TAG_ROOT				Dungeons and Dragons 3.5 Edition Rules Help 	~Abilities~[TAG_ABILITIES]~Races~[TAG_RACES]~Classes~[TAG_CLASSES]~Skills~[TAG_SKILLS]~Feats~[TAG_FEATS]~Character Description~[TAG_DESCRIPTION]~Equipment~[TAG_EQUIPMENT]~Combat~[TAG_COMBAT]~Adventuring~[TAG_ADVENTURING]~Magic~[TAG_MAGIC]~Spells~[TAG_SPELLS]~Interface Help (General Interfaces)~[TAG_INTERFACE_HELP]~Interface Help (Specific Interfaces)~[TAG_HMU_ROOT]~Character Conditions~[TAG_CHARACTER_CONDITIONS]~Creature Special Abilities~[TAG_SPECIAL_ABILITIES]~Tutorial~[TAG_TUT_ROOT]
TAG_COMBAT_ACTIONS	TAG_COMBAT			Combat Actions	There are many actions a character can take during combat.  All actions have an ~action cost~[TAG_ACTION_COST].  Some actions provoke ~attacks of opportunity~[TAG_AOO].[CMD_CHILDREN]
TAG_AID_ANOTHER	TAG_SPECIAL_ATTACKS			Aid Another	In combat, you can help a friend attack or defend by distracting or interfering with opponents.  Select a friendly target.  That target gains a +2 bonus to his attack rolls until your next turn.You can also use this action to wake a friend under the influence of a ~sleep~[TAG_SPELLS_SLEEP] spell.  Aiding another is a ~standard action~[TAG_STANDARD_ACTION] which does not provoke an ~attack of opportunity~[TAG_AOO].
TAG_AOO	TAG_COMBAT			Attack Of Opportunity	A single extra ~melee attack~[TAG_MELEE_ATTACKS] per round that a combatant can make when an opponent within reach takes an action which provokes an attack of opportunity.  Actions which provoke attacks of opportunity include casting a spell, using a ranged weapon, and moving through a threatened area.In Greyhawk: Temple of Elemental Evil all characters automatically make the first attack of opportunity which presents itself.
TAG_ARMOR_CLASS	TAG_COMBAT			Armor Class (AC)	Armor Class (AC) is a number representing a character's ability to avoid being hit in combat.  Higher numbers are better.  An opponent's attack roll must equal or exceed the target's Armor Class to hit it.  A character's Armor Class is 10 + all applicable modifiers (typically armor bonus, shield bonus, dexterity modifier, and size modifier).
TAG_ABILITIES				Abilities	[CMD_CHILDREN]
TAG_ABILITY_SCORES	TAG_ABILITIES			Ability Scores	Ability scores are created by rolling four six-sided dice. For each of the six ~abilities~[TAG_THE_ABILITIES] roll the four dice, disregarding the lowest die roll and totalling the three highest ones. The result is a number between 3 (horrible) and 18 (tremendous). The average ability score for a typical commoner is 10 or 11, but your characters are not typical.Your rolls will be displayed on screen. If you are unhappy with them, you have the option of rolling again (not in the ~Ironman Mode~[TAG_IRONMAN] however) until you are satisfied with them. You then will need to assign the six die rolls to that character's ~abilities~[TAG_THE_ABILITIES].After each assigned die roll, the ~ability modifier~[TAG_ABILITY_MODIFIERS] will be displayed. Finally, it is important for spellcasters to know which ability governs bonus spells for their particular type of magic. ~Wizards~[TAG_WIZARDS] use ~intelligence~[TAG_INTELLIGENCE]; ~clerics~[TAG_CLERICS], ~druids~[TAG_DRUIDS], ~paladins~[TAG_PALADINS], and ~rangers~[TAG_RANGERS] use ~wisdom~[TAG_WISDOM]; ~sorcerers~[TAG_SORCERERS] and ~bards~[TAG_BARDS] use ~charisma~[TAG_CHARISMA]. If the spellcaster's abilitiy score is 10 or lower, you will not be able to cast spells tied to that ability.
TAG_THE_ABILITIES	TAG_ABILITIES			The Abilities	[CMD_CHILDREN]
TAG_STRENGTH	TAG_THE_ABILITIES			Strength	Strength measures your character's muscle and physical power. This ability is especially important for ~fighters~[TAG_FIGHTERS], ~barbarians~[TAG_BARBARIANS], ~paladins~[TAG_PALADINS], ~rangers~[TAG_RANGERS], and ~monks~[TAG_MONKS] because it helps them prevail in combat. Strength also limits the amount of ~equipment~[TAG_EQUIPMENT] your characters can carry.You apply your character's Strength modifier to:-- Melee attack rolls-- Damage rolls when using a melee weapon or a thrown weapon-- Strength checks (for breaking down doors and the like).
TAG_DEXTERITY	TAG_THE_ABILITIES			Dexterity	Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for ~rogues~[TAG_ROGUES], but it is also high on the list for characters who typically wear light or medium armor (~rangers~[TAG_RANGERS] or ~barbarians~[TAG_BARBARIANS]) or no armor at all (~monks~[TAG_MONKS], ~wizards~[TAG_WIZARDS], or ~sorcerers~[TAG_SORCERERS]), and for anyone who wants to be a skilled archer.You apply your character's Dexterity modifier to:-- Ranged attack rolls, including those for attacks made with light crossbows (~light crossbow~[TAG_WEAPONS_CROSSBOW_LIGHT] or ~heavy crossbows~[TAG_WEAPONS_CROSSBOW_HEAVY]), ~throwing axes~[TAG_WEAPONS_AXE_THROWING], and other ranged weapons.-- ~Armor Class (AC)~[TAG_ARMOR_CLASS], provided that the character can react to the attack.-- ~Reflex~[TAG_REFLEX] ~saving throws~[TAG_SAVING_THROW_DESC] for avoiding ~fireballs~[TAG_SPELLS_FIREBALL] and other attacks that you can escape by moving quickly.-- ~Hide~[TAG_HIDE], ~Move Silently~[TAG_MOVE_SILENTLY], ~Open Lock~[TAG_OPEN_LOCK], and ~Sleight of Hand~[TAG_SLEIGHT]. These are the ~skills~[TAG_SKILLS] that have Dexterity as their key ability.
TAG_CONSTITUTION	TAG_THE_ABILITIES			Constitution	Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes.You apply your character's Constitution modifier to:-- Each roll of a Hit Die (though a die roll can never drop below 1 due to a penalty)-- ~Fortitude~[TAG_FORTITUDE] ~saving throws~[TAG_SAVING_THROW_DESC] for resisting poison and similar threats.-- Concentration checks. ~Concentration~[TAG_CONCENTRATION] is a skill, important to spellcasters, that has Constitution as its key ability.If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.
TAG_INTELLIGENCE	TAG_THE_ABILITIES			Intelligence	Intelligence determines how well your character learns and reasons. This ability is important for ~wizards~[TAG_WIZARDS] because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It's also important for any character who wants to have a wide assortment of skills.You apply your character's Intelligence modifier to:-- The number of skill points gained each level. (But your characters always get at least 1 skill point per level.)-- ~Appraise~[TAG_APPRAISE], ~Disable Device~[TAG_DISABLE_DEVICE], ~Search~[TAG_SEARCH], and ~Spellcraft~[TAG_SPELLCRAFT] checks. These are the ~skills~[TAG_SKILLS] that have Intelligence as their key ability.A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's *.An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.
TAG_WISDOM	TAG_THE_ABILITIES			Wisdom	Wisdom describes a character's willpower, common sense, perception, and intuition. While ~Intelligence~[TAG_INTELLIGENCE] represents one's ability to analyze information, Wisdom represents being in tune with and aware of one's surroundings. An "absentminded professor" has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom). Wisdom is the most important ability for ~clerics~[TAG_CLERICS] and ~druids~[TAG_DRUIDS], and it is also important for ~paladins~[TAG_PALADINS] and ~rangers~[TAG_RANGERS]. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.You apply your character's Wisdom modifier to:-- ~Will~[TAG_WILL] ~saving throws~[TAG_SAVING_THROW_DESC] (for negating the effects of charm person and other spells).-- ~Heal~[TAG_HEAL], ~Listen~[TAG_LISTEN], ~Sense Motive~[TAG_SENSE_MOTIVE], ~Spot~[TAG_SPOT], and ~Survival~[TAG_SURVIVAL] checks. These are the ~skills~[TAG_SKILLS] that have Wisdom as their key ability.Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell's level.
TAG_CHARISMA	TAG_THE_ABILITIES			Charisma	Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for ~paladins~[TAG_PALADINS], ~sorcerers~[TAG_SORCERERS], and ~bards~[TAG_BARDS]. It is also important for ~clerics~[TAG_CLERICS], since it affects their ability to turn undead. Every creature has a Charisma score. You apply your character's Charisma modifier to:-- ~Bluff~[TAG_BLUFF], ~Diplomacy~[TAG_DIPLOMACY], ~Gather Information~[TAG_GATHER_INFORMATION], ~Intimidate~[TAG_INTIMIDATE], ~Perform~[TAG_PERFORM], and ~Use Magic Device~[TAG_UMD] checks. These are the ~skills~[TAG_SKILLS] that have Charisma as their key ability.-- Checks that represent attempts to influence others.-- Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell's level.
TAG_CHANGE_ABILITY_SCORES	TAG_ABILITIES			Changing Ability Scores	Over time, the ability scores your character starts with can change. Ability scores can increase with no limit. Points at which ability changes occur include the following:-- Add 1 point to any score at 4th level and at every fourth level your character attains (4th and 8th levels in The Temple of Elemental Evil).-- Many spells and magical effects temporarily increase or decrease ability scores. -- Several magical items improve ability scores as long as the character is using them. -- Some rare magical items can boost an ability score permanently. Such an increase is called an inherent bonus. An ability  score cannot have an inherent bonus of more than +5.-- Poisons, diseases, and other effects can temporarily harm an ability. Ability points lost to damage return on their own at a rate of 1 point per day for each damaged ability.-- Some effects drain abilities, resulting in a permanent loss. Points lost this way don't return on their own, but they can be regained with spells.Note that when an ability score changes, all attributes asscociated with that score change accordingly, including the ~ability modifier~[TAG_ABILITY_MODIFIERS].
TAG_ABILITY_MODIFIERS  	TAG_ABILITY_SCORES			Ability Modifiers	Each ability, after changes made because of ~race~[TAG_RACES], has a modifier ranging from -5 to +5. The modifier is the number you apply to the die rolls when your character tries to do something related to that ability.Ability Score     Modifier-----------------     ----------    1                           @t-5    2-3                       @t-4    4-5                       @t-3     6-7                       @t-2    8-9                       @t-1    10-11                   @t0    12-13                  @t+1    14-15                  @t+2    16-17                  @t+3    18-19                  @t+4    20-21                  @t+5
TAG_RACES				Races	[CMD_CHILDREN]
TAG_RACIAL_CHARACTERISTICS	TAG_RACES			Racial Characteristics	Your character's race determines some of his or her qualities.Depending on what race you choose, your character's abilities may be modified by ability adjustments. Each race has a favored class, which comes into play for characters choosing to ~multiclass~[TAG_MULTICLASS].
TAG_HUMANS	TAG_RACES			Humans	Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people--physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.Alignment: Humans tend toward no particular alignment, not even neutrality. The best and the worst are found among them.Religion: Unlike members of the other common races, humans do not have a chief racial deity. ~Pelor~[TAG_PELOR], the sun god, is the most commonly worshiped deity in human lands, but he can claim nothing like the central place that the dwarves give ~Moradin~[TAG_MORADIN] or the elves give ~Corellon Larethian~[TAG_CORELLON] in their respective pantheons. Racial Traits:-- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.-- Human base land speed is 30 feet.-- 1 extra feat at 1st level.-- 4 extra skill points at 1st level and 1 extra skill point at each additional level.-- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, her highest-level class does not count.
TAG_DWARVES	TAG_RACES			Dwarves	Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishments, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts for trade.Physical Description: Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarf men value their beards and groom them very carefully. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.Alignment: Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they're more likely to be those who didn't fit perfectly into dwarven society.Religion: The chief deity of the dwarves is ~Moradin~[TAG_MORADIN], the Soul Forger. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarf race.Racial Traits:-- +2 ~Constitution~[TAG_CONSTITUTION], -2 ~Charisma~[TAG_CHARISMA]-- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.-- Dwarves' base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.-- Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons rather than exotic weapons.-- Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.-- +2 racial bonus on ~saving throws~[TAG_SAVING_THROW_DESC] against poison.-- +2 racial bonus on saving throws against spells and spell-like effects.-- +1 racial bonus on attack rolls against orcs and goblinoids.-- +4 dodge bonus to ~Armor Class~[TAG_ARMOR_CLASS] against creatures of the giant type (such as ogres, trolls, and hill giants).-- +2 racial bonus on ~Appraise~[TAG_APPRAISE] checks that are related to stone or metal items.-- Favored Class: ~Fighter~[TAG_FIGHTERS]. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
TAG_ELVES	TAG_RACES			Elves	Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.Physical Description: Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 85 to 135 pounds, with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. An elf reaches adulthood at about 110 years of age and can live to be more than 700 years old. Elves do not sleep, as members of other common races do. Instead, an elf meditates in a deep trance for 4 hours a day.Alignment: Since elves love freedom, variety, and self-expression, they lean strongly toward the gentler aspects of chaos. Generally, they value and protect others' freedom as well as their own, and they are more often good than not. Religion: Above all others, elves worship ~Corellon Larethian~[TAG_CORELLON], the Protector and Preserver of life. Elven myth holds that it was from his blood, shed in battle with ~Gruumsh~[TAG_GRUUMSH], the god of the orcs, that the elves first arose.Racial Traits:-- +2 ~Dexterity~[TAG_DEXTERITY], -2 ~Constitution~[TAG_CONSTITUTION]-- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.-- Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.-- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the ~longsword~[TAG_WEAPONS_LONGSWORD], ~rapier~[TAG_WEAPONS_RAPIER], ~longbow~[TAG_WEAPONS_LONGBOW], and ~shortbow~[TAG_WEAPONS_SHORTBOW] as bonus feats. -- +2 racial bonuses on ~Listen~[TAG_LISTEN], ~Search~[TAG_SEARCH], and ~Spot~[TAG_SPOT] checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.-- Favored Class: ~Wizard~[TAG_WIZARDS]. A multiclass elf's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
TAG_GNOMES	TAG_RACES			Gnomes	Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath the rolling, wooded hills where animals abound.Physical Description: Gnomes stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds. Gnomes reach adulthood at about age 40, and they typically live about 350 years, though some can live almost 500 years.Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, or investigators. Those who tend toward chaos are minstrels or wanderers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening. Religion: The chief gnome god is ~Garl Glittergold~[TAG_GARL], the Watchful Protector. Racial Traits:-- +2 ~Constitution~[TAG_CONSTITUTION], -2 ~Strength~[TAG_STRENGTH].-- Small: As a Small creature, a gnome gains a +1 size bonus to ~Armor Class~[TAG_ARMOR_CLASS], a +1 size bonus on attack rolls, and a +4 bonus on ~Hide~[TAG_HIDE] checks, but he must use smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.-- Gnome base land speed is 20 feet.-- +2 racial bonus on saving throws against illusions.-- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. -- +1 racial bonus on attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears).-- +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).-- +2 racial bonus on ~Listen~[TAG_LISTEN] checks.-- Spell-Like Abilities: Once per day -- speak with animals. --Favored Class: ~Bard~[TAG_BARDS]. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.
