|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Conjuration (Healing)||1 standard action||PRPG-O|
|Will negates (harmless, object) - Yes (harmless, object)||Adp 3, Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3||V, S, M/DF|
|Instant or 10 min./level; see text||Touch||1 hour|
|Target: Creature or object of up to 1 cu. ft./level touched|
Immunizes subject against poison, detoxifies venom in or on subject.
You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.
|Illusion (Phantasm) [Mind-affecting] [Evil]||10 minutes||PRPG-O|
|Will negates; see text - Yes||Brd 5, Madness 5, Sor/Wiz 5||V, S|
|Target: One living creature|
Sends vision dealing 1d10 damage, fatigue.
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.)
Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.
|Abjuration||1 standard action||PRPG-O|
|Will negates (harmless, object) - Yes (harmless, object)||Rgr 4, Sor/Wiz 3, Trickery 3||V, S, M|
|1 hour/level||Touch||6 hours|
|Target: Creature or object touched|
|Materials: Diamond dust worth 50 gp|
Hides subject from divination, scrying.
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance and detect spells. Nondetection also prevents location by such magic items as crystal ball s. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection . If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature's gear as well as the creature itself.