Spell negates
+
+This spell holds persons and animals rigidly immobile and in place. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, and others. Only normal and giant sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster. Every hostile person or animal within 5 feet of the target is also affected. Those who succeed on a save vs. spell at -2 are totally unaffected.
+
+Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

+

Holy Smite

Level: 3
+School: Necromancy
+Sphere: Necromantic
+Range: Long
+Duration: Special
+Casting Time: 3
+Area of Effect: 20' radius
+Saving Throw: Special
+
+With this spell the priest draws down holy power to smite his enemies. Opponents within the spell's area of effect take 1d4 points of damage for every level of the caster (up to a maximum of 10d4), with a successful saving throw vs. spell for half. If the victim fails his save, then he will also be blinded for 1 round.

+

Icelance

Level: 3
+School: Evocation
+Sphere: Elemental (Water)
+Range: Short
+Duration: Special
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Paralisys partial
+
+When this spell is cast, a sharp spear of ice impale the target inflicting 5d6 points of damage. The target must make a save vs paralysis or be held for three rounds.

+

Invisibility Purge

Level: 3
+School: Abjuration
+Sphere: Wards
+Range: Personal
+Duration: 5 rounds
+Casting Time: 3
+Area of Effect: 30' radius
+Saving Throw: None
+
+Instantly and once each round for 5 rounds after this spell is cast, all concealed enemies within the area of effect will have their invisibility dispelled. Invisible objects carried into the warded area will also become visible. This spell does not reveal illusions or enable the caster to see through physical objects. Magic resistance does not affect this spell.

+

Magic Fang

Level: 3
+School: Alteration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+This spell turns natural weapons (such as teeth, claws, etc.) of friendly animals within range into magical weapons, effectively granting a +1 enhancement bonus on attack and damage rolls. For every other five experience levels of the spellcaster, this bonus increases by one, up to a total of +3 enchantment level, +3 to attack rolls, and +3 to damage for a 15th-level caster. Multiple castings of this spell are not cumulative.

+

Miscast Magic

Level: 3
+School: Enchantment
+Sphere: Chaos
+Range: Long
+Duration: 5 rounds
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+Miscast Magic causes spells cast by the affected creature to take on an effect different from what they intend, similar to what happens during a wild surge. There is a chance that the result will be beneficial to the spellcaster, but generally, the effects are undesirable. The target must make save vs. spell at -2 to negate the spell's effects. Those who fail the save will miscast any spells cast in the next round, and each round after the first must make another save to avoid miscasting for one further round. The effects of the spell last for 5 rounds, or until dispelled.

+

Protection from Fire

Level: 5
+School: Abjuration
+Sphere: Elemental, Protection
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Fire spell is cast, the recipient receives complete protection from fire-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like fiery dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Burning Hands, Fireball, Flame Strike, and Fire Storm. Multiple castings of this spell are not cumulative.

+

Regenerate Serious Wounds

Level: 3
+School: Alteration
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 rounds/level
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell enables the caster to imbue a creature with the ability to regenerate. The creature affected will regain 3 hit points per round (up to a maximum of 90 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Remove Paralysis

Level: 3
+School: Abjuration
+Sphere: Necromantic, Protection
+Range: Long
+Duration: Permanent
+Casting Time: 3
+Area of Effect: 30' radius
+Saving Throw: None
+
+By the use of this spell, the priest can free several creatures from the effects of any paralyzation or related magic (such as a ghoul's touch, Hold spell, or Power Word Stun).

+

Spike Growth

Level: 3
+School: Alteration
+Sphere: Plant
+Range: Long
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 20' radius
+Saving Throw: Breath partial
+
+The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. Any creature will suffer 1d4 points of piercing damage each round that they remain within the affected area. The spikes can damage the victim's legs, so that even once they are free of the spike growth their movement rate is halved for 3 rounds unless a successful save vs. breath is made. Those failing the save also suffer 1 point of bleeding damage each round for 3 rounds. Incorporeal and flying creatures are unaffected by this spell, as are elementals and exceptionally large creatures who suffer little to no distress from the small spikes.

+

Storm Shield

Level: 3
+School: Abjuration
+Sphere: Weather, Elemental (Air)
+Range: Personal
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: Caster
+Saving Throw: None
+
+This spell surrounds the caster with an invisible curtain of stormy winds that moves with him. The wind wall grants the caster +4 bonus to saves vs. breath and AC against missiles for the duration of the spell. Non-magical missile weapons are deflected away, while gases cannot penetrate the barrier. Tiny and small flying creatures cannot pass through.

+

Strength of One

Level: 3
+School: Alteration
+Sphere: Law
+Range: Personal
+Duration: 1 turn
+Casting Time: 3
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, all party members within 30 feet of the caster gain a +2 bonus to strength. If a party member ends up with a strength value of 18, then her strength will be set to 18/75. The spell lasts for 10 rounds, whereafter everyone's strength returns to normal.

+

Summon Insects

Level: 3
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 6 rounds
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Special
+
+The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster, within the spell's range, and attacks a single creature the caster points to.
+
+For the duration of the spell, the affected creature fights with a -2 penalty to attack rolls and armor class. In addition, each round the victim suffers 2d3 points of damage from insect bites, and has a 100% chance of spell failure. If a successful save vs. breath at -2 is made, the target manages to avoid most of the swarm, reducing damage from bites by half and completely negating the spell failure penalty. Magic resistance does not affect this spell.

+

Unholy Blight

Level: 3
+School: Necromancy
+Sphere: Necromantic
+Range: Long
+Duration: Special
+Casting Time: 3
+Area of Effect: 20' radius
+Saving Throw: Special
+
+With this spell the priest calls up unholy power to smite his enemies. The power takes the form of a chilling, cloying miasma of darkness. Opponents within the spell's area of effect take 1d4 points of damage for every level of the caster (up to a maximum of 10d4), with a successful saving throw vs. spell for half. If the victim fails his save, then he will also receive a -2 penalty on his attack rolls and saving throws for 4 rounds.

+

Level 4 Spells

+
+

Animal Summoning IV

Level: 4
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+7th : 2 leopards
+9th+ : 3 leopards
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Leopard (4 Hit Dice):
+STR 16, DEX 18, CON 15, INT 6, WIS 13, CHA 6; AL Neutral
+HP 36, AC 5, THAC0 16, Saving Throws 12/16/12/14/16
+2 Attacks Per Round, 1d6+1 Piercing Damage (Claws & Bite)
+
+Combat Abilities:
+Pounce: can charge a target if at least 6 feet away. During that round the leopard moves at double speed, attacks with a +2 bonus to hit and damage rolls, but suffers a -2 penalty to AC

+

Call Woodland Beings

Level: 4
+School: Conjuration
+Sphere: Animal
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of magical woodland beings. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+7th : 1 hamadryad
+9th : 2 hamadryads
+11th+ : 2 hamadryads, 1 nymph
+
+The summoned beings will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Hamadryad (4 Hit Dice):
+STR 10, DEX 18, CON 12, INT 14, WIS 14, CHA 18; AL Neutral
+HP 32, AC 3, THAC0 14, Saving Throws 12/16/12/14/16
+2 Attacks Per Round, 1d6+1 missile (Short Bow & arrows +1)
+
+Special Qualities:
+Magic Resistance 75%
+
+Special Abilities:
+1° Cure Light Wounds (x2), Entangle (x2), Shillelagh, Doom
+2° Barkskin, Charm Person or Animal (x2), Resist Elements, Slow Poison
+
+Nymph (7 Hit Dice):
+STR 10, DEX 17, CON 12, INT 16, WIS 17, CHA 19; AL Neutral Good
+HP 42, AC 3, THAC0 15, Saving Throws 12/10/12/14/10
+1 Attack Per Round, 1d4 Crushing (Touch +0)
+
+Special Qualities:
+Magic Resistance 50%
+
+Spell Memorized:
+1° Cure Light Wounds (x2), Entangle (x2), Shillelagh, Doom
+2° Barkskin, Charm Person or Animal (x2), Resist Elements, Slow Poison
+3° Call Lightning, Hold Person or Animal, Summon Insects
+4° Animal Summoning IV

+

Cause Critical Wounds

Level: 4
+School: Necromancy
+Sphere: Necromantic
+Range: Personal
+Duration: Special
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 4d8 + 4/level points of damage upon the target (up to a maximum of 4d8+40). The spell expires once the priest makes a successful melee attack or after 1 turn has passed. The priest gains a +4 bonus to hit the target. Magic resistance does not affect this spell.