TAG_HALF_ELVES	TAG_RACES			Half-Elves	Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly because a human's life is so brief (compared to an elf's life span of hundreds of years), but they leave an enduring legacy -- half-elf children. The life of a half-elf can be hard. Most find places for themselves eventually in human lands, but some feel like outsiders all their lives.Physical Description: Half-elf height ranges from under 5 feet to about 6 feet tall, and weight usually ranges from 90 to 180 pounds. Half-elf men are taller and heavier than half-elf women, but the difference is less pronounced than that found among humans. A half-elf reaches adulthood at age 20 and can live to be more than 180 years old.Alignment: Half-elves share the chaotic bent of their elven heritage, but, like humans, they tend toward good and evil in equal proportion. Like elves, they value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. Religion: Half-elves raised among elves follow elven deities, principally ~Correlon Larethian~[TAG_CORELLON]. Those raised among humans follow ~Ehlonna~[TAG_EHLONNA].Racial Traits:-- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.-- Half-elf base land speed is 30 feet.-- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.-- +1 racial bonus on ~Listen~[TAG_LISTEN], ~Search~[TAG_SEARCH], and ~Spot~[TAG_SPOT] checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them.-- +2 racial bonus on ~Diplomacy~[TAG_DIPLOMACY] and ~Gather Information~[TAG_GATHER_INFORMATION] checks.-- Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
TAG_HALF_ORCS	TAG_RACES			Half-Orcs	In the wild frontiers, tribes of humans and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-Orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reasons, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.Physical Description: Half-orcs stand between 6 and 7 feet tall and usually weigh between 200 and 250 pounds. Many half-orcs have scars, whether as symbols of pride or shame. Half-orcs mature a little faster than humans and age noticeably faster. They reach adulthood at age 14, and few live longer than 75 years.Alignment: Half-orcs inherit a tendency toward chaos from their orc parents, but, like their human parents, they favor good and evil in equal proportions. Half-orcs raised among orcs and willing to live out their lives with them are usually the evil ones.Religion: Like orcs, many half-orcs worship ~Gruumsh~[TAG_GRUUMSH], the chief orc god and archenemy of ~Corellon Larethian~[TAG_CORELLON], god of the elves. Half-orcs who want to solidify their connection to their human heritage, on the other hand, follow human gods, and they may be outspoken in their shows of piety.Racial Traits:-- +2 ~Strength~[TAG_STRENGTH], -2 ~Intelligence~[TAG_INTELLIGENCE], -2 ~Charisma~[TAG_CHARISMA].-- Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.-- Half-orc base land speed is 30 feet.-- Favored Class: ~Barbarian~[TAG_BARBARIANS]. A multiclass half-orc's barbarian class does not count when determining whether he takes an experience point penalty.
TAG_HALFLINGS	TAG_RACES			Halflings	Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hardworking citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning and resourceful survivors.Physical Description: Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. A halfling reaches adulthood at the age of 20 and usually lives into the middle of her second century.Alignment: Halflings tend to be neutral. While they are comfortable with change (a chaotic trait), they also tend to rely on intangible constants, such as clan ties and personal honor (a lawful trait). Religion: The chief halfling deity is ~Yondalla~[TAG_YONDALLA], the Blessed One, protector of the halflings. Halflings also recognize countless lesser gods, who rule over individual villages, forests, rivers, lakes, and so on. The halflings pay homage to these deities to ensure safe journey as they travel from place to place.Racial Traits: +2 ~Dexterity~[TAG_DEXTERITY], -2 ~Strength~[TAG_STRENGTH].-- Small: As a Small creature, a halfling gains a +1 size bonus to ~Armor Class~[TAG_ARMOR_CLASS], a +1 size bonus on attack rolls, and a +4 bonus on ~Hide~[TAG_HIDE] checks, but she must use smaller weapons than humans use, and her lifting and carrying limits are three quarters of those of a Medium character.-- Halflings' base land speed is 20 feet.-- +2 racial bonus on ~Move Silently~[TAG_MOVE_SILENTLY] checks.-- +1 racial bonus on all ~saving throws~[TAG_SAVING_THROW_DESC].-- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general.-- +1 racial attack bonus with thrown weapons and slings.-- +2 racial bonus on ~Listen~[TAG_LISTEN] checks.-- Favored Class: ~Rogue~[TAG_ROGUES]. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
TAG_CLASSES				Classes	~Barbarians~[TAG_BARBARIANS]~Bards~[TAG_BARDS]~Clerics~[TAG_CLERICS]~Druids~[TAG_DRUIDS]~Fighters~[TAG_FIGHTERS]~Monks~[TAG_MONKS]~Paladins~[TAG_PALADINS]~Rangers~[TAG_RANGERS]~Rogues~[TAG_ROGUES]~Sorcerers~[TAG_SORCERERS]~Wizards~[TAG_WIZARDS]Other Information about Classes:~Class and Level Bonuses~[TAG_LEVEL_BONUSES]~Level-Dependent Benefits~[TAG_CLASS_BENEFITS]~Experience and Levels~[TAG_EXPERIENCE_AND_LEVELS]~Multiclass Characters~[TAG_MULTICLASS]~Favored Class~[TAG_FAVORED_CLASS]
TAG_LEVEL_BONUSES	TAG_CLASSES			Class and Level Bonuses	An attack roll, ~saving throw~[TAG_SAVING_THROW_DESC], or skill check is a combination of three numbers, each representing a different factor: a random factor (the number you roll on a d20), a number representing the character's innate abilities (the ability modifier), and a bonus representing the character's experience and training. This third factor depends, either directly or indirectly, on the character's class and level.Base Save Bonus (BSB): As the character gains levels, this bonus increases for ~Fortitude~[TAG_FORTITUDE], ~Will~[TAG_WILL], and ~Reflex~[TAG_REFLEX] saving throws. Depending on the character's class, this increase can be either Good or Poor.Base Attack Bonus (BAB): As the character gains levels, this bonus adds to the attack roll. Depending on the character's class, this increase can be Good, Average, or Poor.  Additional attacks receive a reduced bonus.
TAG_CLASS_BENEFITS	TAG_CLASSES			Level-Dependent Benefits	Characters gain benefits from advancing in levels, in addition to those gained from their ~class and level benefits~[TAG_LEVEL_BONUSES]. Maximum Skill Ranks: A character's level determines the maximum allowable ranks he or she may have in ~Class Skills~[TAG_SKILLS] and Cross-Class Skills. The maximum ranks in Class Skills is the level plus 3, while the maximum level for Cross-Class Skills is half of that. ~Feats~[TAG_FEATS]: A character receives one feat at 1st level and another at every level divisible by three after that (3rd, 6th, and 9th). These feats are in addition to any bonus feats granted as class features.Ability Score Increase: Upon attaining any level divisible by four (4th and 8th), a character increases one of his or her ability scores by 1 point. The player chooses which ability score to improve.
TAG_BARBARIANS	TAG_CLASSES			Barbarians	From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These "barbarians" have proven their mettle and their value to those who would be their allies.Characteristics: The barbarian is an excellent warrior. Where the ~fighter's~[TAG_FIGHTERS] skill in combat comes from training and discipline, however, the barbarian has a powerful ~rage~[TAG_CLASS_FEATURES_BARBARIAN_RAGE]. Barbarians are at home in the wild and they run at great speed.Alignment: Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it could not live in a lawful soul. At best, barbarians of chaotic alignment are free and expressive. At worst, they are thoughtlessly destructive. Religion: Some barbarians distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship. Others devote themselves to powerful deities, such as ~Kord~[TAG_KORD] (god of strength), ~Obad-Hai~[TAG_OBAD_HAI] (god of nature), or ~Erythnul~[TAG_ERYTHNUL] (god of slaughter). Other Classes: As people of the wild, barbarians are most comfortable in the company of ~rangers~[TAG_RANGERS], ~druids~[TAG_DRUIDS], and ~clerics~[TAG_CLERICS] of nature deities. Many barbarians admire the talents of ~bards~[TAG_BARDS] and are enthusiastic about music. However, barbarians don't trust what they don't understand, which includes the practices of ~wizards~[TAG_WIZARDS]. They are more tolerant toward ~sorcerers~[TAG_SORCERERS], perhaps because sorcerers are so charismatic. Barbarians have little in common with the practical, deliberate approach to combat that ~monks~[TAG_MONKS] take, but these two classes are not necessarily hostile to one another. Barbarians have no special attitude toward fighters, ~paladins~[TAG_PALADINS], clerics, or ~rogues~[TAG_ROGUES]. Role: A barbarian's typical primary role in a group of adventurers is as a front-line combat specialist. No other character can match a barbarian's sheer toughness. He can also serve as a good scout, thanks to his speed, skill selection, and trap sense. Abilities: ~Strength~[TAG_STRENGTH] is important for barbarians because of its role in combat. ~Dexterity~[TAG_DEXTERITY] is also useful to barbarians, especially those who wear light armor. ~Wisdom~[TAG_WISDOM] is important for several of the barbarian's class skills. A high ~Constitution~[TAG_CONSTITUTION] score lets a barbarian rage longer.Hit Die: d12Class ~Skills~[TAG_SKILLS]: ~Intimidate~[TAG_INTIMIDATE], ~Listen~[TAG_LISTEN], and ~Survival~[TAG_SURVIVAL]Skill points at 1st Level: (4 x Int modifier) x 4Skill points at Each Additional Level: 4 + Int modifierClass Features:[CMD_CHILDREN]
TAG_BARDS	TAG_CLASSES			Bards	It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience--such is the life of a bard. When change or opportunity draws them into a conflict, bards serve as diplomats, negotiators, scouts, and spies.Alignment: Bards are wanderers, guided by whim and intuition rather than by tradition or law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment. Other Classes: A bard works well with companions of other classes. She often serves as the spokesperson of the party, using her social skills for the party's benefit. In a party without a wizard or sorcerer, the bard contributes magic. In a party without a rogue, bards use their skills. Role: The bard is perhaps the ultimate generalist. In most adventuring groups, he works best in a supporting role. The bard makes all the other characters better at what they do, and can often fill in for another character when needed. Abilities: ~Charisma~[TAG_CHARISMA] determines how powerful a spell a bard can cast, how many spells he can cast per day, and how hard those spells are to resist. Charisma, ~Dexterity~[TAG_DEXTERITY], and ~Intelligence~[TAG_INTELLIGENCE] are important for many of the bard's class skills.Alignment: Any nonlawfulHid Die: d6Class ~Skills~[TAG_SKILLS]: ~Appraise~[TAG_APPRAISE], ~Bluff~[TAG_BLUFF], ~Concentration~[TAG_CONCENTRATION], ~Diplomacy~[TAG_DIPLOMACY], ~Gather Information~[TAG_GATHER_INFORMATION], ~Hide~[TAG_HIDE], ~Listen~[TAG_LISTEN], ~Move Silently~[TAG_MOVE_SILENTLY], ~Perform~[TAG_PERFORM], ~Sense Motive~[TAG_SENSE_MOTIVE], ~Sleight of Hand~[TAG_SLEIGHT], ~Spellcraft~[TAG_SPELLCRAFT], and ~Use Magic Device~[TAG_UMD].Skill Points at 1st Level: (6 + Int modifier) X 4Skill Points at Each Additional Level: 6 + Int modifierClass Features: [CMD_CHILDREN]
TAG_CLERICS	TAG_CLASSES			Clerics	The handiwork of the gods is everywhere--in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods can run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries--their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. Characteristics: Clerics are masters of ~divine magic~[TAG_DIVINE_SPELLS], a form of magic that is especially good with healing. Alignment: Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil ones, there are more good than evil clerics. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics than chaotic ones. Typically, a cleric is the same alignment as his or her deity, though some clerics are one step away from their respective deities in alignment. A cleric may not be neutral (that is, neutral on both the good-evil axis and the lawful-chaotic axis) unless their deity is also neutral.Other Classes: In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together, as well as the healer who channels divine energy to keep others alive. Clerics sometimes clash with ~druids~[TAG_DRUIDS], since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric and the god that he worships determines how he gets along with others.Role: The cleric serves as a typical group's primary healer, diviner, and defensive specialist. Clerics can hold their own in a fight, but are not usually well served by charging to the front of combat. Abilities: ~Wisdom~[TAG_WISDOM] determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist. A high ~Constitution~[TAG_CONSTITUTION] score improves a cleric's hit points, and a high ~Charisma~[TAG_CHARISMA] score improves his ability to turn undead.Alignment: A cleric's alignment must be within one step of his deity's.Hit Die: d8Class ~Skills~[TAG_SKILLS]: ~Concentration~[TAG_CONCENTRATION],  ~Diplomacy~[TAG_DIPLOMACY], ~Heal~[TAG_HEAL], and ~Spellcraft~[TAG_SPELLCRAFT].~Domains~[TAG_DOMAINS] and Class Skills: A cleric who chooses the ~Travel~[TAG_TRAVEL_D] domain adds ~Survival~[TAG_SURVIVAL] to the list. A cleric who chooses the ~Trickery~[TAG_TRICKERY_D] domain adds ~Bluff~[TAG_BLUFF] and ~Hide~[TAG_HIDE] to the list. Skill Points at 1st Level: (2 + Int modifier) X 4Skill Points at Each Additional Level: 2 + Int modifierClass Features:[CMD_CHILDREN]
TAG_DRUIDS	TAG_CLASSES			Druids	The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear--all these and more are at the druid's command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To a trespasser in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.Abilities: ~Wisdom~[TAG_WISDOM] determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 11 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 11 + the druid's Wisdom modifier. Since a druid wears only light or medium armor, a high ~Dexterity~[TAG_DEXTERITY] score greatly improves her defensive ability.Alignment: ~Neutral good~[TAG_NEUTRAL_GOOD], ~lawful neutral~[TAG_LAWFUL_NEUTRAL], ~neutral~[TAG_NEUTRAL], ~chaotic neutral~[TAG_CHAOTIC_NEUTRAL], or ~neutral evil~[TAG_NEUTRAL_EVIL].Hit Die: d8Class ~Skills~[TAG_SKILLS]: ~Concentration~[TAG_CONCENTRATION],  ~Diplomacy~[TAG_DIPLOMACY], ~Heal~[TAG_HEAL], ~Listen~[TAG_LISTEN], ~Spellcraft~[TAG_SPELLCRAFT], ~Spot~[TAG_SPOT], and ~Survival~[TAG_SURVIVAL].Skill Points at 1st Level: (4 + Int modifier) X 4Skill Points at Each Additional Level: 4 + Int modifierClass Features:[CMD_CHILDREN]
TAG_FIGHTERS	TAG_CLASSES			Fighters	The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king--all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers.Abilities: ~Strength~[TAG_STRENGTH] is especially important for fighters because it improves their melee attack and damage rolls. ~Constitution~[TAG_CONSTITUTION] is important for giving fighters many hit points, which they need in their frequent battles. ~Dexterity~[TAG_DEXTERITY] is important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats, but the heavy armor that fighters usually wear reduces the benefits of a very high Dexterity score.Alignment: AnyHit Die: d10Class ~Skills~[TAG_SKILLS]: ~Intimidate~[TAG_INTIMIDATE]Skill Points at 1st Level: (2 + Int modifier) X 4Skill Points at Each Additional Level: 2 + Int modifierClass Features:[CMD_CHILDREN]
TAG_MONKS	TAG_CLASSES			Monks	Dotted across the landscape are monasteries--small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Characteristics: The key feature of the monk is her ability to fight unarmed and unarmored. Though a monk casts no spells, she has a magic of her own, called ki, which allows her to perform amazing feats. The monk's best known feat is her ability to stun an opponent with an unarmed blow. Other Classes: Monks do not have much in common with others, as their skills and motivation differ from those of most adventurers. However, monks realize that they work well with the support of others and they usually prove themselves reliable companions. Abilities: ~Wisdom~[TAG_WISDOM] powers the monk's special offensive and defensive capabilities. ~Dexterity~[TAG_DEXTERITY] provides an unarmored monk with a better defense and with bonuses to some class skills. ~Strength~[TAG_STRENGTH] helps a monk's unarmed combat ability.Alignment: ~Lawful Good~[TAG_LAWFUL_GOOD], ~Lawful Neutral~[TAG_LAWFUL_NEUTRAL], ~Lawful Evil~[TAG_LAWFUL_EVIL]Hit Die: d8Class ~Skills~[TAG_SKILLS]: ~Concentration~[TAG_CONCENTRATION],~Diplomacy~[TAG_DIPLOMACY], ~Hide~[TAG_HIDE], ~Listen~[TAG_LISTEN], ~Move Silently~[TAG_MOVE_SILENTLY], ~Perform~[TAG_PERFORM], ~Sense Motive~[TAG_SENSE_MOTIVE], ~Spot~[TAG_SPOT], and ~Tumble~[TAG_TUMBLE].Skill Points at 1st Level: (4 + Int modifier) X 4Skill Points at Each Additional Level: 4 + Int modifierClass Features:[CMD_CHILDREN]
TAG_PALADINS	TAG_CLASSES			Paladins	The compassion to pursue good, the will to uphold law, and the power to defeat evil--these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.Abilities: ~Charisma~[TAG_CHARISMA] enhances a paladin's healing power, self-protective capabilities, and undead turning ability. ~Strength~[TAG_STRENGTH] is important for the paladin because of its role in combat. A ~Wisdom~[TAG_WISDOM] score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any paladin spells at all.Alignment: ~Lawful good~[TAG_LAWFUL_GOOD]Hit Die: d10Class ~Skills~[TAG_SKILLS]: ~Concentration~[TAG_CONCENTRATION],  ~Diplomacy~[TAG_DIPLOMACY], ~Heal~[TAG_HEAL], and ~Sense Motive~[TAG_SENSE_MOTIVE].Skill Points at 1st Level: (2 + Int modifier) X 4Skill Points at Each Additional Level: 2 + Int modifierClass Features:[CMD_CHILDREN]
TAG_RANGERS	TAG_CLASSES			Rangers	The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.Characteristics: A ranger can use a variety of weapons and is quite capable in combat. A ranger's skills allow him to survive in the wilderness, and he possesses special knowledge about certain creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, as a druid does. Alignment: Any. Most rangers are good, and they usually function as protectors of natural areas. They are also typically chaotic, preferring to follow the ebb and flow of nature or of their own hearts instead of rigid rules. Evil rangers are much to be feared as they gain spells to use nature for destructive purposes. Other Classes: Rangers get along well with ~druids~[TAG_DRUIDS] and to some extent with ~barbarians~[TAG_BARBARIANS]. They bicker most often with ~paladins~[TAG_PALADINS], who have a different style and approach to life that is much more bound by a code of morals and laws. Typically, though, rangers easily tolerate others, mostly because they don't feel the need to get upset over differences. Abilities: ~Dexterity~[TAG_DEXTERITY] is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. ~Strength~[TAG_STRENGTH] is important because rangers frequently get involved in combat. Several ranger skills are based on ~Wisdom~[TAG_WISDOM], and a Wisdom score of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all. One of the ranger's trademark skills, his ability to ~track~[TAG_CLASS_FEATURES_RANGER_TRACK] foes, is based on Wisdom.Alignment: AnyHit Die: d8Class ~Skills~[TAG_SKILLS]: ~Concentration~[TAG_CONCENTRATION], ~Heal~[TAG_HEAL], ~Hide~[TAG_HIDE], ~Listen~[TAG_LISTEN], ~Move Silently~[TAG_MOVE_SILENTLY], ~Search~[TAG_SEARCH], ~Spot~[TAG_SPOT], and ~Survival~[TAG_SURVIVAL].Skill Points at 1st Level: (6 + Int modifier) X 4Skill Points at Each Additional Level: 6 + Int modifierClass Features:[CMD_CHILDREN]
TAG_ROGUES	TAG_CLASSES			Rogues	Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.Characteristics: Rogues are highly skilled and they can concentrate on developing any of several categories of skills. A rogue knows how to hit where it hurts and she can dish out a lot of damage with a ~sneak attack~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK]. Alignment: Any. Rogues follow opportunities, not ideals. Though they are more likely to be chaotic than lawful, they are a diverse bunch, so they can be of any alignment. Other Classes: Rogues excel when protected by warriors and spellcasters, but they are wary of the sometimes overbearing disposition of ~paladins~[TAG_PALADINS]. Role: The rogue's role in a group can vary dramatically based on his skill selection, but most rogues share certain aspects. They aren't capable of prolonged melee combat, so they focus on opportunistic sneak attacks or ranged attacks. The rogue's stealth and trapfinding ability make him one of the best scouts in the game. Abilities: ~Dexterity~[TAG_DEXTERITY] provides extra protection for the lightly armored rogue.~Intelligence~[TAG_INTELLIGENCE], and ~Wisdom~[TAG_WISDOM] are important for many of the rogue's skills. A high Intelligence score also gives the rogue extra skill points, which can be used to expand her repertoire. Hit Die: d8Class ~Skills~[TAG_SKILLS]: ~Appraise~[TAG_APPRAISE], ~Bluff~[TAG_BLUFF], ~Diplomacy~[TAG_DIPLOMACY], ~Disable Device~[TAG_DISABLE_DEVICE], ~Gather Information~[TAG_GATHER_INFORMATION], ~Hide~[TAG_HIDE], ~Intimidate~[TAG_INTIMIDATE], ~Listen~[TAG_LISTEN], ~Move Silently~[TAG_MOVE_SILENTLY], ~Open Lock~[TAG_OPEN_LOCK], ~Perform~[TAG_PERFORM], ~Search~[TAG_SEARCH], ~Sense Motive~[TAG_SENSE_MOTIVE], ~Sleight of Hand~[TAG_SLEIGHT], ~Spot~[TAG_SPOT], ~Tumble~[TAG_TUMBLE], and ~Use Magic Device~[TAG_UMD].Skill Points at 1st Level: (8 + Int modifier) X 4Skill Points at Each Additional Level: 8 + Int modifierClass Features:[CMD_CHILDREN]
TAG_SORCERERS	TAG_CLASSES			Sorcerers	Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no theories, no mentors--just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. This claim may be true in some cases, although many hold that the claim is either an unsubstantiated boast or envious gossip.Characteristics: Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. They can cast spells more often than wizards and have no need to select and prepare their spells ahead of time. Alignment: Any. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly towards chaos over law. Otherwise, sorcerer alignment varies considerably. Other Classes: Sorcerers find that they have the most in common with members of other largely self-taught classes, such as ~druids~[TAG_DRUIDS] and ~rogues~[TAG_ROGUES]. They sometimes find themselves at odds with members of the more disciplined classes, such as ~paladins~[TAG_PALADINS] and ~monks~[TAG_MONKS]. Since they cast the same spells as ~wizards~[TAG_WIZARDS] do but do so in a different way, they sometimes find themselves in competition with wizards. Roles: A sorcerer tends to define her role based on spell selection. A sorcerer who focuses on damage-dealing spells becomes the center of the party's offensive power, while another sorcerer that relies on charms or illusions will take a quieter role. A party with a sorcerer should strongly consider a second spellcaster to make up for the sorcerer's lack of versatility. Since sorcerers rely on their charismatic presence when interacting with others, they often serve as the "face" for an adventuring party.Abilities: ~Charisma~[TAG_CHARISMA] determines how powerful a spell a sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a wizard, a sorcerer benefits from high ~Dexterity~[TAG_DEXTERITY] and ~Constitution~[TAG_CONSTITUTION] scores.Hit Die: d4Class ~Skills~[TAG_SKILLS]: ~Bluff~[TAG_BLUFF], ~Concentration~[TAG_CONCENTRATION], and ~Spellcraft~[TAG_SPELLCRAFT].Skill Points at 1st Level: (2 + Int modifier) X 4Skill Points at Each Additional Level: 2 + Int modifierClass Features:[CMD_CHILDREN]
TAG_WIZARDS	TAG_CLASSES			Wizards	A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. For wizards, magic is not a talent but a difficult, rewarding art.Characteristics: The wizard's strength is his spells. Everything else is secondary. He learns new spells as he explores and grows in experience.   Some wizards prefer to specialize in a certain type of magic. ~Specialization~[TAG_CHARGEN_WIZARD_SPECIALIZATION] makes a wizard more powerful in his chosen field, but it denies him access to some of the spells that lie outside that field.  Like a ~sorcerer~[TAG_SORCERERS], a wizard can call a familiar-a small, magical animal companion that serves him.Alignment: Any. Overall, wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined. Illusionists and transmuters, however, are masters of deception and change, respectively. They favor chaos over law. Other Classes: Wizards prefer to work with members of other classes. They love to cast their spells from behind strong ~fighters~[TAG_FIGHTERS], to "magic up" ~rogues~[TAG_ROGUES] and send them out to scout, and to rely on the divine healing of ~clerics~[TAG_CLERICS]. They may find members of certain classes (such as sorcerers, rogues, and ~bards~[TAG_BARDS]) to be not quite serious enough, but they're not judgmental. Role: The wizard's role depends somewhat on his spell selection, but most wizards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Abilities: ~Intelligence~[TAG_INTELLIGENCE] determines how powerful a spell a wizard can cast, how many spells she can cast per day, and how hard those spells are to resist. A high ~Dexterity~[TAG_DEXTERITY] score is helpful for a wizard, who typically wears little or no armor, because it provides her with a bonus to ~Armor Class~[TAG_ARMOR_CLASS]. A good ~Constitution~[TAG_CONSTITUTION] score gives a wizard extra ~hit points~[TAG_HIT_POINTS], a resource she is otherwise very low on.Hit Die: d4Class ~Skills~[TAG_SKILLS]: ~Bluff~[TAG_BLUFF], ~Concentration~[TAG_CONCENTRATION], and ~Spellcraft~[TAG_SPELLCRAFT].Skill Points at 1st Level: (2 + Int modifier) X 4Skill Points at Each Additional Level: 2 + Int modifierClass Features:[CMD_CHILDREN]
TAG_EXPERIENCE_AND_LEVELS	TAG_CLASSES			Experience and Levels	Experience points (XP) measure how much your character has learned and how much he or she has grown in personal power. Your character earns XP by defeating monsters and completing quests. When your character's XP total reaches at least the minimum XP needed for a new character level (see the chart on the ~Class Benefits~[TAG_CLASS_BENEFITS]), he or she "goes up a level." Characters can only go up one level at a time.Below are the point totals needed to attain a given character level--that is, the total of all the characer's levels in classes:1st       @t02nd     @t1,0003rd      @t3,0004th      @t6,0005th     @t10,0006th     @t15,0007th     @t21,0008th     @t28,0009th     @t36,00010th       @t45,00011th       @t55,00012th     @t66,00013th      @t78,00014th      @t91,00015th     @t105,00016th     @t120,00017th     @t136,00018th     @t153,00019th     @t171,00020th       @t190,000
TAG_MULTICLASS	TAG_CLASSES			Multiclass Characters	When a character advances a level, he or she may choose to advance in a different class than the original class selected. Once a character has two or more different classes, that character is said to be a multiclass character.Characters gain ~abilities~[TAG_ABILITIES] and ~features~[TAG_CLASS_FEATURES_DESC] according to their new class, but their overall level remains the combined total of all their levels. Thus, a 7th level cleric/1st level barbarian is said to be an 8th level character.A multiclass character receives a 20% experience point reduction penalty for each class that is not within 2 levels of his highest class. Note that a character's favored class (dependent upon ~race~[TAG_RACES]) does not count as the highest level.
TAG_SKILLS				Skills	A character's skills represent a variety of abilities. As a character advances in level, he or she gets better at using some or all of her skills.[CMD_CHILDREN]
TAG_FEATS				Feats	A feat is a special feature that either gives your character a new capability or improves one that he or she already has. Unlike skills, feats have no ranks. A character either has a feat or he does not.[CMD_CHILDREN_SORTED]
TAG_DESCRIPTION				Character Description	The following are ways that you can customize your characters within the game:~Character Generation~[TAG_CHARGEN][CMD_CHILDREN]
TAG_EQUIPMENT				Equipment	Your characters begin with a small amount of gold to purchase equipment before entering the game. You will be allowed to select from a list of available items and keep the remaining money.[CMD_CHILDREN]
TAG_COMBAT				Combat	Combat takes place in rounds. If some of the combatants are unaware that hostilities have begun, those who are aware act in a ~surprise round~[TAG_SURPRISE] before the others. Combatants who have not had an action yet in combat are ~flat-footed~[TAG_FLAT_FOOTED].Participants in combat first roll for ~initiative~[TAG_INITIATIVE]. The highest result will have the first action, and the other participants will follow in order, from highest to lowest. Ties are broken by comparing ~Dexterity~[TAG_DEXTERITY] scores. The highter Dexterity will go before the lower one in a tie.The computer will handle all these rolls for you before combat begins by placing the combatants in order of initiative across the top of your screen.In a normal round, your character can perform a ~standard action~[TAG_STANDARD_ACTION] and a ~move action~[TAG_MOVEMENT_ACTION], or a ~full-round action~[TAG_FULL_ROUND_ACTION]. He or she can always substitute a move action for a standard action. ~Free actions~[TAG_FREE_ACTION] do not count toward either limitation. In the 3.5 edition of Temple of Elemental Evil, actions are categorized as ~Full~[TAG_FULL_ROUND_ACTION], ~Standard~[TAG_STANDARD_ACTION], ~Move~[TAG_MOVEMENT_ACTION], and ~Free~[TAG_FREE_ACTION].  You can perform as many Free actions in a round as you wish.  In a single round, you can perform:-a Full action-a Standard action and a Move action -two Move actionsLikewise, if you haven't physically moved in a round, you can perform a ~five foot step~[TAG_5_FOOT_STEP].  This is an example of an action that does not fit neatly into any category; the five foot step and other such examples that are more difficult to classify are known as ~miscellaneous actions~[TAG_MISC_ACTION].In addition to the ~standard combat actions~[TAG_COMBAT_ACTIONS], there are ~special attacks~[TAG_SPECIAL_ATTACKS] and ~special initiative actions~[TAG_SPECIAL_INIT] that can be done.Specifically, in ToEE, there are several combat options that are available through the use of the ~radial menu~[TAG_RADIAL_MENU], including the following:~AutoEnd Turn~[TAG_RADIAL_MENU_AUTOEND_TURN]~Deal Nonlethal Damage~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE]~Cast Defensively~[TAG_RADIAL_MENU_CAST_DEFENSIVELY]For further descriptions of actual combat within ToEE, please see ~Combat and Game Play~[TAG_COMBAT_AND_GAME_PLAY]. 
TAG_ADVENTURING				Adventuring	  Carrying Capacity: Each item in your character's inventory or equipment has an associated weight to it. The carrying capacity of your character is based on the character's ~strength~[TAG_STRENGTH], modified by 3/4 if the character is a ~gnome~[TAG_GNOMES] or ~halfling~[TAG_HALFLINGS].  Characters suffer penalties if carrying Medium or Heavy loads. These penalties include:1. Limitations to the character's ~Dexterity~[TAG_DEXTERITY] bonus because of ~Encumbrance~[TAG_ADVENTURING_ENCUMBRANCE]2. A check penalty on some skills3. Reduction in the character's speed4. Reduction in the distance a character can run in a round  Movement: Characters can move at the rate of a ~move~[TAG_ADVENTURING_MOVE], ~double move~[TAG_ADVENTURING_DOUBLE_MOVE], or ~run~[TAG_RUN].   Exploration: All characters have a vision range dependant upon their character's ~class~[TAG_CLASSES]. In the game, this is represented by the fog, which hides any creature(s) outside of the sight range. Characters should be put into a Marching Order or Formation, through the use of the ~in-game interface~[TAG_INGAME].  Treasure and Other Rewards: Treasure is generally split up evenly between party members, and player characters can transfer items freely between themselves. However, some NPC's in the game require more or less treasure, or perhaps just particular items. Additionally, your character's actions are monitored in the game, and the party may pick up a reputation, which can be good or bad depending on the circumstances. Being coined the Butcher of Hommlet certainly wouldn't win you any friends in Hommlet, but might earn you some respect in the Temple.