+

Cloak of Fear

Level: 4
+School: Conjuration
+Sphere: Charm
+Range: Personal
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: 6' radius
+Saving Throw: Special
+
+Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 6' radius. All enemies not immune to fear within this aura suffer -2 penalty to attack rolls, and each round they must roll a successful saving throw vs. spell or run away in panic for 1 round. Party members are immune to the effects of the aura.

+

Cure Critical Wounds

Level: 4
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+When casting this spell, and laying his hand upon a creature, the priest causes wounds and other injuries to the creature's body to be healed. The priest can restore 4d8 + 4/level points of damage sustained by the target creature (up to a maximum of 4d8+40).

+

Death Ward

Level: 4
+School: Necromancy
+Sphere: Necromantic
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+While under the effects of this spell, the recipient is immune to all forms of death magic. This includes, but is not limited to, Death Spell, Disintegrate, Power Word Kill, Finger of Death, and Wail of the Banshee. This effect will last for the duration of the spell or until dispelled.

+

Defensive Harmony

Level: 4
+School: Enchantment
+Sphere: Law
+Range: Personal
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: 10' radius
+Saving Throw: None
+
+Defensive Harmony grants affected creatures a defensive bonus by enhancing the coordination of their attacks and defenses. This allows a group of creatures to act as a cohesive unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 10 foot radius. The affected creatures can move outside of this radius after the spell is cast and still enjoy the benefits of the Harmony. While the spell is in effect, each affected creature gains a +4 bonus to her armor class. Multiple castings of this spell are not cumulative.

+

Divine Power

Level: 4
+School: Evocation
+Sphere: Combat
+Range: Personal
+Duration: 1 round/level
+Casting Time: 4
+Area of Effect: Caster
+Saving Throw: None
+
+Through this spell, the caster imbues himself with the strength and skill of a fighter of the same level. The priest's strength is set to 18/00, even if it is normally higher, his THAC0 becomes that of a fighter of the same level, and he gains 1 temporary hit point for every level he has attained. The caster gains extra attacks as a fighter of the same level, thus an extra half an attack per round at 7th level and another half attack per round at 13th level. This lasts for the duration of the spell or until successfully dispelled. Multiple castings of this spell are not cumulative.
+
+Note: this spell does not give any extra attacks to multiclassed or dual-classed fighter/clerics or ranger/clerics, as they normally gain additional attacks per round due to their fighter or ranger levels.

+

Farsight

Level: 4
+School: Divination
+Sphere: Divination
+Range: Personal
+Duration: 5 turns
+Casting Time: 4
+Area of Effect: Special
+Saving Throw: None
+
+When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

+

Free Action

Level: 4
+School: Abjuration
+Sphere: Charm
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+While under the effects of this spell, the recipient becomes immune to everything, magical or otherwise, that limits his mobility in any way. This includes, but is not limited to, Entangle, Grease, Web, Hold, Slow, and Stun. This effect will last for the duration of the spell or until dispelled.

+

Ice Storm

Level: 4
+School: Evocation
+Sphere: Elemental (Water)
+Range: Long
+Duration: 4 rounds
+Casting Time: 4
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, great magical hailstones pound down for 4 rounds within a 30 foot radius of a point selected by the caster. Creatures within the area of effect have their movement speed reduced by 50%, and receive 2d8 points of cold damage for each round they remain inside the storm.

+

Lesser Restoration

Level: 4
+School: Necromancy
+Sphere: Necromantic
+Range: Touch
+Duration: Permanent
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster.
+
+The casting of this spell is very draining on the priest, leaving him physically and mentally exhausted. For 5 rounds after the spell is cast, the priest will suffer a -2 penalty to hit, damage, armor class, and casting speed factor.

+

Magic Circle against Evil

Level: 4
+School: Abjuration
+Sphere: Protection
+Range: Personal
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+Upon casting this spell, the priest causes all friendly creatures within the area of effect to be affected by the spell Protection from Evil. Creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not.

+

Mental Domination

Level: 4
+School: Enchantment
+Sphere: Thought
+Range: Long
+Duration: 1 turn
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Spell negates
+
+When cast upon a subject, he must make a save vs. spell at -2 in order to avoid the priest entering his mind. The effects of this spell are similar to the 5th level wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.

+

Negative Plane Protection

Level: 4
+School: Abjuration
+Sphere: Necromantic, Protection
+Range: Touch
+Duration: 5 turns
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Negative Plane Protection spell is cast, the recipient receives complete protection from negative energy attacks. This spell also affords the recipient partial protection from monsters with Negative Energy plane connections (such as vampires) and certain weapons and spells that drain levels. A protected creature is immune to any form of level draining for the duration of the spell, though they will still suffer normal hit point damage from the physical attacks, if applicable.

+

Neutralize Poison

Level: 4
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 1
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison. In addition, for the duration of the spell, the recipient is immune to any poison it is exposed to, and spells like Poison and Cloudkill won't affect the protected creature.

+

Poison

Level: 4
+School: Necromancy
+Sphere: Healing
+Range: Short
+Duration: 1 turn
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Poison partial
+
+Through this spell, the caster can poison a single victim. The damage dealt by the poison depends upon the level of the priest casting the spell.
+
+7th level: 4d4 + 1 every 4 seconds
+9th level: 5d5 + 1 every 3 seconds
+12th level: 6d6 + 1 every 2 seconds
+15th+ level: 8d8 + 1 every 1 second
+
+The victim cannot avoid the initial damage unless it is completely immune to the effects of poison, but a successful save vs. poison at -2 will negate the ongoing damage.

+

Protection from Electricity

Level: 5
+School: Abjuration
+Sphere: Elemental, Protection
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Electricity spell is cast, the recipient receives complete protection from all electrical-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like electric dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Lightning Bolt, Glyph of Warding, Call Lightning, and Chain Lightning. Multiple castings of this spell are not cumulative.

+

Regenerate Critical Wounds

Level: 4
+School: Alteration
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 rounds/level
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell enables the caster to imbue a creature with the ability to regenerate. The creature affected will regain 4 hit points per round (up to a maximum of 120 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Level 5 Spells

+
+

Animal Growth

Level: 5
+School: Alteration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+When this spell is cast, the caster causes all friendly animals within range to become tougher, stronger and more tenacious. The alteration grants +2 bonus to attack rolls, damage rolls, armor class and saving throws. It also increases the recipient's hit points by 50%, and these bonus hit points are lost first when the recipient takes damage. Multiple castings of this spell are not cumulative.

+

Animal Summoning V

Level: 5
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+9th : 2 giant snakes
+11th+ : 3 giant snakes
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Giant Snake (5 Hit Dice):
+STR 15, DEX 17, CON 11, INT 6, WIS 12, CHA 10; AL Neutral
+HP 40, AC 2, THAC0 12, Saving Throws 11/15/11/13/15
+1 Attack Per Round, 1d4 Piercing Damage (Bite)
+
+Combat Abilities:
+Poison: inflicts 1d6 damage on each hit and additional 1 point ever 3 seconds for 1 turn on a failed save vs. poison
+
+Special Qualities
+Immune to entangle, grease, web and poison effects

+

Cause Mortal Wounds

Level: 5
+School: Necromancy
+Sphere: Healing
+Range: Personal
+Duration: Special
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Cure Mortal Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 5d8+25 points of damage upon the target. The spell expires once the priest attempts a melee attack or after 5 rounds have passed. The priest gains a +4 bonus to hit the target.

+

Champion's Strength

Level: 5
+School: Alteration
+Sphere: Law
+Range: Medium
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When this spell is cast, the priest draws on the power of his god and lends it to the target creature, in effect creating a champion. The target gains a bonus to strength, dexterity, and constitution scores at a rate of 1 for every 3 levels of the caster, up to a maximum bonus of 6 at 18th level. The effect lasts for 1 round for every level of the caster or until dispelled. This spell is not cumulative with itself or with other similar spells.

+

Chaotic Commands

Level: 5
+School: Enchantment
+Sphere: Chaos
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+While under the effects of this spell, the recipient becomes immune to magical commands. Charm, Command, Confusion, Domination, Hold, and Sleep are all spells that fit into this category. This spell also protects from psionic mind attacks such as a mind flayer's Psionic Blast, but it will not confer complete immunity to psionics. This effect will last for the duration of the spell or until dispelled.