TAG_MAGIC				Magic	Casting Spells: Your spellcaster will be able to cast spells through the use of the ~radial menu~[TAG_RADIAL_MENU] in the game. By selecting the class and level of the spell, the spellcaster's available spells will be shown and available for casting. Casting in combat usually requires a ~standard action~[TAG_STANDARD_ACTION], although some require a ~full-round action~[TAG_FULL_ROUND_ACTION]. In ToEE, a full round spell occurs instantaneously and then the caster gets no further action. ~Sorcerers~[TAG_SORCERERS] or ~bards~[TAG_BARDS] who are casting a metamagic version of a spell must take more time to do so.  If a spell's normal casting time is 1 standard action, then casting a metamagic version of the spell is a full-round action for a sorcerer or bard.  For ~Clerics~[TAG_CLERICS], spontaneously casting a metamagic version of a spell with a casting time of 1 standard action is also a full-round action.While casting in combat usually is a standard action, the occasional spell may require a casting time referred to as ~Out of Combat~[TAG_OUT_OF_COMBAT].Sometimes distractions (often through ~combat~[TAG_COMBAT]) require a spellcaster to make a ~concentration~[TAG_CONCENTRATION] check to see if the spell is successful. Spell failure results in the loss of that spell.The majority of spells belong to one of ~eight schools of magic~[TAG_MAGIC_SCHOOLS].Spells belong to one of two types:~Arcane Spells~[TAG_ARCANE_SPELLS]~Divine Spells~[TAG_DIVINE_SPELLS]Some magical creatures can create magical effects without being spellcasters, and certain ~magic items~[TAG_MAGIC_ITEMS] create magical effects. These effects come in two types: spell-like and supernatural. Additionally, members of certain classes and certain creatures can use speical abilities that aren't magical. These abilities are called either extraordinary or natural.
TAG_SPELLS				Spells	Spells are broken down by class and level as below:Bard:~Level 0~[TAG_BARD_0]~Level 1~[TAG_BARD_1]~Level 2~[TAG_BARD_2]~Level 3~[TAG_BARD_3]~Level 4~[TAG_BARD_4]~Level 5~[TAG_BARD_5]~Level 6~[TAG_BARD_6]Cleric:~Level 0~[TAG_CLERIC_0]~Level 1~[TAG_CLERIC_1]~Level 2~[TAG_CLERIC_2]~Level 3~[TAG_CLERIC_3]~Level 4~[TAG_CLERIC_4]~Level 5~[TAG_CLERIC_5]~Level 6~[TAG_CLERIC_6]~Level 7~[TAG_CLERIC_7]~Level 8~[TAG_CLERIC_8]~Level 9~[TAG_CLERIC_9]Druid:~Level 0~[TAG_DRUID_0]~Level 1~[TAG_DRUID_1]~Level 2~[TAG_DRUID_2]~Level 3~[TAG_DRUID_3]~Level 4~[TAG_DRUID_4]~Level 5~[TAG_DRUID_5]~Level 6~[TAG_DRUID_6]~Level 7~[TAG_DRUID_7]~Level 8~[TAG_DRUID_8]~Level 9~[TAG_DRUID_9]Paladin:~Level 1~[TAG_PALADIN_1]~Level 2~[TAG_PALADIN_2]~Level 3~[TAG_PALADIN_3]~Level 4~[TAG_PALADIN_4]Ranger:~Level 1~[TAG_RANGER_1]~Level 2~[TAG_RANGER_2]~Level 3~[TAG_RANGER_3]~Level 4~[TAG_RANGER_4]Sorcerer:~Level 0~[TAG_SORCERER_0]~Level 1~[TAG_SORCERER_1]~Level 2~[TAG_SORCERER_2]~Level 3~[TAG_SORCERER_3]~Level 4~[TAG_SORCERER_4]~Level 5~[TAG_SORCERER_5]~Level 6~[TAG_SORCERER_6]~Level 7~[TAG_SORCERER_7]~Level 8~[TAG_SORCERER_8]~Level 9~[TAG_SORCERER_9]Wizard:~Level 0~[TAG_WIZARD_0]~Level 1~[TAG_WIZARD_1]~Level 2~[TAG_WIZARD_2]~Level 3~[TAG_WIZARD_3]~Level 4~[TAG_WIZARD_4]~Level 5~[TAG_WIZARD_5]~Level 6~[TAG_WIZARD_6]~Level 7~[TAG_WIZARD_7]~Level 8~[TAG_WIZARD_8]~Level 9~[TAG_WIZARD_9]
TAG_INTERFACE_HELP				Interface Help (General Interfaces)	[CMD_CHILDREN]Note that during game play you can access the ~Main Menu~[TAG_MAIN_MENU] at any time by pressing the ESC key, which will allow you to ~Load and Save games~[TAG_LOADSAVE] as well as Quit the game altogether.
TAG_CHARACTER_CONDITIONS				Character Conditions	[CMD_CHILDREN_SORTED]
TAG_ABILITY_DAMAGED	TAG_CHARACTER_CONDITIONS			Ability Damaged	The character has temporarily lost 1 or more ~ability~[TAG_THE_ABILITIES] score points.  Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage.  A character with Strength 0, Dexterity 0, Intelligence 0, Wisdom 0, or Charisma 0 is ~paralyzed~[TAG_PARALYZED].  A character with Constitution 0 is dead.  Ability damage is different from penalties to ability scores, which go away when the conditions causing them (fatigue, entanglement, etc.) go away.
TAG_ABILITY_DRAINED	TAG_CHARACTER_CONDITIONS			Ability Drained	The character has permanently lost 1 or more ~ability~[TAG_THE_ABILITIES] score points.  The character can only regain these points through magical means. A character with Strength 0, Dexterity 0, Intelligence 0, Wisdom 0, or Charisma 0 is ~paralyzed~[TAG_PARALYZED]. A character with Constitution 0 is dead.
TAG_BLINDED	TAG_CHARACTER_CONDITIONS			Blinded	The character cannot see.  He takes a -2 penalty to AC, loses his ~Dexterity~[TAG_DEXTERITY] bonus to AC (if any), moves at half speed, and takes a -4 penalty on ~Search~[TAG_SEARCH] checks and on most ~Strength~[TAG_STRENGTH]- and Dexterity-based skill checks.  All checks and activities that rely on vision (such as reading and ~Spot~[TAG_SPOT] checks) automatically fail.  All opponents are considered to have total concealment (50% miss chance) to the blinded character.     Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
TAG_CONFUSED	TAG_CHARACTER_CONDITIONS			Confused	A confused character's actions are determined by rolling d% at the beginning of his turn.  A confused character who can't carry out the indicated action does nothing but babble incoherently.  Attackers are not at any special advantage when attacking a confused character.  Any confused character who is attacked automatically attacks her attackers on her next turn, as long as she is still confused when her turn comes.  A confused character does not make ~attacks of opportunity~[TAG_AOO] against any creature that she is not already devoted to attacking (either because of her most recent action or because she has just been attacked).
TAG_COWERING	TAG_CHARACTER_CONDITIONS			Cowering	The character is frozen in fear and can take no actions.  A cowering character takes a -2 penalty to AC and loses his ~Dexterity~[TAG_DEXTERITY] bonus (if any).
TAG_DAZED	TAG_CHARACTER_CONDITIONS			Dazed	The creature is unable to act normally.  A dazed creature can take no actions, but has no penalty to AC.
TAG_DEAD	TAG_CHARACTER_CONDITIONS	TAG_DAZZLED		Dead	The character's hit points are reduced to -10, his ~Constitution~[TAG_CONSTITUTION] drops to 0, or he is killed outright by a spell or effect.  The character's soul leaves his body.  Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic.
TAG_DEAFENED	TAG_CHARACTER_CONDITIONS			Deafened	A deafened character cannot hear.  She takes a -4 penalty on initiative checks, automatically fails ~Listen~[TAG_LISTEN] checks, and has a 20% chance of spell failure when casting spells with verbal components.     Characters who remain deafened grow accustomed to these drawbacks and can overcome some of them.
TAG_DISABLED	TAG_CHARACTER_CONDITIONS			Disabled	A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled.  A disabled character may take a single ~move action~[TAG_MOVEMENT_ACTION] or ~standard action~[TAG_STANDARD_ACTION] each round (but not both, nor can she take ~full-round actions~[TAG_FULL_ROUND_ACTION]).  She moves at half speed.  Taking move actions doesn't risk further injury, but performing any standard action deals 1 point of damage after the completion of the act.  Unless the action increased the disabled character's hit points, she is now in negative hit points and dying.     A disabled character recovers hit points from resting normally.   
TAG_DYING	TAG_CHARACTER_CONDITIONS			Dying	A dying character is unconscious and near death.  She has -1 to -9 current hit points.  A dying character can take no actions and is unconscious.  At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable.  She has a 10% chance of becoming stable.  If she does not, she loses 1 hit point.  If a dying character reaches -10 hit points, she is dead.
TAG_ENERGY_DRAINED	TAG_CHARACTER_CONDITIONS			Energy Drained	The character gains one or more negative levels, which might permanently drain the character's levels.     If the subject has at least as many negative levels as Hit Dice, he dies.  Each negative level gives a creature the following penalties: -1 penalty on attack rolls, ~saving throws~[TAG_SAVING_THROW_DESC], ~skill~[TAG_SKILLS] checks, ~ability~[TAG_ABILITIES] checks, loss of 5 hit points, and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities).  In addition, a spellcaster loses one spell or spell slot from the highest spell level castable.
TAG_ENTANGLED	TAG_CHARACTER_CONDITIONS			Entangled	The character is ensnared.  Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force.  An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to ~Dexterity~[TAG_DEXTERITY].  An entangled character who attempts to cast a spell must make a ~Concentration~[TAG_CONCENTRATION] check (DC 15 + the spell's level) or lose the spell.
TAG_EXHAUSTED	TAG_CHARACTER_CONDITIONS			Exhausted	An exhausted character moves at half speed and take a -6 penalty to ~Strength~[TAG_STRENGTH] and ~Dexterity~[TAG_DEXTERITY].  After 1 hour of complete rest, an exhausted character becomes ~fatigued~[TAG_FATIGUED].  A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
TAG_FATIGUED	TAG_CHARACTER_CONDITIONS	TAG_FASCINATED		Fatigued	A fatigued character can neither run nor charge and takes a -2 penalty to ~Strength~[TAG_STRENGTH] and ~Dexterity~[TAG_DEXTERITY].  Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.  After 8 hours of complete rest, fatigued characters are no longer fatigued.
TAG_GRAPPLING	TAG_CHARACTER_CONDITIONS			Grappling	Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers.  A grappling character can undertake only a limited number of actions.  He does not threaten any squares, and loses his ~Dexterity~[TAG_DEXTERITY] bonus to AC (if any) against opponents he isn't grappling.
TAG_HELD	TAG_CHARACTER_CONDITIONS			Held	Held characters are subject to enchantments that make them unable to move.  They are helpless.  They can perform no physical actions (but they continue to breathe and can take purely mental actions).
TAG_INVISIBLE	TAG_CHARACTER_CONDITIONS			Invisible	Visually undetectable.  An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' ~Dexterity~[TAG_DEXTERITY] bonuses to AC (if any).Invisible creatures also gain the 50% automatic miss chance afforded by ~total concealment~[TAG_CONCEALMENT].
TAG_NAUSEATED	TAG_CHARACTER_CONDITIONS	TAG_LEVEL_LOSS		Nauseated	Experiencing stomach distress.  Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.  The only action such a character can take is a single ~move action~[TAG_MOVEMENT_ACTION] per turn.
TAG_PARALYZED	TAG_CHARACTER_CONDITIONS			Paralyzed	A Paralyzed character stands rigid, unable to move or act physically.  He has effective ~Strength~[TAG_STRENGTH] and ~Dexterity~[TAG_DEXTERITY] scores of 0 and is helpless, but can take purely mental actions.
TAG_PRONE	TAG_CHARACTER_CONDITIONS			Prone	The character is on the ground.  An attacker who is prone has a -4 penalty on ~melee attack~[TAG_MELEE_ATTACKS] rolls and cannot use a ranged weapon (except for a crossbow).  A defender who is prone gains a +4 bonus to AC against ranged attacks, but takes a -4 penalty to AC against melee attacks.
TAG_STAGGERED	TAG_CHARACTER_CONDITIONS	TAG_SICKENED		Staggered	A character whose nonlethal damage exactly equals his current hit points is staggered.  A staggered character may take a single ~move action~[TAG_MOVEMENT_ACTION] or ~standard action~[TAG_STANDARD_ACTION] each round (but not both, nor can he take ~full-round actions~[TAG_FULL_ROUND_ACTION]).
TAG_STUNNED	TAG_CHARACTER_CONDITIONS			Stunned	A stunned creature can't take actions, takes a -2 penalty to AC, and loses his ~Dexterity~[TAG_DEXTERITY] bonus to AC (if any).
TAG_TURNED	TAG_CHARACTER_CONDITIONS			Turned	Affected by a turn undead attempt.  Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them.  If they cannot flee, they cower.
TAG_UNCONSCIOUS	TAG_CHARACTER_CONDITIONS			Unconscious	Knocked out and helpless.  Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.
TAG_MAIN_MENU	TAG_INTERFACE_HELP			Main Menu	The Main Menu is the first selection screen that appears when you start the game. Additionally, you can back out to this menu by quitting the game, or you can bring it up by pressing the ESC key from within the game.From the main menu, you will be able to start a new ~Normal Game~[TAG_NORMAL_GAME], a new ~Ironman Game~[TAG_IRONMAN], ~Load or Save a game~[TAG_LOADSAVE] or Quit the game altogether.
TAG_LOADSAVE	TAG_INTERFACE_HELP			Loading and Saving Games	From within the game, you can bring up the ~Main Menu~[TAG_MAIN_MENU] by pressing the ESC key. From the Main Menu, you can select to Save your game in progress or Load an existing game (and thus leave your current game). In the Save Game menu, you can choose an empty slot or delete a previously saved game by saving over it. You can then name your saved game.From the Load Game menu, simply click on the game you would like to load, highlighting it, and then ACCEPT it to load the game. Remember that this will destroy any game in progress.Finally, you can use the F12 key to do a Quick Save of the game at any time or the F9 key to do a Quick Load of the last Quick Save game.
TAG_IRONMAN	TAG_INTERFACE_HELP			Ironman Mode	Ironman Mode is a special mode of the game where you are not allowed to ~Load and Save games~[TAG_LOADSAVE], although you may Quick Save and Exit and Quick Load to return to the game. You are also not allowed to reroll your characters once you have selected them.
TAG_CHARGEN	TAG_INTERFACE_HELP			Character Generation 	Once you have selected a party ~alignment~[TAG_ALIGNMENT], you may begin character generation by selecting the blue character boxes at the bottom of the screen.First you roll for your ~ability~[TAG_ABILITIES] scores. If you don't like the outcome, you can reroll your scores. Once you find scores to your liking, you then click and drag them to the ability of your choice. Modifiers are shown as soon as you place the score.When done, you then select your ~Race~[TAG_RACES], ~Gender~[TAG_CHARGEN_GENDER], ~Height~[TAG_CHARGEN_HEIGHT], ~Hairstyle~[TAG_CHARGEN_HAIR], ~Class~[TAG_CLASSES], ~Alignment~[TAG_CHARGEN_ALIGNMENT], and ~Deity~[TAG_CHARGEN_DEITY], as well as a portrait, voice, and name for your character.You also select your class abilities (where applicable) ~feats~[TAG_FEATS], ~skills~[TAG_SKILLS], and ~spells~[TAG_SPELLS] (if any) from the lists with available ones highlighted in white and class specific ones displayed in yellow. You must select all your skills, feats, and spells before moving on to the next category.After naming your character (the last step), you can then select FINISH and your character will be ready to begin adventuring.For more detailed information about each interface within Character Generation, please see ~Interface Help (Specific)~[TAG_HMU_ROOT], and scroll down to the PC Creation section.
TAG_INGAME	TAG_INTERFACE_HELP			In-Game Interface	You can press ESC at any time to bring up the Main Menu from within the game in order to load, save, or exit the game. Addtionally, at the bottom right of the game screen, you can select party formations, your logbook, the town map, this help text, or game options.You can select characters by clicking on them. For multiple characters, you can SHIFT-click on them or rope them together by clicking and dragging the mouse around the characters you want to select.You can give your characters commands through the ~radial menu~[TAG_RADIAL_MENU] by right clicking on a character.To move selected characters, left click on the destination where you would like them to move.You can left click on NPCs to interact with them. If they are not hostile, it will open a dialog with them. If they are hostile, combat will begin.
TAG_ACQUIRE_SKILLS	TAG_SKILLS			Acquiring Skill Ranks	Characters begin with a certain number of skill points to assign to various skills. Depending on the class, this is 2, 4, 6, or 8 + the ~Intelligence~[TAG_INTELLIGENCE] modifier, and then multiplied by 4. ~Humans~[TAG_HUMANS] gain an extra 4 skill points.~Clerics~[TAG_CLERICS], ~Fighters~[TAG_FIGHTERS], ~Paladins~[TAG_PALADINS], ~Sorcerers~[TAG_SORCERERS], and ~Wizards~[TAG_WIZARDS]:(2 + Int modifier) X 4~Barbarians~[TAG_BARBARIANS], ~Druids~[TAG_DRUIDS], and ~Monks~[TAG_MONKS]:(4 + Int modifier) X 4~Bard~[TAG_BARDS] and ~Ranger~[TAG_RANGERS]:(6 + Int modifer) X 4~Rogue~[TAG_ROGUES]:(8 + Int modifer) X 4After first level, skill points are assigned at the same rates above, but without the X 4 multiplier. Thus a 2nd level bard gains 6 + Int modifer new skill points. Humans gain one extra skill point each level as well.To spend skill points to buy skill ranks, one skill point can be spent for each class skill. If a character wants to buy a non-class skill rank, he or she must spend 2 skill points to gain one rank, or one skill point to gain a half rank. A character may never buy more than their level + 3 skill ranks in any one class skill. So a 4th level rogue cannot buy skill ranks above level 7 for class skills. For non-class skills, this maximum number is halved. So the same level 4 rogue could not buy ranks above 3.5 in any non-class skill.
TAG_USING_SKILLS	TAG_SKILLS			Using Skills	Skills are used by performing skill checks.To make a skill check, roll:1d20 + skill modifier(skill modifier = skill rank + ability modifier + miscellaneous modifers)Each skill has a key ability associated with it, which affects the ability modifier above. Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others.Some checks are made against a DC (difficulty class). This number is assigned according to the situation, and then the skill check is made against it. If the skill check roll matches or exceeds the DC, the skill has been performed successfully.Usually a character can try again on a fail, although time may pass. If failure would result in danger, then trying again may not be possible.Characters may perform untrained skill checks against their key ability modifiers.
TAG_SKILL_DES	TAG_SKILLS			Skill Descriptions	[CMD_CHILDREN]
TAG_APPRAISE	TAG_SKILL_DES			Appraise	Use this skill to tell an antique from junk, an old, fancy sword from an elven heirloom, and high-quality jewelry from cheap imitations.  In the game, the displayed values for items that appear in the bartering interfaces will be modified depending upon your level of expertise (or rank) in Appraise.  Therefore, you will be able to purchase items for less money, and in turn sell items for more profit, if you have a higher Appraise skill. The key ability for Appraise is ~Intelligence~[TAG_INTELLIGENCE].
TAG_BLUFF 	TAG_SKILL_DES			Bluff	You can make the outrageous or the untrue seem plausible.  The skill encompasses acting, conning, fast talking, misdirection, and misleading body language.  A ~Sense Motive~[TAG_SENSE_MOTIVE] check allows an NPC to determine if you are bluffing.  Bluff can also be used to ~feint~[TAG_FEINT] an opponent in combat.  In the game, the success or failure of an attempted bluff is determined by your skill level.  Within the dialogue, some lines will have a DC that your skill level must equal or exceed in order to be successful.   In the event that your skill level does beat the DC, a line of dialogue will appear with an icon, acknowledging your superior ability in that skill.  Selecting the line will draw you into an appropriate course of conversation for your actions.The key ability for Bluff is ~Charisma~[TAG_CHARISMA].
TAG_CONCENTRATION	TAG_SKILL_DES			Concentration	You are particularly good at focusing your mind.  As a spellcaster, you must make a concentration check whenever you take damage while casting a spell, to determine whether or not the spell is disrupted.  A spellcaster may be vulnerable to damage while casting a spell or while readying an action through ~attacks of opportunity~[TAG_AOO] .  The higher your skill level in concentration, the more likely that you will be successful in casting a spell, even under duress.  The key ability for Concentration is ~Constitution~[TAG_CONSTITUTION].
TAG_DIPLOMACY	TAG_SKILL_DES			Diplomacy	Diplomacy is a skill that can be used when speaking with NPCs. It encompasses etiquette, social grace, tact, and a way with words.  This skill represents the ability to give others the right impression of yourself.    Like other dialogue skills, your true success regarding Diplomacy in the game is dependent upon your skill level.  Within the dialogue, some lines will have a DC that your skill level must equal or exceed in order to be successful.   In the event that your skill level does beat the DC, a line of dialogue will appear with an icon, acknowledging your superior ability in that skill.  Selecting the line will draw you into an appropriate course of conversation for your actions. The key ability for Diplomacy is ~Charisma~[TAG_CHARISMA].
TAG_DISABLE_DEVICE	TAG_SKILL_DES			Disable Device	Use this skill to attempt to disarm a trap on a chest or door.  The Disable Device skill check determines if your skill level is higher or lower than the DC of the trap that you are trying to disable.  If this skill check succeeds, the trap is deactivated.  A character must be aware of a trap in order to disable it.  If the Disable Device skill check fails by 4 or more, the trap will be triggered.  Otherwise, the skill check may be used indefinitely.  ~Rogues~[TAG_ROGUES] (and other characters with the trapfinding class feature) can disarm magical traps against a DC of 25 + the spell level of the magic used to create it. The key ability for Disable Device is ~Intelligence~[TAG_INTELLIGENCE], though it can only be used if one has been trained in it.
TAG_GATHER_INFORMATION	TAG_SKILL_DES			Gather Information	Gather Information is the key ability used to garner rumors, find out local gossip, and collect general knowledge from others throughout the game. It can be used in conversations with NPCs to open up new avenues of dialogue.  In ToEE, the quality of information and rumors that you obtain from others is directly related to your skill level in Gather Information.  The higher your skill level, the juicier the rumor or the more interesting and helpful the information will be.  Regardless of skill level, you will be asked to pay a standard fee for any information you accumulate.     The game has several different story-states, and in each story there are different levels of success in gathering information.  If you return to a story in which you have previously had little success, after bumping up your skill level you might find the situation to be much improved.  There are many avenues of dialogue that Gather Information can open for your character.  The key ability for Gather Information is ~Charisma~[TAG_CHARISMA].
TAG_HEAL	TAG_SKILL_DES			Heal	Use this skill to keep a badly wounded friend from dying. Heal can only be used on a dying creature.  If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable.  A character can be healed if the Heal check succeeds against a DC of 15.  A stable character is unable to regain hit points but will no longer lose any hit points.  The key ability for Heal is ~Wisdom~[TAG_WISDOM].
TAG_HIDE	TAG_SKILL_DES			Hide	Use this skill to sink back into the shadows and proceed unseen.A hostile character may not detect you if you have hidden well.  As a player, you can use Hide (and ~Move Silently~[TAG_MOVE_SILENTLY] as well) for being in "sneak" mode.  A successful attempt at using Hide is opposed by the ~Spot~[TAG_SPOT] check of anyone who might be able to see you.  The key ability for Hide is ~Dexterity~[TAG_DEXTERITY].  Armor check penalties apply.
TAG_INTIMIDATE	TAG_SKILL_DES			Intimidate	Intimidate is another skill that can be used to open up new avenues of dialog with NPCs, although they may not warm to you in the same manner.  You may use this skill to get a bully to back down, to frighten an opponent, or to get information by forceful means.    In the game, some lines of dialogue will have a DC that your skill level must equal or exceed in order to be successful.   In the event that your skill level does beat the DC, a line of dialogue will appear with an icon, acknowledging your superior ability in that skill.  Selecting the line will draw you into an appropriate course of conversation for your actions.The key ability for Intimidate is ~Charisma~[TAG_CHARISMA].
TAG_LISTEN	TAG_SKILL_DES			Listen	Use a listen check to try to hear enemies approaching or to listen through a door to an adjacent room. It can alert you to the presence of enemies, taking away ~surprise rounds~[TAG_SURPRISE] (for example, the enemy could surprise you, but you make the listen check and manage to avoid a surprise round) and possibly even give you a surprise round (in turn, you are able to surprise the enemy).  Listen is used as the opposing check for ~Move Silently~[TAG_MOVE_SILENTLY], enabling you to hear a person while they are in "sneak" mode (which Move Silently is a part of).The key ability for Listen is ~Wisdom~[TAG_WISDOM].
TAG_MOVE_SILENTLY	TAG_SKILL_DES			Move Silently	As with Hide, you use this skill to remain undetected by an enemy while moving. If you are unsuccessful at making your skill check against an opposing ~Listen~[TAG_LISTEN] check, you will be heard and the enemy will see you.  Move Silently is used as part of being in "sneak" mode, and its skill bonuses apply only when sneaking.The key ability for Move Silently is ~Dexterity~[TAG_DEXTERITY].  Armor check penalties apply.
TAG_OPEN_LOCK	TAG_SKILL_DES			Open Lock	You can pick all kinds of locks with this skill.  Your skills in using Open Lock are pitted against the DC of the lock (or the lock's difficulty).  If successful, the lock is picked (and will never again be locked).  This skill check can be used indefinitely.Its key ability is ~Dexterity~[TAG_DEXTERITY], though it can only be used if one has been trained in it.
TAG_PERFORM	TAG_SKILL_DES			Perform	Perform is used SOLELY for the purpose of increasing one's ~bardic music~[TAG_CLASS_FEATURES_BARD_BARDIC_MUSIC] abilities.  This skill is not recommended for use by any class other than the ~bard~[TAG_BARDS].Its key ability is ~Charisma~[TAG_CHARISMA].
TAG_SEARCH	TAG_SKILL_DES			Search	You can find secret doors and simple traps by searching. Search does not allow a character to find complex traps unless she is a ~rogue~[TAG_ROGUES]. Search lets characters discern some small details or irregularities through active effort, while ~Spot~[TAG_SPOT] lets the character notice something, such as a hiding rogue.  A concentrated Search skill check is available via the radial menu, using the Skills icon. This skill allows a player to search for traps.  This skill check will result in an automatic 20 ("take 20"), including help from any party members who can successfully complete a skill check of DC 10 (rolled automatically in the game).  Those party members who were successful in making the Search check would help through gaining a +2 bonus.  Only rogues can find magical traps (DC 20+).  There is also a passive search conducted when "using" any container or portal that contains an unnoticed trap.  This passive search will stop the "use" if it successfully finds a trap.  If unsuccessful, the trap will go off.  This skill check can be retried indefinitely.Its key ability is ~Intelligence~[TAG_INTELLIGENCE].
TAG_SENSE_MOTIVE	TAG_SKILL_DES			Sense Motive	Sense Motive is a dialogue skill that enables your character tell if an NPC is lying to your party.  It is generally performed against the NPC's ~Bluff~[TAG_BLUFF] skill.    Within the dialogue, some lines will have a DC that your Sense Motive skill level must equal or exceed in order to be successful.   In the event that your skill level does beat the DC, a line of dialogue will appear with an icon, acknowledging your superior ability in that skill.  For Sense Motive, if the line even appears at all, you automatically recognize that the NPC is lying.  If you choose to select that line and begin a dialogue exchange, this selection means that you call the NPC on his or her bluff attempt.Its key ability is ~Wisdom~[TAG_WISDOM].
TAG_SLEIGHT	TAG_SKILL_DES			Sleight of Hand	You can palm a tiny or small object.  This skill is used for the basic purposes of pick pocketing.  When you use this skill under close observation, your skill check is opposed by the observer's ~Spot~[TAG_SPOT] check.  The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.  If you try to take something from another creature, you must make a DC 20 Sleight of Hand check to obtain it.  The opponent makes a Spot check to detect the attempt, opposed by the same Sleight of Hand check result you achieved when you tried to grab the item.Its key ability is ~Dexterity~[TAG_DEXTERITY], though it can only be used if trained.  Armor check penalties also apply.
TAG_SPELLCRAFT	TAG_SKILL_DES			Spellcraft	This skill enables a spellcaster to recognize a spell cast by an enemy spellcaster.  It is used by ~wizards~[TAG_WIZARDS] to copy a scroll into their spellbook.  Spellcraft will also allow you to automatically counterspell a specific spell that is known.Its key ability is ~Intelligence~[TAG_INTELLIGENCE], and it can only be used if trained.
TAG_SPOT	TAG_SKILL_DES			Spot	Use this skill to spot unnnoticed creatures.  Spot is used solely as an opposing check against ~Hide~[TAG_HIDE] and is rolled automatically within the game to determine success or failure.  Its key ability is ~Wisdom~[TAG_WISDOM].
TAG_SURVIVAL	TAG_SKILL_DES			Survival	You are able to avoid random encounters while traveling on the world map, if your survival skill is high enough.  You will have the choice of whether to avoid them or go ahead with them depending on what you detect with your skill.  For example, if the player's skill rank equals or exceeds the CR (challenge rating), they are shown an interface which presents the creatures involved in the random encounter.  The player is given the choice to enter the encounter or skip it entirely.  If the skill rank is less then the CR of the encounter, the player is not shown the interface and the encounter begins.Its key ability is ~Wisdom~[TAG_WISDOM].
TAG_TUMBLE	TAG_SKILL_DES			Tumble	You can use this skill to move through an enemy square or to move to avoid an ~attack of opportunity~[TAG_AOO].  The Tumble skill check will automatically be rolled when:-movement draws an attack of opportunity-the moving player has at least one point in Tumble -the mover is not wearing medium or heavy armor.    If the tumble check succeeds, no attack of opportunity is allowed.Its key ability is ~Dexterity~[TAG_DEXTERITY] and it can only be used if trained.
TAG_UMD	TAG_SKILL_DES			Use Magic Device	Use this skill to activate a magic device, including scrolls and wands, that you could not otherwise activate.  A Use Magic Device check is automatically rolled when attempting to use such magic items, if the normal prerequisites for using the item are not met.Its key ability is ~Charisma~[TAG_CHARISMA] and it can only be used if trained.
TAG_ALERTNESS	TAG_FEATS_DES			Alertness	You have finely tuned senses.     Benefit: You get a +2 bonus on all ~Listen~[TAG_LISTEN] checks and ~Spot~[TAG_SPOT] checks.     Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.