+

Cure Mortal Wounds

Level: 5
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When casting this spell, and laying his hand upon a creature, the priest causes wounds and other injuries to the creature's body to be healed. The priest can restore 5d8 + 1/level points of damage sustained by the target creature (up to a maximum of 5d8+25). This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

+

Flame Strike

Level: 5
+School: Evocation
+Sphere: Combat, Elemental (Fire)
+Range: Long
+Duration: Instant
+Casting Time: 5
+Area of Effect: Target, and enemies within 5'
+Saving Throw: Breath half
+
+Upon casting this spell, a vertical column of fire roars downward, striking a victim selected by the caster, along with every creature within 5 feet of the target. Those who fail on their saving throw vs. breath at -4 sustain 1d6 points of fire damage per level of the caster (up to a maximum of 15d6), and those who succeed receive half damage. This spell will not harm party members.

+

Greater Command

Level: 5
+School: Enchantment
+Sphere: Charm, Combat, Law
+Range: Long
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: Target, and enemies within 20'
+Saving Throw: Special
+
+As with the first level spell Command, this spell enables the priest to command other creatures to lie down and take no action (sleep), but the effects of this spell last up to 10 rounds, and every enemy within 20 feet of the target is affected (save vs. spell at -4 negates). At the start of each round after the first, those affected get another save to attempt to break free from the spell. When the spell duration expires, any creatures still sleeping will awaken.

+

Insect Plague

Level: 5
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 6 rounds
+Casting Time: 5
+Area of Effect: Target, and enemies within 30'
+Saving Throw: Special
+
+When this spell is cast, a mass of creeping, hopping, and flying insects gather and swarm, first attacking the target, and then moving on to all enemies of the caster within the spell's radius.
+
+For the duration of the spell, those affected fight with a -2 penalty to attack rolls and armor class. In addition, each round the victims suffer 2d3 points of damage from insect bites, and have a 100% chance of spell failure. If a successful save vs. breath at -2 is made, the target manages to avoid most of the swarm, reducing damage from bites by half and completely negating the spell failure penalty. Magic resistance does not affect this spell.

+

Magic Resistance

Level: 5
+School: Alteration
+Sphere: Protection
+Range: Touch
+Duration: 2 rounds/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+Upon the casting of this spell, the recipient's resistance to all forms of magic is increased by 2% per level of the priest, up to a maximum bonus of 40% at 20th level. This effect will last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Mass Cure

Level: 5
+School: Necromancy
+Sphere: Healing
+Range: Personal
+Duration: Permanent
+Casting Time: 5
+Area of Effect: Sight
+Saving Throw: None
+
+When casting this spell, the priest must picture the faces of his fellow party members clearly and focus on the unity of the group. Upon completion, all party members within sight of the caster are healed by 2d8 + 2/level hit points (up to a maximum of 2d8+20).

+

Mass Regenerate

Level: 5
+School: Alteration
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 rounds/level
+Casting Time: 5
+Area of Effect: Sight
+Saving Throw: None
+
+This spell enables the caster to imbue all allies within sight with the ability to regenerate. The creatures affected will regain 2 hit points per round (up to a maximum of 60 hit points within 3 turns at level 10). Multiple castings of this spell are not cumulative.

+

Pixie Dust

Level: 5
+School: Conjuration
+Sphere: Combat
+Range: Personal
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: None
+
+This spell creates a handful of pixie dust that the caster can toss into the air. Allies covered by the dust becomes improved invisible for 1 turn.

+

Polymorph Other

Level: 5
+School: Alteration
+Sphere: Animal
+Range: Long
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Polymorph negates
+
+Polymorph Other is a powerful magic that permanently alters the form of the creature affected. The target's mental attributes are not affected and they do not receive the special abilities of the new form, but physical attributes are changed to adhere to the new form and the affected creature loses any special abilities it had in its original form. This particular version of the spell will transform the recipient into a squirrel unless a save vs. polymorph is made successfully. The effectiveness of this spell is dependent upon the target's level, with weak creatures being relatively easy to transmute and more powerful creatures being very difficult. Creatures with less than 8 HD/levels save at a -4 penalty, those with 8 - 14 HD/levels save normally, and those with 15 or more HD/levels save with a +2 bonus. The transformation is instant and permanent until a dispel magic is cast successfully upon the affected creature.
+
+Note that all clothes and equipment that the target was wearing will mold into the new form. However, they will return to their previous state once the target dies or the effects are dispelled.

+

Protection from Acid

Level: 5
+School: Abjuration
+Sphere: Elemental, Protection
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Acid spell is cast, the recipient receives complete protection from all acid-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like acidic dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Melf's Acid Arrow and Acid Fog. Multiple castings of this spell are not cumulative.

+

Protection from Cold

Level: 5
+School: Abjuration
+Sphere: Elemental, Protection
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Cold spell is cast, the recipient receives complete protection from cold-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like icy dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Ice Storm and Cone of Cold. Multiple castings of this spell are not cumulative.

+

Protection from Electricity

Level: 5
+School: Abjuration
+Sphere: Elemental, Protection
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Electricity spell is cast, the recipient receives complete protection from all electrical-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like electric dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Lightning Bolt, Glyph of Warding, Call Lightning, and Chain Lightning. Multiple castings of this spell are not cumulative.

+

Protection from Fire

Level: 5
+School: Abjuration
+Sphere: Elemental, Protection
+Range: Touch
+Duration: 1 turn/level
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+When a Protection from Fire spell is cast, the recipient receives complete protection from fire-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like fiery dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Burning Hands, Fireball, Flame Strike, and Fire Storm. Multiple castings of this spell are not cumulative.

+

Raise Dead

Level: 5
+School: Necromancy
+Sphere: Necromantic
+Range: Short
+Duration: Permanent
+Casting Time: 1 round
+Area of Effect: 1 person
+Saving Throw: None
+
+When the priest casts a Raise Dead spell, life can be restored to a dead comrade. Note that the body of the person must be whole; otherwise, missing parts are still missing when the person is brought back to life. The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic.

+

Repulsion

Level: 5
+School: Abjuration
+Sphere: Wards
+Range: Personal
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: 10' radius
+Saving Throw: Spell negates
+
+An invisible, mobile field surrounds the caster and prevents creatures from approaching him. Any creature within or entering the field must attempt a save vs. spell at -4 penalty. If it fails, it gets pushed away by 10 feet. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons.

+

Righteous Fury

Level: 5
+School: Alteration
+Sphere: Combat
+Range: Personal
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: Caster
+Saving Throw: None
+
+This is a powerful combat spell that enhances the priest's physical prowess, charging him with positive energy and transforming him into a juggernaut of destruction. The caster's strength is augmented by 4 points, his armor class is improved by 2 points, and he gains 1 temporary hit point for every level he has attained (up to a maximum of 20). Furthermore, the caster deals an additional 1d6 points of magic damage whenever he strikes an opponent with a melee weapon. The effects last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Slay Living

+

Stoneskin

Level: 5
+School: Alteration
+Sphere: Elemental (Earth)
+Range: Personal
+Duration: 8 hours
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+When a druid casts this powerful spell upon herself, an outer skin of stone will emerge from the ground, completely covering and shielding her. This skin is, of course, magical and will hinder the druid in no way. The effect of this is to protect the druid from physical attacks such as melee weapons and projectiles. One skin is gained for every two levels of the caster. For each skin the druid possesses, the spell will stop one attack, so a 10th level druid would be protected from the first 5 attacks made against her but the sixth would affect her normally. The skins will remain on the druid until she is affected by a dispel magic, all of the skins are removed due to physical attacks, or the spell duration expires.
+
+It is important to note that this will not protect the druid from any area attacks (such as Fireball), and that any weapon capable of inflicting some type of elemental damage can still harm the caster - the skins will not protect against fire, cold, acid, or electrical damage, even if physical damage is blocked. Multiple castings of this spell are not cumulative.

+

True Seeing

Level: 5
+School: Divination
+Sphere: All
+Range: Personal
+Duration: 1 turn
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+When this spell is cast, the caster gains the ability to see the exact locations of creatures or objects under displacement or invisibility effects, and see through illusions. This effectively neutralize spells such as Blur and Mirror Image, allow the caster to see and target invisible creatures normally, and make him unaffected by hostile illusion spells such as Spook. The caster is also cured from any form of blindness and is immune to it for the duration of the spell.
+
+Note: True Seeing does not dispel illusionary clones such as those conjured by Mislead or Simulacrum, but instead clearly highlights them, revealing them as deceptions.

+

Level 6 Spells

+
+

Aerial Servant

Level: 6
+School: Conjuration
+Sphere: Summoning
+Range: Medium
+Duration: 1 turn/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+The caster of this spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell ends or he is slain.
+
+Aerial Servant (13 Hit Dice):
+STR 21, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
+HP 122, AC -1, THAC0 5, Saving Throws 5/7/6/5/8
+2 Attacks Per Round, 2d6+11 Crushing Damage (Fist +2)
+
+Special Qualities:
+Natural Invisibility: constantly invisible as if affected by an Improved Invisibility spell
+Immune to hold, poison, sleep, & stun effects

+

Animal Summoning VI

Level: 6
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+11th : 2 cave bears
+13th+ : 3 cave bears
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Cave Bear (6 Hit Dice):
+STR 19, DEX 13, CON 19, INT 6, WIS 12, CHA 10; AL Neutral
+HP 78, AC 3, THAC0 11, Saving Throws 11/15/11/13/15
+2 Attacks Per Round, 2d4+9 Crushing Damage (Claws & Bite)

+

Animate Skeleton Warrior

Level: 6
+School: Necromancy
+Sphere: Necromantic
+Range: Long
+Duration: 8 hours
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell animates the corpse of a skilled warrior to rise up and serve the caster. This powerful undead creature will remain under the priest's control until slain or the spell duration expires.
+
+Skeleton Warrior (9 Hit Dice):
+STR 18/51, DEX 14, CON -, INT 15, WIS 14, CHA 12; AL Neutral Evil
+HP 108, AC 2, THAC0 11, Saving Throws 5/7/6/5/8
+2 Attacks Per Round, 2d6+4 Slashing Damage (Two-Handed Sword +1)
+
+Special Qualities:
+Immune to normal weapons
+Immune to charm, confusion, hold, poison, sleep, stun, & death effects
+Cold Resistance 100%; Magic Resistance 90%
+Slashing & Piercing Resistance 40%; Missile Resistance 60%

+

Banishment

Level: 6
+School: Abjuration
+Sphere: Wards
+Range: Long
+Duration: Instant
+Casting Time: 6
+Area of Effect: 30' radius
+Saving Throw: None
+
+This spell forces hostile summoned creatures in the area back to their proper plane. Magic resistance does not effect this spell.

+

Blade Barrier

But why would you sacrifice all that you've gained?

+

Bolt of Glory

Level: 6
+School: Evocation
+Sphere: Combat, Summoning
+Range: Long
+Duration: Instant
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+By casting this spell, the priest channels a bolt of divine energy against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of existence.
+
+Creature Type -- Damage
+ Elemental -- 4d4
+ Humanoid -- 6d6
+ Undead -- 8d8
+ Demonic -- 10d10
+
+Magic resistance does not effect this spell.

+

Conjure Air Elemental

Level: 6
+School: Conjuration
+Sphere: Elemental (Air)
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature.
+
+Air Elemental (12 Hit Dice):
+STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
+HP 116, AC 0, THAC0 5, Saving Throws 7/9/8/8/10
+3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3)
+
+Greater Air Elemental (16 Hit Dice):
+STR 18, DEX 21, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
+HP 138, AC -1, THAC0 1, Saving Throws 4/6/5/4/7
+3 Attacks Per Round, 1d8+5 Piercing Damage (Fist +3)
+
+Special Qualities (12 & 16 Hit Dice):
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%

+

Conjure Animals

Level: 6
+School: Conjuration
+Sphere: Summoning
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the caster to summon forth and control one or two massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell.

+

Conjure Earth Elemental

Level: 6
+School: Conjuration
+Sphere: Elemental (Earth)
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature.
+
+Earth Elemental (12 Hit Dice):
+STR 21, DEX 8, CON 19, INT 6, WIS 11, CHA 11; AL Neutral
+HP 116, AC 3, THAC0 4, Saving Throws 7/9/8/8/10
+2 Attacks Per Round, 2d8+12 Crushing Damage (Fist +3)
+
+Greater Earth Elemental (16 Hit Dice):
+STR 23, DEX 8, CON 21, INT 6, WIS 11, CHA 11; AL Neutral
+HP 152, AC 2, THAC0 0, Saving Throws 4/6/5/4/7
+2 Attacks Per Round, 2d8+14 Crushing Damage (Fist +3)
+
+Special Qualities (12 & 16 Hit Dice):
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Slashing, Piercing, & Missile Resistance 40%

+

Conjure Fire Elemental

Level: 6
+School: Conjuration
+Sphere: Elemental (Fire)
+Range: Medium
+Duration: 1 turn + 1 round/level
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature.
+
+Fire Elemental (12 Hit Dice):
+STR 16, DEX 17, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
+HP 116, AC 1, THAC0 7, Saving Throws 7/9/8/8/10
+2 Attacks Per Round, 2d6+4 Slashing +2d6 Fire Damage (Fist +3)
+
+Greater Fire Elemental (16 Hit Dice):
+STR 18, DEX 19, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
+HP 138, AC 0, THAC0 3, Saving Throws 4/6/5/4/7
+2 Attacks Per Round, 2d8+5 Slashing +2d8 Fire Damage (Fist +3)
+
+Special Qualities (12 & 16 Hit Dice):
+Immune to normal weapons
+Immune to hold, poison, polymorph, sleep, & stun effects
+Fire Resistance 100%
+Slashing, Crushing, Piercing, & Missile Resistance 20%

+

Dolorous Decay

Level: 6
+School: Alteration, Necromancy
+Sphere: Combat, Necromantic
+Range: Medium
+Duration: Special
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: Poison partial
+
+This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The disease will instantly cause a permanent -1 penalty to strength, dexterity, and constitution. If the target fails a saving throw vs. poison at -4, the decay will inflict 1 point of damage per second, until a total of 60 hit points of damage are inflicted, and another point of damage to each physical attribute every 5 rounds. The afflicted creature will also be slowed for the duration of the decay, and ability scores lost with this spell can only be restored with a Cure Disease, a Heal, or a Greater Restoration spell.

+

False Dawn

Level: 6
+School: Evocation
+Sphere: Sun
+Range: Personal
+Duration: 1 turn
+Casting Time: 1 round
+Area of Effect: 15' radius
+Saving Throw: Special
+
+By drawing on the power of the sun, this spell causes the caster's body to emanate a bright light that extends 15 feet in all directions. Each round, opponents within the area must save vs. spell at -4 or be blinded for 1 round. Undead creatures take 2d6 points of damage for each round they are exposed to the false dawn.

+

Fire Seeds

Level: 6
+School: Conjuration
+Sphere: Elemental (Fire)
+Range: Personal
+Duration: 5 turns
+Casting Time: 6
+Area of Effect: Special
+Saving Throw: Breath half
+
+This spell enables the druid to create a number of fire seeds, one for every 2 experience levels the druid has attained (up to a maximum of 10 fire seeds at 20th level). When thrown at an enemy, these will explode into small fireballs, causing 4d6 points of damage to all within a 10 foot radius (save vs. breath at -4 for half damage). The seeds are treated as missiles hurled by the caster with a +4 bonus to the attack roll and each has an enchantment level of +4. These seeds will appear in the caster's hands and remain in existence for 5 turns. The druid may discharge up to five of them per round.

+

Harm

Level: 6
+Sphere: Healing
+Range: Touch
+Duration: Permanent
+Casting Time: 9
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, he/she only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

+

Heal

Level: 6
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: Instant
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+The very potent Heal spell enables the priest to wipe away any injury in the creature who receives its benefits. It completely cures the recipient of all diseases, poisons, and conditions such as blindness and deafness. It heals all points of damage suffered due to wounds or injury and dispels a Feeblemind spell. Naturally, the effects can be negated by later wounds, injuries, and diseases.