TAG_ARMOR_PROF	TAG_FEATS_DES			Armor Proficiency	You progress in your proficiency with light, medium, and heavy armor, beginning first with the feat of light armor and then moving on to medium and heavy armor.For All Levels (Light, Medium, & Heavy):          Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to ~Hide~[TAG_HIDE], ~Move Silently~[TAG_MOVE_SILENTLY], and ~Tumble~[TAG_TUMBLE] checks.     Normal: If you are wearing a type of armor with which you are NOT proficient, the AC penalty applies to attack rolls and to all skill checks that involve moving.Armor Proficiency (LIGHT)  You are proficient with light armor.     Special: All characters except ~wizards~[TAG_WIZARDS], ~sorcerers~[TAG_SORCERERS], and ~monks~[TAG_MONKS] automatically have Armor Proficiency (Light) as a bonus feat.  They need not select it.Armor Proficiency (MEDIUM)  You are proficient with medium armor.     Prerequisite: Armor Proficiency (Light)          Special: ~Fighters~[TAG_FIGHTERS], ~barbarians~[TAG_BARBARIANS], ~paladins~[TAG_PALADINS], ~clerics~[TAG_CLERICS], ~druids~[TAG_DRUIDS], and ~bards~[TAG_BARDS] automatically have Armor Proficiency (Medium) as a bonus feat.  They need not select it.Armor Proficiency (HEAVY)  You are proficient with heavy armor.     Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium)     Special: Fighters, paladins, and clerics automatically have Armor Proficiency (Heavy) as a bonus feat.  They need not select it.     
TAG_BLIND_FIGHT	TAG_FEATS_DES			Blind-Fight	You know how to fight in melee without being able to see your foes.          Benefit: In melee, if you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.     An invisible attacker gets no advantages related to hitting you in melee--you don't lose your ~Dexterity~[TAG_DEXTERITY] bonus to AC and the attacker doesn't get the +2 bonus for being invisible.  However, the invisible attacker's bonuses do still apply for ranged attacks.     You take only half the usual penalty to speed for being unable to see.  Darkness and poor visibility in general reduce your speed to three-quarters of what it would normally be, instead of one-half.     Normal: For invisible attackers trying to hit you, regular attack roll modifiers apply, and you lose your Dexterity bonus to AC.  Speed reduction for darkness and poor visibility also applies.     Special: The Blind-Fight feat is of no use against a character who is the subject of a ~Blink~[TAG_SPELLS_BLINK] spell.       A fighter may select Blind-Fight as one of his bonus feats.
TAG_BREW_POTION	TAG_FEATS_DES			Brew Potion	You can create potions which carry spells within them.       Prerequisite: Caster level 3rd.     Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.  Brewing a potion takes one day.  When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level.  Whoever drinks the potion is the target of the spell.    The base price of a potion is its spell level x its caster level x 50gp.  To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.  Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost.  In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
TAG_CLEAVE	TAG_FEATS_DES			Cleave	You can follow through with powerful blows.     Prerequisite: ~Str~[TAG_STRENGTH] 13, ~Power Attack~[TAG_POWER_ATTACK].     Benefit: If you cause enough damage to a creature to make it drop below 0 hit points or kill it, you get an immediate, extra ~melee attack~[TAG_MELEE_ATTACKS] against another creature within reach.  You cannot take a 5-foot step before making this extra attack.  The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.  You can use this ability once per round.     A fighter may select Cleave as one of his fighter bonus feats.
TAG_COMBAT_CASTING	TAG_FEATS_DES			Combat Casting	You are adept at casting spells in combat.     Benefit: You get a +4 bonus on ~Concentration~[TAG_CONCENTRATION] checks made to cast a spell or use a spell-like ability while on the defensive or while you are ~grappling~[TAG_GRAPPLING] or pinned.
TAG_COMBAT_EXPERTISE	TAG_FEATS_DES			Combat Expertise	You are trained at using your combat skill for defense as well as offense.     Prerequisite: ~Int~[TAG_INTELLIGENCE] 13.     Benefit: When you use the attack action or the ~full attack~[TAG_FULL_ATTACK] action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your AC.  This number may not exceed your base attack bonus.  The changes to attack rolls and AC last until your next action.       Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to AC.     Special: A ~fighter~[TAG_FIGHTERS] may select Combat Expertise as one of his fighter bonus feats.
TAG_COMBAT_REFLEXES	TAG_FEATS_DES			Combat Reflexes	You can respond quickly and repeatedly to opponents who let their defenses down.     Benefit: When foes leave themselves open, you may make a number of additional ~attacks of opportunity~[TAG_AOO] equal to your ~Dexterity~[TAG_DEXTERITY] bonus.  For example, a ~fighter~[TAG_FIGHTERS] with a Dex of 15 can make a total of three attacks of opportunity in 1 round--the one attack of opportunity any character is entitled to, plus two more because of the fighter's +2 Dex bonus.  Likewise, if 4 goblins move out of the fighter's threatened squares, he can make an attack of opportunity against three of them.  You can still only make one attack of opportunity per actual opportunity.     With this feat, you may also make attacks of opportunity while ~flat-footed~[TAG_FLAT_FOOTED].     Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.     Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.     A fighter may select Combat Reflexes as one of her fighter bonus feats.
TAG_CRAFT_MAA	TAG_FEATS_DES			Craft Magic Arms and Armor	You can create magic weapons, armor, and shields.     Prerequisite: Caster level 5th.     Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet.  Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features.  To enhance any of the above items, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.     The weapon, armor, or shield to be enhanced must be a ~masterwork~[TAG_MASTERWORK] item that you provide.  Its cost is not included in the above cost.       You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make.  Doing so costs half the XP, half the raw materials, and half the time that it would take to craft that item in the first place.
TAG_CRAFT_ROD	TAG_FEATS_DES			Craft Rod	You can create magic rods, which have varied magical effects.     Prerequisite: Caster level 9th.     Benefits: You can create any rod whose prerequisites you meet.  Crafting a rod takes one day for each 1,000 gp in its base price.  To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.     Some rods incur extra costs in material components or XP, as noted in their descriptions.  These costs are in addition to those derived from the rod's base price.
TAG_CRAFT_WAND	TAG_FEATS_DES			Craft Wand	You can create wands, which hold spells.     Prerequisite: Caster level 5th.     Benefit: You can create a wand of any 4th-level or lower spell that you know.  Crafting a wand takes one day for each 1,000 gp in its base price.  The base price of a wand is its caster level x the spell level x 750gp.  To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.  A newly created wand has 50 charges.     Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost.  In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
TAG_CRAFT_WONDROUS	TAG_FEATS_DES			Craft Wondrous Item	You can create a wide variety of magic items, such as Gauntlets of Dexterity or Dust of Disappearance.     Prerequisite: Caster level 3rd.     Benefit: You can create any wondrous item whose prerequisites you meet.  Enchanting a wondrous item takes one day for each 1,000 gp in its price.  To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.     You can also mend a broken wondrous item if it is one that you could make.  Doing so costs half the XP, raw materials, and time that it would take to craft that item in the first place.       Some wondrous items incur extra costs in the material components or XP, as noted in their descriptions.  These costs are in addition to those derived from the item's base price.  You must pay such a cost to create an item or to mend a broken one.
TAG_DEFLECT_ARROWS	TAG_FEATS_DES			Deflect Arrows	You can deflect incoming arrows, as well as bolts, spears, and other projectile or thrown weapons.     Prerequisite: ~Dex~[TAG_DEXTERITY] 13, ~Improved Unarmed Strike~[TAG_IMPROVED_UNARMED].     Benefit: You must have at least one hand free (holding nothing) to use this feat.  Once per round when you would normally be hit with a ranged weapon, you deflect the weapon so that you take no damage.  You must be aware of the attack and not ~flat-footed~[TAG_FLAT_FOOTED].  Unusual missiles, such as boulders hurled by giants and ranged attacks generated by spell effects, such as ~Melf's Acid Arrow~[TAG_SPELLS_MELF'S_ACID_ARROW], can't be deflected.     Special: A ~monk~[TAG_MONKS] may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.     A fighter may select Deflect Arrows as one of his ~fighter~[TAG_FIGHTERS] bonus feats.
TAG_DODGE	TAG_FEATS_DES			Dodge	You are adept at dodging blows.     Prerequisite: ~Dex~[TAG_DEXTERITY] 13.       Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to AC against attacks from that opponent.  You can select a new opponent on any action.       A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.  Also, dodge bonuses (such as this one, or a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other bonuses.       Special: A ~fighter~[TAG_FIGHTERS] may select Dodge as one of her fighter bonus feats.
TAG_EMPOWER_SPELL	TAG_FEATS_DES			Empower Spell	You can cast spells to greater effect.     Benefit: All variable, numeric effects of an empowered spell are increased by one-half.  An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate.  For example, an empowered ~Magic Missile~[TAG_SPELLS_MAGIC_MISSILE] deals 1 1/2 times its normal damage (roll 1d4+1 and multiply the result by 1 1/2 for each missile).  ~Saving throws~[TAG_SAVING_THROW_DESC] and opposed rolls (such as the one you make when you cast ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC]) are not affected, nor are spells without random variables.  An empowered spell uses up a spell slot two levels higher than the spell's actual level.
TAG_EXOTIC_PROF	TAG_FEATS_DES			Exotic Weapon Proficiency	Choose a type of exotic weapon, such as the ~bastard sword~[TAG_WEAPONS_SWORD_BASTARD] or ~shuriken~[TAG_WEAPONS_SHURIKEN].  You understand how to use that type of exotic weapon in combat.     Prerequisite: Base attack bonus + 1 (plus ~Str~[TAG_STRENGTH] 13 for bastard sword or dwarven waraxe).     Benefit: You make attack rolls with the weapon normally.     Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.     Special: You can gain Exotic Weapon Proficiency multiple times.  Each time you take the feat, it applies to a new type of exotic weapon.       A ~fighter~[TAG_FIGHTERS] may select Exotic Weapon Proficiency as one of his fighter bonus feats.
TAG_EXTRA_TURNING	TAG_FEATS_DES			Extra Turning	You can turn or rebuke creatures more often than normal.     Prerequisite: Ability to turn or rebuke creatures.     Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.     If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned ~cleric~[TAG_CLERICS] with access to the ~Fire domain~[TAG_FIRE_D], who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gain four additional uses per day.     Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her ~Charisma~[TAG_CHARISMA] modifier.     Special: You can gain Extra Turning multiple times.  Its effects stack.  Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
TAG_GREAT_CLEAVE	TAG_FEATS_DES			Great Cleave	You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.     Prerequisites: ~Str~[TAG_STRENGTH] 13, ~Cleave~[TAG_CLEAVE], ~Power Attack~[TAG_POWER_ATTACK], base attack bonus +4.     Benefit: This feat works like Cleave, except that there is no limit to the number of times that you can use it per round.      Special: A ~fighter~[TAG_FIGHTERS] may select Great Cleave as one of her fighter bonus feats.
TAG_GREAT_FORT	TAG_FEATS_DES			Great Fortitude	You are tougher than normal.     Benefit: You get a +2 bonus on all ~Fortitude~[TAG_FORTITUDE] saving throws.
TAG_HEIGHTEN_SPELL	TAG_FEATS_DES			Heighten Spell	You can cast a spell as if it were a higher-level spell than it actually is.     Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level).  Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies.  All effects dependent on spell level (such as ~saving throw~[TAG_SAVING_THROW_DESC] DCs and ability to penetrate a ~lesser globe of invulnerability~[TAG_SPELLS_LESSER_GLOBE_OF_INVULNERABILITY]) are calculated according to the heightened level.  The heightened  spell is as difficult to prepare and cast as a spell of its effective level.  For example, a ~cleric~[TAG_CLERICS] could prepare ~Hold Person~[TAG_SPELLS_HOLD_PERSON] as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as 4th-level spell.
TAG_IMPROVED_CRITICAL	TAG_FEATS_DES			Improved Critical	Choose one type of weapon, such as a ~longsword~[TAG_WEAPONS_LONGSWORD] or ~greataxe~[TAG_WEAPONS_GREATAXE].  With that chosen weapon, you know how to hit where it hurts.     Prerequisite: Proficient with weapon, base attack bonus +8.     Benefit: When using the weapon you selected, your threat range is doubled.  For example, a longsword usually threatens a critical hit on a roll of 19-20 (two numbers).  If a character using a longsword has Improved Critical (longsword), the threat range becomes 17-20 (four numbers).     Special: You can gain Improved Critical multiple times.  The effects do not stack.  Each time you take the feat, it applies to a new type of weapon.     This effect doesn't stack with any other effect that expands the threat range of a weapon (such as the ~Keen Edge~[TAG_SPELLS_KEEN_EDGE] spell).     A ~fighter~[TAG_FIGHTERS] may select Improved Critical as one of her fighter bonus feats.
TAG_IMPROVED_INIT	TAG_FEATS_DES			Improved Initiative	You can react more quickly than normal in a fight.     Benefit: You get a +4 bonus on initiative checks.     Special: A ~fighter~[TAG_FIGHTERS] may select Improved Initiative as one of his fighter bonus feats.
TAG_IMPROVED_TRIP	TAG_FEATS_DES			Improved Trip	You are trained not only in tripping opponents safely but also in following through with an attack.     Prerequisites: ~Int~[TAG_INTELLIGENCE] 13, ~Combat Expertise~[TAG_COMBAT_EXPERTISE].     Benefit: You do not provoke an ~attack of opportunity~[TAG_AOO] when you attempt to trip an opponent while you are unarmed.  You also gain a +4 bonus on your ~Strength~[TAG_STRENGTH] check to trip your opponent.     If you trip an opponent in melee combat, you immediately get a ~melee attack~[TAG_MELEE_ATTACKS] against that opponent as if you hadn't used your attack for the trip attempt..     Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.     Special: At 6th level, a ~monk~[TAG_MONKS] may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
TAG_IMPROVED_UNARMED	TAG_FEATS_DES			Improved Unarmed Strike	You are skilled at fighting while unarmed.     Benefit: You are considered to be armed even when unarmed--that is, you do not provoke ~attacks of opportunity~[TAG_AOO] from armed opponents when attacking them while unarmed.  However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.     Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.     Special: A ~monk~[TAG_MONKS] automatically gains Improved Unarmed Strike as a bonus feat at 1st.  She need not select it.     A ~fighter~[TAG_FIGHTERS] may select Improved Unarmed Strike as one of her fighter bonus feats.
TAG_IRON_WILL	TAG_FEATS_DES			Iron Will	You have a stronger ~will~[TAG_WILL] than normal.     Benefit: You get a +2 bonus on all Will saving throws.
TAG_LIGHTNING_REFLEXES	TAG_FEATS_DES			Lightning Reflexes	You have faster than normal reflexes.     Benefit: You get a +2 bonus on all ~Reflex~[TAG_REFLEX] saving throws.
TAG_MARTIAL_PROF	TAG_FEATS_DES			Martial Weapon Proficiency	Choose a type of martial weapon, such as a ~longbow~[TAG_WEAPONS_LONGBOW].  You understand how to use that type of martial weapon in combat.     Use this feat to expand the list of weapons with which you are proficient beyond the basic list in your class description.     Benefit: You make attack rolls with the selected weapon normally.     Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.     Special: ~Barbarians~[TAG_BARBARIANS], ~fighters~[TAG_FIGHTERS], ~paladins~[TAG_PALADINS], and ~rangers~[TAG_RANGERS] are proficient with all martial weapons.  They need not select this feat.     You can gain Martial Weapon Proficiency multiple times.  Each time you take the feat, it applies to a new type of weapon.     A ~cleric~[TAG_CLERICS] who chooses the ~War domain~[TAG_WAR_D] automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one.  He need not select it.