+

Physical Mirror

Level: 6
+School: Alteration
+Sphere: Numbers
+Range: Personal
+Duration: 2 turns
+Casting Time: 6
+Area of Effect: Special
+Saving Throw: None
+
+This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster but also distorts his appearence as if a mirrored image of the caster traveled alongside him. Any missile attack that intersects the disk is instantaneously deflected, while there is a 50% chance that a melee attacker will attack the mirrored image and a 50% chance that he will attack the caster.

+

Regeneration

Level: 6
+School: Alteration
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 rounds/level
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+This powerful spell enables the caster to imbue a creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 1 hit point per second (up to a maximum of 180 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Sol's Searing Orb

Level: 6
+School: Conjuration
+Sphere: Elemental (Fire)
+Range: Personal
+Duration: 3 rounds
+Casting Time: 6
+Area of Effect: Special
+Saving Throw: Breath partial
+
+When the spell is completed, it creates a glowing gem. This gem must be thrown at an opponent within 3 rounds, or it will become too hot to hold. When it hits, the gem bursts with a brilliant, searing flash that causes 12d6 points of fire damage to anyone within 30 feet. Creatures within the burst are allowed a saving throw vs. breath at -4 penalty. If successful, only half damage is sustained. On a failed save, the victim also suffers -2 penalty to thac0 and 1d6 points of fire damage each round for 6 rounds. It is not possible for the priest to give the stone to another character to throw. Magic resistance does not effect this spell, nor do any of the spell protections.

+

Wondrous Recall

Level: 6
+School: Alteration
+Sphere: Charm, Creation
+Range: Personal
+Duration: Instant
+Casting Time: 1 round
+Area of Effect: Caster
+Saving Throw: None
+
+This spell enables the caster to bring back into memory two spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or greater spells.

+

Level 7 Spells

+
+

Animal Summoning VII

Level: 7
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls a number of animals, which serve the summoner under any conditions. The type and number of creatures that appear depend upon the level of the druid casting the spell.
+
+13th+ : 2 Polar Bears
+
+The summoned animals will aid the caster by whatever means they possess, staying until the spell duration expires.
+
+Polar Bear (8 Hit Dice):
+STR 21, DEX 13, CON 19, INT 6, WIS 12, CHA 8; AL Neutral
+HP 104, AC 3, THAC0 8, Saving Throws 10/14/10/12/14
+2 Attacks Per Round, 2d4+11 Crushing Damage (Claws & Bite)
+
+Special Qualities:
+Immunity to Ice Storm
+Cold Resistance 20%

+

Chaos

Level: 7
+School: Enchantment
+Sphere: Chaos
+Range: Long
+Duration: 1 turn
+Casting Time: 7
+Area of Effect: 30' radius
+Saving Throw: Special
+
+This spell allows the caster to create a sphere of chaotic magic. All enemies within the area affected by the casting of this spell must make a saving throw vs. spell at -4 for every round that they remain in the sphere, and if the save is failed one of the following random effects occurs: the target goes berserk, is confused, is paralyzed, is rendered unconscious, or flees in panic.

+

Creeping Doom

Level: 7
+School: Conjuration
+Sphere: Animal
+Range: Long
+Duration: 6 rounds
+Casting Time: 5
+Area of Effect: Target, and enemies within 30'
+Saving Throw: Special
+
+When the caster utters the spell Creeping Doom, he calls forth a horde of venomous biting and stinging arachnids, insects, and myriapods. This carpet-like mass swarms over a large area, spreading to all creatures within 30 feet of the target.
+
+For the duration of the spell, those affected fight with a -2 penalty to attack rolls and armor class. In addition, each round the victims suffer 2d3 points of damage from insect bites, have a 100% chance of spell failure, and must make saving throws vs. death at -2 or be poisoned. If a successful save vs. breath at -4 is made, the target manages to avoid most of the swarm, reducing damage from bites by half and completely negating the spell failure penalty. Poisoned creatures suffer additional 6 points of damage each round for 3 rounds or until cured. Magic resistance does not affect this spell.

+

Earthquake

Level: 7
+School: Alteration
+Sphere: Elemental (Earth)
+Range: Long
+Duration: 3 rounds
+Casting Time: 1 round
+Area of Effect: 30' radius
+Saving Throw: Special
+
+When this spell is cast by a druid, a local earthquake rips the ground. Once every round for the spell's duration, a tremor will take place, affecting all creatures in its area of effect. Earth elementals and flying creatures are unaffected by this spell.
+
+There are three tremors that are caused by the earthquake. The first tremor causes all creatures affected to suffer 6d6 points of damage (save vs. paralyzation at -6 for half damage). Those who fail their saving throw fall to the ground unconscious for 2 rounds. The second tremor is less severe, causing 4d6 points of damage (save vs. death at -4 for half), but is accompanied by fissures opening in the earth, which all affected creatures have a 20% chance to fall into and die (save vs. breath at -4 negates). The final tremor causes 2d6 damage (save vs. death at -2 for half) and there is a 10% chance affected creatures will be trapped within the fissures, causing death (save vs. breath at -2 negates). Creatures knocked unconscious by the first tremor automatically fail any saves to try to avoid falling into or becoming trapped in the fissures.
+
+This spell will affect both enemies and friends of the caster, so care must be taken in its use. Magic resistance does not affect this spell.

+

Finger of Death

Level: 7
+School: Necromancy
+Sphere: War
+Range: Long
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: Death partial
+
+The Finger of Death spell snuffs out the victim's life force. The caster points his finger at the victim after the incantation is complete and death occurs, unless a save vs. death at -2 is made. A creature successfully saving still receives 6d8 points of damage.

+

Fire Storm

Level: 7
+School: Evocation
+Sphere: Combat, Elemental (Fire)
+Range: Long
+Duration: 4 rounds
+Casting Time: 1 round
+Area of Effect: 30' radius
+Saving Throw: Breath half
+
+When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Those caught in the inferno receive 2d8 points of damage plus one for each level of the caster (up to a maximum of 2d8+20). This assault will last for four rounds, continuing to damage all creatures who remain within the area of effect. An area 10 feet around the caster will be protected from the onslaught. Creatures who successfully save vs. breath at a -4 penalty take only half damage.

+

Greater Restoration

Level: 7
+School: Necromancy
+Sphere: Necromantic
+Range: Touch
+Duration: Permanent
+Casting Time: 5
+Area of Effect: 1 creature
+Saving Throw: None
+
+A Greater Restoration spell removes most temporary and permanent negative effects from the target creature. It reverses any previous life energy level drain of the creature caused by any force, spell, or monster. It can restore a polymorphed or petrified creature to its natural form, break the effects of a curse, reverse unnatural mental states such as confusion, feeblemindedness, and berserk rages, and free the recipient from magical effects like fear, paralysis, sleep, and stun. This potent spell will also restore any lost hit points and cure the target of any diseases or poisons.
+
+The casting of this spell is very draining on the priest, leaving him physically and mentally exhausted. For 5 rounds after the spell is cast, the priest will suffer a -2 penalty to hit, damage, armor class, and casting speed factor.

+

Holy Word

Level: 7
+School: Conjuration
+Sphere: Combat
+Range: Personal
+Duration: Special
+Casting Time: 1
+Area of Effect: 30' radius
+Saving Throw: None
+
+Uttering a Holy Word channels magic of tremendous power. The spell affect all enemies that are caught in the area of effec, while the effects differ according to the level of the target as follows:
+
+Target's Hit Dice -- Effects of Holy Word
+Equal to caster level -- Deafness for 1 turn
+Up to caster level -1 -- Blindness for 5 rounds
+Up to caster level -5 -- Stun for 1 round
+Up to caster level -10 -- Death
+
+The effects are cumulative and concurrent.

+

Nature's Beauty

Level: 7
+School: Illusion
+Sphere: Elemental
+Range: Personal
+Duration: 1 turn
+Casting Time: 7
+Area of Effect: 30' radius
+Saving Throw: Special
+
+When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty, for a male, this is usually a nymph or a dryad, for a female, the image varies. Any humanoid viewing the illusion must save vs. spell at a -4 penalty or be charmed for 10 rounds. The transformation is instantaneous, but lasts only seconds, affecting those in the area but excluding fellow party members.
+
+If the caster harms, or attempts to harm, a charmed creature by some overt action, or if a dispel magic spell is successfully cast upon a charmed creature, the charm is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.

+

Regeneration

Level: 7
+School: Necromancy
+Sphere: Healing
+Range: Touch
+Duration: 1 turn + 2 round/level
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: None
+
+This powerful spell enables the caster to imbue a creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 1 hit point per second (up to a maximum of 180 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.

+

Resurrection

Level: 7
+School: Necromancy
+Sphere: Necromantic
+Range: Touch
+Duration: Permanent
+Casting Time: 1 round
+Area of Effect: 1 creature
+Saving Throw: None
+
+Like the 5th level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also fully heals the character so that they are ready for the adventuring life once more.

+

Shield of the Archons

Level: 7
+School: Abjuration
+Sphere: Protection
+Range: Personal
+Duration: 1 turn
+Casting Time: 1
+Area of Effect: Caster
+Saving Throw: None
+
+This powerful abjuration spell causes spells cast against the priest to be absorbed and consumed. This spell will not protect the caster from dispel magic, but it will not be affected by dispel magic, either.
+
+This spell also grants protection from spells cast from scrolls and innate spell-like abilities, but will not protect against area effect spells that are not centered directly upon the priest (such as Fireball), or stationary area effect spells (such as Cloudkill and Stinking Cloud).

+

Summon Death Knight

Level: 7
+School: Necromancy
+Sphere: All
+Range: Medium
+Duration: 3 turns
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+By means of this spell, the caster calls an outer planar creature to attack his foes and himself if not careful. The creature summoned in is a Death Knight, a powerful undead demon. The creature cannot be directly controlled, but the summoner can attempt to compel the demon to perform a service for him for the duration of the spell. Charismatic and powerful casters may bind the creature's will, intelligent and wise ones may negotiate with it, but dealing with these demonic creatures is always dangerous, and sometimes it may lead to disaster. Priests are warned to be careful of this spell, for a mistreated Death Knight will turn on his summoner at the first available opportunity.
+
+Death Knight (13 Hit Dice):
+STR 18/00, DEX 12, CON -, INT 17, WIS 15, CHA 16; AL Lawful Evil
+HP 112, AC -4, THAC0 1, Saving Throws 5/7/5/9/7
+3 Attacks Per Round, 2d6+11 Slashing Damage (Two-Handed Sword +3)
+
+Special Qualities:
+Aura of Fear: creatures in a 5' radius must save vs. spell each round or flee in terror for 1 round
+Immune to non-magical weapons
+Immune to charm, confusion, hold, stun, sleep, poison, & death effects
+Cold Resistance 100%; Physical Resistance 20%; Magic Resistance 75%
+
+Special Abilities:
+See Invisibility (permanent)
+Dispel Magic (once every 5 rounds)
+Unholy Fireball (once per day)
+Power Words: Blind, Stun, or Kill (once per day each)
+Symbols: of Weakness or Death (once per day each)

+

Summon Shambling Mound

Level: 7
+School: Conjuration
+Sphere: Plant
+Range: Medium
+Duration: 8 hours
+Casting Time: 1 round
+Area of Effect: Special
+Saving Throw: None
+
+This spell summons forth a shambling mound to assist the caster. The shambler appears to be heaps of rotting vegetation, but it is actually an intelligent form of plant life, with a roughly humanoid shape, and a brain-like control center in its "chest" area. The shambling mound will remain under the caster's control until it is slain or the spell duration expires.
+
+Shambling Mound (16 Hit Dice):
+STR 19, DEX 10, CON 16, INT 7, WIS 10, CHA 9; AL Neutral
+HP 124, AC 0, THAC0 2, Saving Throws 4/6/5/4/7
+2 Attacks Per Round, 2d6+10 Crushing Damage (Fist +3)
+
+Combat Abilities:
+Entangle: 50% chance target must save vs. breath or be entangled
+Constrict: any creature entangled by the shambler can save vs. breath each round to break free; those who fail the save suffer 2d6+10 points of damage and remain entangled
+
+Special Qualities:
+Regeneration: 1hp/round
+Immune to charm, hold, poison, polymorph, sleep, & stun effects
+Electrical Resistance 125%; Fire Resistance 100%; Cold Resistance 50%
+Crushing Resistance 100%; Slashing, Piercing, & Missile Resistance 50%

+

Sunray

Level: 7
+School: Evocation
+Sphere: Sun
+Range: Personal
+Duration: Special
+Casting Time: 5
+Area of Effect: 30' radius
+Saving Throw: Special
+
+When this spell is cast, it causes a ray of sunlight to beam down upon the caster and a globe of searing radiance to explode in a 30 foot radius. All hostile creatures in the area of effect are blinded for 10 rounds and take 6d6 points of damage. Undead creatures caught within the sunburst instead take 1d6 points of damage per caster level (up to a maximum of 20d6). A successful save vs. breath at a -4 penalty negates the blindness and reduces the damage by half. The burst also results in the destruction of all undead creatures specifically harmed by bright light (such as vampires, shadows, and wraiths) that fail a saving throw vs. spell.

+

Symbol of Death

Level: 7
+School: Conjuration
+Sphere: Combat
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 20' radius
+Saving Throw: Death negates
+
+Symbol of Death is a powerful enchantment that allows the caster to inscribe a symbol on the ground or any other surface. The symbol will remain there until a hostile creature comes within 15 feet of the glyph, at which point it is triggered and explodes, causing all enemies within a 20 foot radius to make a saving throw vs. death at -4 or die. Creatures with more than 60 current hit points are immune to this effect.

+

Symbol of Stunning

Level: 7
+School: Conjuration
+Sphere: Combat
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 20' radius
+Saving Throw: Spell negates
+
+Symbol of Stunning is a powerful enchantment that allows the caster to inscribe a symbol on the ground or any other surface. The symbol will remain there until a hostile creature comes within 15 feet of the glyph, at which point it is triggered and explodes, causing all enemies within a 20 foot radius to make a saving throw vs. spell at -4 or be stunned for 4 rounds.

+

Symbol of Weakness

Level: 7
+School: Conjuration
+Sphere: Combat
+Range: Long
+Duration: Special
+Casting Time: 1 round
+Area of Effect: 20' radius
+Saving Throw: Spell negates
+
+Symbol of Weakness is a powerful enchantment that allows the caster to inscribe a symbol on the ground or any other surface. The symbol will remain there until a hostile creature comes within 15 feet of the glyph, at which point it is triggered and explodes, causing all enemies within a 20 foot radius to make a saving throw vs. spell at -4 or have their strength, dexterity, and constitution reduced by 4. The spell effects will persist until the character receives a Cure Disease spell.

+

Unholy Word

Level: 7
+School: Conjuration
+Sphere: Combat
+Range: Personal
+Duration: Special
+Casting Time: 1
+Area of Effect: 30' radius
+Saving Throw: None
+
+Uttering an Unholy Word channels magic of tremendous power. The spell affect all enemies that are caught in the area of effec, while the effects differ according to the level of the target as follows:
+
+Target's Hit Dice -- Effects of Unholy Word
+Equal to caster level -- Deafness for 1 turn
+Up to caster level -1 -- Slowness for 5 rounds
+Up to caster level -5 -- Confusion for 1 round
+Up to caster level -10 -- Death
+
+The effects are cumulative and concurrent.

+
+ + +
+
+ \ No newline at end of file
+ +
+
+

SCS Icewind Dale spells - Arcane Spells

+
+
+
+ + + + +

New Level 1 Spells

+
+

Expeditious Retreat

Level: 1
+Range: 0
+Duration: 3 rounds
+Casting Time: 1
+Area of Effect: The caster
+Saving Throw: None
+
+This spell doubles the caster's normal speed for a short period of time... usually long enough to escape. Other movement-altering effects, such as Haste and Slow, cannot affect the caster while this spell is in effect. While Expeditious Retreat is active, the caster cannot attack, cast spells, or use any items or special abilities... he/she can only run.

+

New Level 2 Spells

+
+

Cat's Grace

Level: 2
+Range: Touch
+Duration: 1 hour/level
+Casting Time: 2
+Area of Effect: 1 creature
+Saving Throw: None
+
+This spell magically increases a target's Dexterity. The amount depends on the target's class: Rogues gain 1d8 points, warriors and wizards gain 1d6 points, and priests gain 1d4 points. If a character has more than one class, the larger die is used. Cat's Grace cannot raise a target's Dexterity past 20.