TAG_MAX_SPELL	TAG_FEATS_DES			Maximize Spell	You can cast spells to maximum effect.     Benefit: All variable, numeric effects of a spell modified by this feat are maximized.  A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate.  For example, a maximized ~fireball~[TAG_SPELLS_FIREBALL] deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level).  ~Saving throws~[TAG_SAVING_THROW_DESC] and opposed rolls (such as the one you make when you cast ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC]) are not affected, nor are spells without random variables.  A maximized spell uses up a spell slot three levels higher than the spell's actual level.     An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.  An empowered, maximized fireball cast by a 10th-level wizard deals points of damage equal to 60 plus one-half of 10d6.
TAG_MOBILITY	TAG_FEATS_DES			Mobility	You are skilled at dodging past opponents and avoiding blows.     Prerequisites: ~Dex~[TAG_DEXTERITY] 13, ~Dodge~[TAG_DODGE].     Benefit: You get a +4 dodge bonus to AC against ~attacks of opportunity~[TAG_AOO] caused when you move out of or within a threatened area.  A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.  Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.     Special: A ~fighter~[TAG_FIGHTERS] may select Mobility as one of his fighter bonus feats.
TAG_POINT_BLANK	TAG_FEATS_DES			Point Blank Shot	You are skilled at making well-placed shots with ranged weapons at close range.     Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.     Special: A ~fighter~[TAG_FIGHTERS] may select Point Blank Shot as one of his fighter bonus feats.
TAG_POWER_ATTACK	TAG_FEATS_DES			Power Attack	You can make exceptionally powerful melee attacks.     Prerequisite: ~Str~[TAG_STRENGTH] 13.     Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ~melee attack~[TAG_MELEE_ATTACKS] rolls and add the same number to all melee damage rolls.  (If you attack with a two-handed weapon that isn't a double weapon, add twice this number instead).  This number may not exceed your base attack bonus.  The penalty on attacks and bonus on damage apply until your next turn.     You can't use Power Attack with a light weapon.     Special: A ~fighter~[TAG_FIGHTERS] may select Power Attack as one of her fighter bonus feats.
TAG_PRECISE_SHOT	TAG_FEATS_DES			Precise Shot	You are skilled at timing and aiming ranged attacks.     Prerequisite: ~Point Blank Shot~[TAG_POINT_BLANK].     Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.     Special: A ~fighter~[TAG_FIGHTERS] may select Precise Shot as one of his fighter bonus feats.
TAG_QUICK_DRAW	TAG_FEATS_DES			Quick Draw	You can draw weapons with startling speed.     Prerequisite: Base attack bonus +1.     Benefit: You can draw a weapon as a free action instead of as a move action.  You can draw a hidden weapon as a move action.     A character who has selected this feat may throw weapons at her full normal rate of attacks (much like a character with a bow).     Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement.  Without this feat, you can draw a hidden weapon as a standard action.     Special: A ~fighter~[TAG_FIGHTERS] may select Quick Draw as one of his fighter bonus feats.
TAG_QUICKEN_SPELL	TAG_FEATS_DES			Quicken Spell	You can cast a spell with a moment's thought.     Benefit: Casting a quickened spell is a free action.  You can perform another action, even casting another spell, in the same round as you cast a quickened spell.  You may cast only one quickened spell per round.  A spell whose casting time is more than 1 full-round action cannot be quickened.  A quickened spell uses up a spell slot four levels higher than the spell's actual level.  Casting a quickened spell doesn't provoke an ~attack of opportunity~[TAG_AOO].
TAG_RAPID_SHOT	TAG_FEATS_DES			Rapid Shot	You can use ranged weapons with exceptional speed.     Prerequisites: ~Dex~[TAG_DEXTERITY] 13, ~Point Blank Shot~[TAG_POINT_BLANK].     Benefit: You can get one extra attack per round with a ranged weapon.  The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty.  You must use the full attack action to use this feat.     Special: A ~fighter~[TAG_FIGHTERS] may select Rapid Shot as one of his fighter bonus feats.     A 2nd-level ~ranger~[TAG_RANGERS] who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
TAG_SCRIBE_SCROLL	TAG_FEATS_DES			Scribe Scroll	You can create scrolls, from which you or another spellcaster can cast the scribed spells.     Prerequisite: Caster level 1st.     Benefit: You can create a scroll of any spell that you know.  Scribing a scroll takes one day for each 1,000 gp in its base price.  The base price of a scroll is its spell level x its caster level x 25 gp.  To scribe a scroll, you must spend 1/25 of this base price in XP and use raw materials costing one-half of this base price.       Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost.  In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
TAG_SHIELD_PROF	TAG_FEATS_DES			Shield Proficiency	You are proficient with bucklers, small shields, and large shields.     Benefit: You can use a shield and take only the standard penalties.     Normal: When you are using a shield with which you are not proficient, you take the shield's AC penalty on attack rolls and on all skill checks that involve moving.     Special: ~Barbarians~[TAG_BARBARIANS], ~bards~[TAG_BARDS], ~clerics~[TAG_CLERICS], ~druids~[TAG_DRUIDS], ~fighters~[TAG_FIGHTERS], ~paladins~[TAG_PALADINS], and ~rangers~[TAG_RANGERS] automatically have Shield Proficiency as a bonus feat.  They need not select it.
TAG_SHOT_ON_RUN	TAG_FEATS_DES			Shot on the Run	You are highly trained in skirmish ranged weapon tactics.     Prerequisites: ~Dex~[TAG_DEXTERITY] 13, ~Dodge~[TAG_DODGE], ~Mobility~[TAG_MOBILITY], ~Point Blank Shot~[TAG_POINT_BLANK], base attack bonus +4.     Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.     Special: A ~fighter~[TAG_FIGHTERS] may select Shot on the Run as one of her fighter bonus feats.
TAG_SIMPLE_PROF	TAG_FEATS_DES			Simple Weapon Proficiency	You understand how to use all types of simple weapons in combat.     Benefit: You make attack rolls with simple weapons normally.     Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.     Special: All characters except for ~druids~[TAG_DRUIDS], ~monks~[TAG_MONKS], ~rogues~[TAG_ROGUES], and ~wizards~[TAG_WIZARDS] are automatically proficient with all simple weapons.  They need not select this feat.
TAG_SKILL_FOCUS	TAG_FEATS_DES			Skill Focus	Choose a skill, such as ~Move Silently~[TAG_MOVE_SILENTLY], etc.  You have a special knack with that skill.     Benefit: You get a +3 bonus on all checks involving that skill.     Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new skill.
TAG_SPELL_FOCUS	TAG_FEATS_DES			Spell Focus	Choose a school of magic, such as ~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION].  Your spells of that school are more potent than normal.     Benefit: Add +1 to the Difficulty Class for all ~saving throws~[TAG_SAVING_THROW_DESC] against spells from the school of magic you select.     Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it apples to a new school of magic.
TAG_SPELL_PENETRATION	TAG_FEATS_DES			Spell Penetration	Your spells are especially potent, breaking through ~spell resistance~[TAG_SPELLS_SPELL_RESISTANCE] more readily than normal.     Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
TAG_SPRING_ATTACK	TAG_FEATS_DES			Spring Attack	You are trained in fast ~melee attacks~[TAG_MELEE_ATTACKS] and fancy footwork.     Prerequisites: ~Dex~[TAG_DEXTERITY] 13, ~Dodge~[TAG_DODGE], ~Mobility~[TAG_MOBILITY], base attack bonus +4.     Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.  Moving in this way does not provoke an ~attack of opportunity~[TAG_AOO] from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate.  You can't use this feat if you are wearing heavy armor.     You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.     Special: A ~fighter~[TAG_FIGHTERS] may select Spring Attack as one of his fighter bonus feats.
TAG_STUNNING_FIST	TAG_FEATS_DES			Stunning Fist	You know how to strike opponents in vulnerable areas.     Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt).  Stunning Fist forces a foe damaged by ~unarmed attack~[TAG_WEAPONS_STRIKE_UNARMED] to make a ~Fortitude~[TAG_FORTITUDE] saving throw (DC 10 + 1/2 your character level + your ~Wisdom~[TAG_WISDOM] modifier), in addition to dealing damage normally.  A defender who fails this saving throw is stunned for 1 round (until just before your next action).  A stunned character can't act, loses any ~Dexterity~[TAG_DEXTERITY] bonus to AC, and takes a -2 penalty to AC.  You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.  Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.     Special: A ~monk~[TAG_MONKS] may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites.  A monk who selects this feat may attempt a stunning attack once per monk level per day.     A ~fighter~[TAG_FIGHTERS] may select Stunning Fist as one of her fighter bonus feats.
TAG_TOUGHNESS	TAG_FEATS_DES			Toughness	You are tougher than normal.     Benefit: You gain +3 hit points.     Special: A character may gain this feat multiple times.  Its effects stack.
TAG_TRACK	TAG_FEATS_DES			Track	You can identify different types of creatures (e.g. elementals) and the general direction in which they are traveling.     Benefit:  Your ability to find tracks or follow them is dependent upon your rank, or the number of skill points you have, in ~Survival~[TAG_SURVIVAL]. If your rank in Survival is greater than or equal to the creature's CR, you are able to see the direction and the creature type.  Tracks of repeated creature types are not visible to you; for example, if there are two sets of human tracks, you see only one of them.  The most creature or monster types you can identify is 5.     Normal: Without this feat, you will not be able to tell the general direction of a creature's path nor will you be able to identify its type.     Special: You can only gain this feat once.      A ~ranger~[TAG_RANGERS] automatically has Track as a bonus feat.
TAG_TWO_FIGHTING	TAG_FEATS_DES			Two-Weapon Fighting	You can fight with a weapon in each hand.  You can make one extra attack each round with the second weapon.     Prerequisite: ~Dex~[TAG_DEXTERITY] 15.     Benefit: Your penalties on attack rolls for fighting with two weapons are reduced.  The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.     Normal: see information about Attacking with Two Weapons.     Special: A 2nd-level ~ranger~[TAG_RANGERS] who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.     A ~fighter~[TAG_FIGHTERS] may select Two-Weapon Fighting as one of his fighter bonus feats.
TAG_WEAPON_FINESSE	TAG_FEATS_DES			Weapon Finesse	You are especially skilled at using weapons that can benefit as much from ~Dexterity~[TAG_DEXTERITY] as from ~Strength~[TAG_STRENGTH].     Prerequisite: Base attack bonus +1.     Benefit: With a light weapon or ~rapier~[TAG_WEAPONS_RAPIER] made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.  If you carry a shield, its armor check penalty applies to your attack rolls.     Special: A ~fighter~[TAG_FIGHTERS] may select Weapon Finesse as one of her fighter bonus feats.
TAG_WEAPON_FOCUS	TAG_FEATS_DES			Weapon Focus	Choose one type of weapon, such as ~greataxe~[TAG_WEAPONS_GREATAXE].  You can also choose ~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED] or ~grapple~[TAG_GRAPPLE] (or ray, if you are a spellcaster) as your weapon for the purpose of this feat.  You are especially good at using this weapon.  (If you have chosen ray, you are especially good with rays, such as the one produced by the ~Ray of Frost~[TAG_SPELLS_RAY_OF_FROST] spell).     Prerequisite: Proficiency with selected weapon, base attack bonus +1.     Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.     Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new type of weapon.     A ~fighter~[TAG_FIGHTERS] may select Weapon Focus as one of his fighter bonus feats.  He must have Weapon Focus with a weapon to gain the ~Weapon Specialization~[TAG_WEAPON_SPEC] feat for that weapon.
TAG_WEAPON_SPEC	TAG_FEATS_DES			Weapon Specialization	Choose one type of weapon, such as a ~greataxe~[TAG_WEAPONS_GREATAXE], for which you have already selected the ~Weapon Focus~[TAG_WEAPON_FOCUS] feat.  You can also choose ~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED] or ~grapple~[TAG_GRAPPLE] as your weapon for the purpose of this feat.  You deal extra damage when using this weapon.     Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, ~fighter~[TAG_FIGHTERS] level 4th.     Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.     Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new type of weapon.     A fighter may select Weapon Specialization as one of his fighter bonus feats.
TAG_WHIRLWIND_ATTACK	TAG_FEATS_DES			Whirlwind Attack	You can strike nearby opponents in an amazing spinning attack.     Prerequisites: ~Dex~[TAG_DEXTERITY] 13, ~Int~[TAG_INTELLIGENCE] 13, ~Combat Expertise~[TAG_COMBAT_EXPERTISE], ~Dodge~[TAG_DODGE], ~Mobility~[TAG_MOBILITY], ~Spring Attack~[TAG_SPRING_ATTACK], base attack bonus +4.     Benefit: When you use the ~full attack~[TAG_FULL_ATTACK] action, you can give up your regular attacks and instead make one ~melee attack~[TAG_MELEE_ATTACKS] at your full base attack bonus against each opponent within reach.     When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the ~Cleave~[TAG_CLEAVE] feat or the ~Haste~[TAG_SPELLS_HASTE] spell).     Special: A ~fighter~[TAG_FIGHTERS] may select Whirlwind Attack as one of his fighter bonus feats.
TAG_ACQUIRE_FEATS	TAG_FEATS			Acquiring Feats	Each character gets one feat upon creation. At 3rd level and every three levels thereafter (6th and 9th), he or she gains another feat. Additionally, ~fighters~[TAG_FIGHTERS] and ~wizards~[TAG_WIZARDS] get bonus class-related feats chosen from special lists. A ~human~[TAG_HUMANS] character also gets a bonus feat at 1st level, chosen by the player. Some feats have prerequisites as noted. A character cannot use a feat if he or she loses the prerequisite.
TAG_FEAT_TYPES	TAG_FEATS			Types of Feats	Some feats are general, meaning no special rules govern them as a group. Others fall into categories as below:1. ~Fighter~[TAG_FIGHTERS] bonus feats: Fighters receive a bonus feat at every second level (2nd, 4th, 6th, 8th, and 10th). The feat they choose for this bonus feat, however, must come from the list of fighter bonus feats.2. Item creation feats. Spellcasters can spend their experience points (XP) to build magic items. In addition to the XP cost, there may also be a cost for material components. 3. Metamagic feats. ~Wizards~[TAG_WIZARDS] and divine casters can fill one of their slots with a metamagic spell, modified as per the feat they have and select. ~Sorcerers~[TAG_SORCERERS] and ~bards~[TAG_BARDS] can spontaneously cast a metamagic spell, if they have the appropriate feat, but this makes the casting a full-round action.
TAG_FEATS_DES	TAG_FEATS			Feat Descriptions	[CMD_CHILDREN_SORTED]
TAG_ALIGNMENT	TAG_DESCRIPTION			Alignment	[CMD_CHILDREN]
TAG_RELIGION	TAG_DESCRIPTION			Religion	You may select a patron deity for your character. Alternatively, you may choose to have your character NOT have a patron deity.  However, if you choose to select NONE as your character's deity, he/she cannot be a cleric, nor will he/she ever be able to take a level of cleric as a multi-class.Deities are restricted by race, class, and alignment. On the deity selection screen, only those deities appropriate for your character's race, class, and alignment will be available. Available deities are as follows:[CMD_CHILDREN]
TAG_VITALS	TAG_DESCRIPTION			Vital Statistics and Looks	Name: Invent or choose a name that fits your character's race and class. Gender: You character can be either male or female. Looks: You will have the option of selecting a hair style and hair color for your character, as well as a character portrait.~Height~[TAG_HEIGHT]~Weight~[TAG_WEIGHT]~Hit Points~[TAG_HIT_POINTS]
TAG_LAWFUL_GOOD	TAG_ALIGNMENT			Lawful Good, "Crusader"	A lawful good character acts as a good person is expected or required to act.  She combines a commitment to oppose evil with the discipline to fight relentlessly.  She tells the truth, keeps her word, helps those in need, and speaks out against injustice.  A lawful good character hates to see the guilty go unpunished.       Lawful good can be a positive alignment because it combines honor and compassion.