+

Decastave

Level: 2
+Range: 0
+Duration: 3 rounds + 1 round/level
+Casting Time: 2
+Area of Effect: The caster
+Saving Throw: None
+
+This spell creates a staff of force in the caster's hand. It is treated as a magical weapon, doing 1d6 Hit Points of damage per hit, and it can hit creatures that require +1 weapons to hit. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1d2 Hit Points on every strike. These Hit Points are added to the caster's, but they can only heal damage the caster has taken; they will not raise his/her Hit Points beyond his/her normal maximum.

+

Snilloc's Snowball Swarm

Level: 2
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 2
+Area of Effect: 15-ft. radius
+Saving Throw: 1/2
+
+This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1d3 points of cold damage per level, up to a maximum of 8d3 points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1d6 points of cold damage per level, up to a maximum of 8d6 points at level 8.

+

New Level 3 Spells

+
+

Icelance

Level: 3
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 3
+Area of Effect: 1 creature
+Saving Throw: Special
+
+This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5d6 points of cold damage and forcing the target to make a Save vs. Spell or be stunned for 3 rounds.

+

Lance of Disruption

Level: 3
+Range: 100 ft.
+Duration: Instant
+Casting Time: 3
+Area of Effect: Special
+Saving Throw: 1/2
+
+This spell shoots a lance of force, which travels from the caster to a specified point 100 ft. in the distance. Any creatures in the lance's path take 5d4 points of crushing damage plus 2 points of damage per level of the caster (maximum of +30). Victims can save vs. Spell for half damage.

+

Monster Summoning I

Level: 3
+Range: 20 ft.
+Duration: 2 rounds + 1 round/level
+Casting Time: 3
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell the wizard summons 2d3 1st-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+

New Level 4 Spells

+
+

Beltyn's Burning Blood

Level: 4
+Range: Visual range of the caster
+Duration: 1 round/2 levels
+Casting Time: 4
+Area of Effect: 1 creature
+Saving Throw: Neg.
+
+This spell turns a target's blood to flame, doing 3d4 Hit Points of damage every round and driving the victim berserk with pain. The target gets to save vs. Spell every round; if successful, the damage and berserk state are negated. This spell does not work against undead or extraplanar creatures that do not have blood (such as elementals). If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell.

+

Emotion, Courage

Level: 4
+Range: Visual range of the caster
+Duration: 1 hour
+Casting Time: 4
+Area of Effect: 7-ft. radius
+Saving Throw: None
+
+This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

+

Emotion, Fear

Level: 4
+Range: Visual range of the caster
+Duration: 5 rounds
+Casting Time: 4
+Area of Effect: 7-ft. radius
+Saving Throw: Neg.
+
+This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.

+

Emotion, Hope

Level: 4
+Range: Visual range of the caster
+Duration: 1 hour
+Casting Time: 4
+Area of Effect: 7-ft. radius
+Saving Throw: None
+
+This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.

+

Emotion, Hopelessness

Level: 4
+Range: Visual range of the caster
+Duration: 1 turn
+Casting Time: 4
+Area of Effect: 7-ft. radius
+Saving Throw: Neg.
+
+This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

+

Monster Summoning II

Level: 4
+Range: 20 ft.
+Duration: 3 rounds + 1 round/level
+Casting Time: 4
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell the wizard summons 1d6 2nd-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+

Mordenkainen's Force Missiles

Level: 4
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 4
+Area of Effect: 2-ft. radius
+Saving Throw: Special
+
+This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a Magic Missile spell. The wizard creates one missile at 7th level and an additional missile at every third level after 7th—in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 2-ft. radius concussive blast that inflicts 1 point of damage per level of the caster—for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of magic damage. Creatures taking damage can attempt a Save vs. Spell to negate the concussion damage, but the impact of the missile itself allows no Saving Throw. The 1st-level wizard spell Shield will absorb the force missiles harmlessly, including the concussion damage.

+

Shadow Monsters

Level: 4
+Range: Visual range of the caster
+Duration: 1 round/level
+Casting Time: 4
+Area of Effect: Special
+Saving Throw: None
+
+This spell shapes material from the Demiplane of Shadow into illusionary monsters. Up to six shadowy creatures can be summoned at once, but their total Hit Dice will normally not exceed the spellcaster's level.

+

Shout

Level: 4
+Range: 0
+Duration: Instant
+Casting Time: 1
+Area of Effect: 17-ft. cone with 15-deg. arc
+Saving Throw: Special
+
+Shout grants the wizard tremendous vocal powers, allowing him/her to emit an earsplitting roar from his/her mouth in a cone-shaped area of effect. Any creature within this area is deafened for 9 rounds and suffers 4d6 points of magic damage. A successful Save vs. Spell negates the deafness and reduces the damage by half.

+

Vitriolic Sphere

Level: 4
+Range: Visual range of the caster
+Duration: Special
+Casting Time: 4
+Area of Effect: 5-ft. radius
+Saving Throw: Special
+
+This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of acid damage per caster level, to a maximum of 12d4 points of damage. After the initial damage, the victim must save vs. Spell to avoid more damage. If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round. Each round after the first, the victim is entitled to a Save vs. Spell to avoid further damage.
+
+The vitriolic sphere also splashes acid in a 5-ft. radius around the primary target. Any creatures within the splash radius must save vs. Petrification/Polymorph or suffer a splash hit that inflicts 1d4 points of damage per every five levels of the caster. Splash hits do not cause continuing damage.

+

New Level 5 Spells

+
+

Conjure Lesser Air Elemental

Level: 5
+Range: Visual range of the caster
+Duration: 1 turn/level
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Air and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

+

Conjure Lesser Earth Elemental

Level: 5
+Range: Visual range of the caster
+Duration: 1 turn/level
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Earth and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

+

Conjure Lesser Fire Elemental

Level: 5
+Range: Visual range of the caster
+Duration: 1 turn/level
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Fire and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

+

Conjure Lesser Water Elemental

Level: 5
+Range: Visual range of the caster
+Duration: 1 turn/level
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: None
+
+This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Water and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

+

Demi-Shadow Monsters

Level: 5
+Range: Visual range of the caster
+Duration: 1 round/level
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+This spell is similar to the 4th-level wizard spell Shadow Monsters, except the summoned creatures are much more powerful.

+

Monster Summoning III

Level: 5
+Range: 20 ft.
+Duration: 4 rounds + 1 round/level
+Casting Time: 5
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell the wizard summons 1d4 3rd-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+

Shroud of Flame

Level: 5
+Range: Visual range of the caster
+Duration: 1 round/2 levels (special)
+Casting Time: 5
+Area of Effect: 5-ft. radius
+Saving Throw: Neg.
+
+This spell causes a creature to burst into flames if it fails a Save vs. Spell. The creature will burn for 2d6 points of fire damage every round, and gouts of flame erupt from the burning target, causing any creatures within 5 ft. to take 1d4 points of fire damage from the flames. Anyone hit by the victim's flames must also make a Save vs. Spell to avoid contracting the shroud themselves. The shroud of flame dissipates if the caster and target are no longer in the same area. This spell is particularly useful in dispersing packs of trolls and frost salamanders.

+

New Level 6 Spells

+
+

Antimagic Shell

Level: 6
+Range: 0
+Duration: 1 turn/level
+Casting Time: 1
+Area of Effect: The caster
+Saving Throw: None
+
+This spell surrounds the caster with an invisible barrier that moves with him/her. This barrier makes the wizard immune to any magical attacks, but it prevents him/her from casting spells.
+
+Antimagic Shell also dispels deafness and feeblemindedness in the caster.

+

Darts of Bone

Level: 6
+Range: 0
+Duration: 5 rounds
+Casting Time: 5
+Area of Effect: The caster
+Saving Throw: None
+
+This spell creates nine darts that can be used by the caster and cannot be unequipped so long as the spell is in effect. The darts are +3, do 1d4+3 missile damage, and a creature struck by a dart must save vs. Death or take 2d6 magic damage and have its Strength reduced by 3 for 5 rounds. Strength reduction is noncumulative, and failing a save while the reduction is in effect will not extend its duration. The caster's weapon proficiency with darts (or lack thereof) has no effect on the darts' chances to hit a target.

+

Lich Touch

Level: 6
+Range: Touch
+Duration: 1 round/level
+Casting Time: 6
+Area of Effect: The caster
+Saving Throw: Special
+
+This spell confers the powers of a lich's touch and a lich's immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his/her hands glow with an unearthly blue radiance that does 1d10 cold damage to a target and paralyzes them unless a Save vs. Paralysis is made. This spell has no effect on undead.

+

Monster Summoning IV

Level: 6
+Range: 20 ft.
+Duration: 5 rounds + 1 round/level
+Casting Time: 6
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell the wizard summons 1d3 4th-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+

Otiluke's Freezing Sphere

Level: 6
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 6
+Area of Effect: 1 creature
+Saving Throw: Neg.
+
+This spell fires an orb of cold at a creature that inflicts 1d4+2 points of cold damage per level of the caster. If the target makes its Save vs. Spell, however, they have dodged the orb and avoided all damage.

+

Shades

Level: 6
+Range: Visual range of the caster
+Duration: 1 round/level
+Casting Time: 6
+Area of Effect: Special
+Saving Throw: None
+
+Shades is similar to Shadow Monsters and Demi-Shadow Monsters—it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demi-Shadow Monsters, and they will obey the caster until the spell expires or they are slain.

+

Soul Eater

Level: 6
+Range: Visual range of the caster
+Duration: Instant
+Casting Time: 5
+Area of Effect: 7-ft. radius
+Saving Throw: None
+
+This spell deals 3d8 magic damage to all living creatures within a 14-ft. radius. Any creatures that die as a result of this damage are obliterated, and their essence is transformed into a 3-Hit-Dice skeleton under control of the caster. Also, for each creature that dies in this manner, the caster receives a +1 bonus to Strength, Dexterity, and Constitution for 1 turn. Soul Eater has no effect on undead, constructs, and elemental creatures.

+

Trollish Fortitude

Level: 6
+Range: 0
+Duration: 2 turns
+Casting Time: 6
+Area of Effect: The caster
+Saving Throw: None
+
+This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 Hit Points per round up to his/her maximum Hit Points.

+

New Level 7 Spells

+
+

Acid Storm

Level: 7
+Range: Visual range of the caster
+Duration: 1 round/level
+Casting Time: 7
+Area of Effect: 12-ft. radius
+Saving Throw: 1/2
+
+This spell unleashes an acidic downpour on the area of effect, doing 1d4 points of acid damage each round for the first three rounds, 1d6 points for the next three rounds, and 1d8 points for each round thereafter. Moving out of the area of effect does not stop the damage—the acid adheres to the skin, and any creatures in the area of effect when Acid Storm is cast continue to suffer acid damage as long as the spell duration lasts. Creatures make a Save vs. Spell every round after they have been hit by the cloud—if successful, they only take half damage (for that round only).

+

Malavon's Rage

Level: 7
+Range: 0
+Duration: Instant
+Casting Time: 1
+Area of Effect: 7-ft. radius
+Saving Throw: 1/2
+
+Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike. The small wedges of magic do 20d4 points of piercing damage (save vs. Spell for half) to everything caught in their path. This spell is especially useful when a wizard is surrounded by enemies.

+

Monster Summoning V

Level: 7
+Range: 20 ft.
+Duration: 6 rounds + 1 round/level
+Casting Time: 7
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell the wizard summons 1d3 5th-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+

Mordenkainen's Force Blade

Level: 7
+Range: Visual range of the caster
+Duration: 1 round/level
+Casting Time: 7
+Area of Effect: Special
+Saving Throw: None
+
+This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a Fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or lower and inflicts 5d6 points of slashing damage with every strike.

+

Seven Eyes

Level: 7
+Range: 0
+Duration: 2 turns
+Casting Time: 7
+Area of Effect: The caster
+Saving Throw: None
+
+This spell conjures forth seven magical orbs that float in a ring above the caster's head. Each eye has a defensive and offensive ability, though once either one is used, the eye will lose its power. The powers of each eye are described below.
+
+Eye of the Mind: This orb protects the caster against mental attacks such as charm, emotion, and fear. The eye can be expended as the 1st-level wizard spell Charm Person, bringing a humanoid creature under the caster's control for 1 turn (Save vs. Spell negates).
+
+Eye of the Sword: This eye deflects the first physical damaging attack that strikes the caster. The eye may be expended as the 1st-level wizard spell Magic Missile, creating up to 5 missiles (one for every two levels of experience besides the first) that each strike a target for 1d4+1 magic damage.
+
+Eye of the Mage: This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye can also be expended as the 3rd-level wizard spell Lightning Bolt, dealing 1d6 electrical damage per level (capped at 10d6) to all creatures in its path.
+
+Eye of Venom: This eye halts any one attack or effect that could poison the caster. The eye can also be expended as the 4th-level priest spell Poison, dealing 20 points of damage to one creature over a period of 20 seconds (Save vs. Poison negates).
+
+Eye of the Spirit: This eye blocks one instant-death magic attack (Death Spell; Finger of Death; Power Word, Kill; Slay Living; Destruction). The wizard may instead choose to expend the eye's power as the 2nd-level wizard spell Ray of Enfeeblement, dropping a target's Strength to 5 (Save vs. Spell negates).
+
+Eye of Fortitude: This eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th-level wizard spell Shout, dealing 4d6 magic damage and deafening creatures within a 35-ft. cone (Save vs. Spell halves damage and negates deafness).
+
+Eye of Stone: This eye shields the caster from a single petrification attack. It can also be used as the 3rd-level wizard spell Hold Person, rendering humanoids of man-size or smaller immobile for 1 round/level (Save vs. Spell negates).

+

Suffocate

Level: 7
+Range: Visual range of the caster
+Duration: 4 rounds
+Casting Time: 7
+Area of Effect: 7-ft. radius
+Saving Throw: Special
+
+This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, half movement rate, and take 4d8 points of magic damage per round. A successful Saving Throw negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it can take a round for a character to catch their second wind.

+

New Level 8 Spells

+
+

Great Shout

Level: 8
+Range: 0
+Duration: Instant
+Casting Time: 1
+Area of Effect: 17-ft. cone with 15-deg. arc
+Saving Throw: 1/2
+
+Upon uttering the Great Shout, the caster releases a stunning force from his/her mouth in a 17-ft. cone. The Great Shout is extremely taxing and dangerous to the user. The shout drains 2d4 Hit Points from the caster, and he/she must make a Save vs. Spell or fall unconscious for 1 turn. Creatures 5 Hit Dice and under caught within the Great Shout instantly die. All other creatures within the area of effect must save vs. Spell. Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 4d12 points of magic damage. Those who make the save are stunned for 1 round, deafened for 2 rounds, and suffer 2d12 points of magic damage.

+

Iron Body

Level: 8
+Range: 0
+Duration: 2 turns
+Casting Time: 8
+Area of Effect: The caster
+Saving Throw: None
+
+This spell transforms the caster's body into living iron, granting him/her several powerful resistances and abilities. While the spell is in effect, the caster is 100% resistant to electricity and poison, 50% resistant to fire, and 25% resistant to crushing damage. Spells that affect respiration or the physiology of the caster are ignored. In addition, the caster's Strength is raised to 25, and the caster can attack twice per round with iron fists for 2d4 points of damage plus appropriate Strength bonuses.
+
+Unfortunately, the caster's movement becomes slow and awkward, setting his/her movement rate to 25% of his/her normal, and he/she cannot cast spells while Iron Body is in effect.

+

Mind Blank

Level: 8
+Range: 0
+Duration: 24 hours
+Casting Time: 1
+Area of Effect: The caster
+Saving Throw: None
+
+In the interests of one's self-control and privacy, Mind Blank shields a creature's mind from almost any mental effect—charm, maze, feeblemind, confusion, fear, intoxication, berserk, hold, and petrification.

+

Monster Summoning VI

Level: 8
+Range: 20 ft.
+Duration: 7 rounds + 1 round/level
+Casting Time: 8
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell the wizard summons 1d3 6th-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+

New Level 9 Spells

+
+

Monster Summoning VII

Level: 9
+Range: 20 ft.
+Duration: 8 rounds + 1 round/level
+Casting Time: 9
+Area of Effect: Special
+Saving Throw: None
+
+With the casting of this spell, the wizard summons 1d2 7th- or 8th-level monsters. These appear within spell range and can be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

+
+ + +
+