TAG_NEUTRAL_GOOD	TAG_ALIGNMENT			Neutral Good, "Benefactor"	A neutral good character does the best that a good person can do.  He is devoted to helping others.  He works best with kings and magistrates but does not feel beholden to them.  For example, a ~cleric~[TAG_CLERICS] who helps others according to their needs is neutral good.     Neutral good is an advantageous alignment because it means doing what is good without bias for or against order.
TAG_CHAOTIC_GOOD	TAG_ALIGNMENT			Chaotic Good, "Rebel"	A chaotic good character acts as his conscience directs him with little regard for what others expect of him.  He makes his own way, but he's kind and benevolent.  He believes in goodness and right but has little use for laws and regulations.  He hates it when people try to intimidate others and tell them what to do.  He follows his own moral compass, which although good, may not agree with that of society.  For example, a ~ranger~[TAG_RANGERS] who waylays the evil baron's tax collectors is chaotic good.     Chaotic Good is favored by some because it combines a good heart with a free spirit.
TAG_LAWFUL_NEUTRAL	TAG_ALIGNMENT			Lawful Neutral, "Judge"	A lawful neutral character acts as law, tradition, or a personal code directs her.  Order and organization are paramount to her.  She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.  For example, a ~monk~[TAG_MONKS] who follows her discipline without being swayed either by the demands of those in need or by the temptations of evil, is lawful neutral.     Lawful neutral is considered a good alignment because it means you are reliable and honorable without being a zealot.
TAG_NEUTRAL	TAG_ALIGNMENT			Neutral, "Undecided"	A neutral character does what seems to be a good idea.  He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos.  Most neutral characters exhibit a lack of conviction or bias rather than commitment to neutrality.  Such a character thinks of good as better than evil--after all, he would rather have good neighbors and rulers than evil ones.  Still, he's not personally committed to upholding good in any abstract or universal way.  For example, a ~wizard~[TAG_WIZARDS] who devotes himself to his art and is bored by the semantics of moral debate is neutral.     Some neutral characters, on the other hand, commit themselves philosophically to neutrality.  They see good, evil, law, and chaos as prejudices and dangerous extremes.  They advocate the middle way of neutrality as the best, most balanced road in the long run.     Neutral is an alignment favored because it means you can act naturally, without prejudice or compulsion.
TAG_CHAOTIC_NEUTRAL	TAG_ALIGNMENT			Chaotic Neutral, "Free Spirit"	A chaotic neutral character follows her whims.  She is an individualist first and foremost.  She values her own liberty but doesn't strive to protect others' freedom.  She avoids authority, resents restrictions, and challenges traditions.  A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy.  To do so, she would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from herself suffer).  A chaotic neutral character may be unpredictable, but her behavior is not totally random.  She is not as likely to jump off a bridge as to cross it.  For example, a ~bard~[TAG_BARDS] who wanders the land living by his wits is chaotic neutral.     Chaotic neutral is thought of as the best alignment by some because it represents true freedom from both society's restrictions and a do-gooder's zeal.
TAG_LAWFUL_EVIL	TAG_ALIGNMENT			Lawful Evil, "Dominator"	A lawful evil methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts.  He cares about tradition, loyalty, and order, but not about freedom, dignity, or life.  He plays by the rules but without mercy or compassion.  He is comfortable in a hierarchy and would like to rule, but is willing to serve.  He condemns others not according to their actions but according to race, religion, homeland, or social rank.  He is loath to break laws or promises.  This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.  Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped).  They imagine that these compunctions put them above unprincipled villains.  The scheming baron who expands his power and exploits his people is lawful evil.     Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good.  Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself.  They may also see doing evil as part of a duty to an evil deity or master.     Lawful evil is sometimes called "diabolical" because devils are the epitome of this alignment.     Lawful evil is a dangerous alignment because is represents methodical, intentional, and frequently successful evil.
TAG_NEUTRAL_EVIL	TAG_ALIGNMENT			Neutral Evil, "Malefactor"	A neutral evil villain does whatever she can get away with.  She is out for herself, pure and simple.  She sheds no tears for those she kills, whether for profit, sport, or convenience.  She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble.  On the other hand, she doesn't have the reckless nature or love of conflict that a chaotic evil villain has.  The criminal who robs and murders to get what she wants is neutral evil.     Some neutral evil villains hold up evil as an ideal, committing evil for its own sake.  Most often, such villains are devoted to evil deities or secret societies.     Neutral evil is considered to be a dangerous alignment because it represents pure evil without honor and without variation.
TAG_CHAOTIC_EVIL	TAG_ALIGNMENT			Chaotic Evil, "Destroyer"	A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do.  He is hot-tempered, vicious, arbitrarily violent, and unpredictable.  If he is simply out for whatever he can get, he is ruthless and brutal.  If he is committed to the spread of evil and chaos, he is even worse.  Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized.  Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.  The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil.     Chaotic evil is sometimes called "demonic" because demons are the epitome of this particular alignment.     Chaotic evil is thought of as dangerous because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
TAG_BOCCOB	TAG_RELIGION			Boccob	The god of magic, Boccob (bock-obb) is ~neutral~[TAG_NEUTRAL].  His titles include the Uncaring, Lord of All Magics, and Archmage of the Deities.  Boccob is a distant deity who promotes no special agenda in the world of mortals.  As a god of magic and knowledge, he is worshipped by ~wizards~[TAG_WIZARDS], ~sorcerers~[TAG_SORCERERS], and sages.  The ~domains~[TAG_DOMAINS] he is associated with are ~Knowledge~[TAG_KNOWLEDGE_D], ~Magic~[TAG_MAGIC_D], and ~Trickery~[TAG_TRICKERY_D].    The ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF] is his favored weapon.  It is known as the "Staff of Boccob".
TAG_CORELLON	TAG_RELIGION			Corellon Larethian	The god of the ~elves~[TAG_ELVES], Corellon Larethian (Core-eh-lon Lah-reth-ee-yen), is ~chaotic good~[TAG_CHAOTIC_GOOD].  He is known as the Creator of the Elves, the Protector, Protector and Preserver of Life, and Ruler of All Elves.  Corellon Larethian is the creator and protector of the elf race.  He governs those things held in highest esteem among elves, such as magic, music, arts, crafts, poetry, and warfare.  Elves, ~half-elves~[TAG_HALF_ELVES], and ~bards~[TAG_BARDS] worship him.  His favored weapon is the ~longsword~[TAG_WEAPONS_LONGSWORD], which was named "Sahandrian".  The ~domains~[TAG_DOMAINS] that Corellon Larethian is associated with are ~Chaos~[TAG_CHAOS_D], ~Good~[TAG_GOOD_DOMAIN], ~Protection~[TAG_PROTECTION_D], and ~War~[TAG_WAR_D].  ~Gruumsh~[TAG_GRUUMSH] is his nemesis, and it is because of Corellon's battle prowess that Gruumsh is called "One-Eye". 
TAG_EHLONNA	TAG_RELIGION			Ehlonna	Ehlonna (eh-loan-nuh), the goddess of the woodlands, is ~neutral good~[TAG_NEUTRAL_GOOD].  Her most commonly encountered title is Ehlonna of the Forests.  Ehlonna watches over all good people who live in the forest, love the woodlands, or make their livelihood there.  She is pictured sometimes as an elf and sometimes as a ~human~[TAG_HUMANS].  She is especially close to ~elves~[TAG_ELVES], ~gnomes~[TAG_GNOMES], ~half-elves~[TAG_HALF_ELVES], and ~halflings~[TAG_HALFLINGS].  She is also worshiped by ~rangers~[TAG_RANGERS] and some ~druids~[TAG_DRUIDS].  The ~domains~[TAG_DOMAINS] she is associated with are ~Animal~[TAG_ANIMAL_D], ~Good~[TAG_GOOD_DOMAIN], ~Plant~[TAG_PLANT_D], and ~Sun~[TAG_SUN_D].  Her favored weapon is the ~longbow~[TAG_WEAPONS_LONGBOW], referred to as "Jenevier".
TAG_ERYTHNUL	TAG_RELIGION			Erythnul	The god of slaughter, Erythnul (eh-rith-null), is ~chaotic evil~[TAG_CHAOTIC_EVIL].  His title is the Many.  Erythnul delights in panic and slaughter.  In civilized lands, his followers (including evil ~fighters~[TAG_FIGHTERS], ~barbarians~[TAG_BARBARIANS], and ~rogues~[TAG_ROGUES]) form small criminal cults.  In savage lands, evil barbarians, gnolls, bugbears, ogres, and trolls commonly worship him.  The ~domains~[TAG_DOMAINS] he is associated with are ~Chaos~[TAG_CHAOS_D], ~Evil~[TAG_EVIL_D], ~Trickery~[TAG_TRICKERY_D], and ~War~[TAG_WAR_D].  His favored weapon is a ~morningstar~[TAG_WEAPONS_MORNINGSTAR] with a blunt stone head, appropriately named "Agony".
TAG_FHARLANGHN	TAG_RELIGION			Fharlanghn	Fharlanghn (far-lahng-un), the god of roads, is ~neutral~[TAG_NEUTRAL].  His title is Dweller on the Horizon.  Fharlanghn's wayside shrines are common on well-used roads, for he is the deity of travel, roads, distance, and horizons.  ~Bards~[TAG_BARDS], other wandering adventurers, and merchants favor Fharlanghn.  The ~domains~[TAG_DOMAINS] he is associated with are ~Luck~[TAG_LUCK_D], ~Protection~[TAG_PROTECTION_D], and ~Travel~[TAG_TRAVEL_D].  The ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF] is his favored weapon, known as "Traveler's Friend".
TAG_GARL	TAG_RELIGION			Garl Glittergold	The god of the ~gnomes~[TAG_GNOMES], Garl Glittergold (garl gliht-er-gold), is ~neutral good~[TAG_NEUTRAL_GOOD].  He is known as the Joker, the Watchful Protector, the Priceless Gem, and the Sparkling Wit.  Garl Glittergold discovered the gnomes and led them into the world.  Since then, he has been their protector.  He governs humor, wit, gemcutting, and jewelrymaking.  The ~domains~[TAG_DOMAINS] he is associated with are ~Good~[TAG_GOOD_DOMAIN], ~Protection~[TAG_PROTECTION_D], and ~Trickery~[TAG_TRICKERY_D].  Garl's favored weapon is the ~battleaxe~[TAG_WEAPONS_BATTLEAXE], which holds the title of "Arumdina".  Garl is renowned for the jokes and pranks he pulls on other deities, though not all his victims laugh off his jests.  He once collapsed the cavern of Kurtulmak, the god of the kobolds.  Since then, the two deities have been sworn enemies.
TAG_GRUUMSH	TAG_RELIGION			Gruumsh	Gruumsh (groomsh), chief god of the orcs, is ~chaotic evil~[TAG_CHAOTIC_EVIL].  His titles are One-Eye and He-Who-Never-Sleeps.  Gruumsh calls on his followers to be strong, to cull the weak from their numbers, and to take all the territory that Gruumsh thinks is rightfully theirs (which is almost everything).  The ~domains~[TAG_DOMAINS] he is associated with are ~Chaos~[TAG_CHAOS_D], ~Evil~[TAG_EVIL_D], ~Strength~[TAG_STRENGTH_D], and ~War~[TAG_WAR_D].  Gruumsh's favored weapon is the ~spear~[TAG_WEAPONS_SPEAR], which has been personally named "Bloodspear".  He harbors a special hatred for ~Corellon Larethian~[TAG_CORELLON], ~Moradin~[TAG_MORADIN], and their followers.  In ages past, Corellon Larethian put out Gruumsh's left eye in a fight.
TAG_HEIRONEOUS	TAG_RELIGION			Heironeous	The god of valor, Heironeous (high-roe-nee-us), is ~lawful good~[TAG_LAWFUL_GOOD].  His title is the Invincible.  Heironeous promotes justice, valor, chivalry, and honor.  The ~domains~[TAG_DOMAINS] he is associated with are ~Good~[TAG_GOOD_DOMAIN], ~Law~[TAG_LAW_D], and ~War~[TAG_WAR_D].  His favored weapon is the ~longsword~[TAG_WEAPONS_LONGSWORD], and is often known as "Justice-bringer".  He is worshiped by ~paladins~[TAG_PALADINS], good ~fighters~[TAG_FIGHTERS], and good ~monks~[TAG_MONKS].  His arch-enemy is ~Hextor~[TAG_HEXTOR], his half-brother.
TAG_HEXTOR	TAG_RELIGION			Hextor	The god of tyranny, Hextor (heks-tore), is ~lawful evil~[TAG_LAWFUL_EVIL].  His titles are Champion of Evil, Herald of Hell, and Scourge of Battle.  Hextor is the six-armed god of war, conflict, and destruction.  Hextor's worshipers include evil ~fighters~[TAG_FIGHTERS] and ~monks~[TAG_MONKS].  The ~domains~[TAG_DOMAINS] he is associated with are ~Destruction~[TAG_DESTRUCTION_D], ~Evil~[TAG_EVIL_D], ~Law~[TAG_LAW_D], and ~War~[TAG_WAR_D].  He sends his followers to commit evil, and their special purpose is to overthrow the followers of his half-brother ~Heironeous~[TAG_HEIRONEOUS] wherever they are found.  His favored weapon is the ~flail~[TAG_WEAPONS_FLAIL].
TAG_KORD	TAG_RELIGION			Kord	Kord, the god of strength, is ~chaotic good~[TAG_CHAOTIC_GOOD].  He is known as the Brawler.  Kord is the patron of athletes, especially wrestlers.  His worshipers include good ~fighters~[TAG_FIGHTERS], ~barbarians~[TAG_BARBARIANS], and ~rogues~[TAG_ROGUES].  The ~domains~[TAG_DOMAINS] he is associated with are ~Chaos~[TAG_CHAOS_D], ~Good~[TAG_GOOD_DOMAIN], ~Luck~[TAG_LUCK_D], and ~Strength~[TAG_STRENGTH_D].  Kord's favored weapon is the ~greatsword~[TAG_WEAPONS_GREATSWORD] known as "Kelmar".
TAG_MORADIN	TAG_RELIGION			Moradin	The god of ~dwarves~[TAG_DWARVES], Moradin (more-uh-din), is ~lawful good~[TAG_LAWFUL_GOOD].  His titles include the Soul Forger, Dwarffather, the All-Father, and the Creator.  Moradin forged the first dwarves out of metal and gems and breathed life into them.  He governs the arts and sciences of the dwarves: smithing, metalworking, engineering, and war.  The ~domains~[TAG_DOMAINS] he is associated with are ~Earth~[TAG_EARTH_D], ~Good~[TAG_GOOD_DOMAIN], ~Law~[TAG_LAW_D], and ~Protection~[TAG_PROTECTION_D].  His favored weapon is the ~warhammer~[TAG_WEAPONS_WARHAMMER] known as "Soulhammer".
TAG_NERULL	TAG_RELIGION			Nerull	The god of death, Nerull (nare-ul), is ~neutral evil~[TAG_NEUTRAL_EVIL].  He is known as the Reaper, the Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, and Reaper of Flesh.  Nerull is the patron of those who seek the greatest evil for their own enjoyment or gain.  The ~domains~[TAG_DOMAINS] he is associated with are ~Death~[TAG_DEATH_D], ~Evil~[TAG_EVIL_D], and ~Trickery~[TAG_TRICKERY_D].  His worshipers, who include evil necromancers and ~rogues~[TAG_ROGUES], depict him as an almost skeletal cloaked figure who bears a ~scythe~[TAG_WEAPONS_SCYTHE], his favored weapon, referred to as "Lifecutter".
TAG_OBAD_HAI	TAG_RELIGION			Obad-Hai	Obad-Hai (oh-bod-high), the god of nature, is ~neutral~[TAG_NEUTRAL].  He is known as the Shalm.  Obad-Hai rules the wilderness, and he is a friend to all who live in harmony with the natural world.  ~Barbarians~[TAG_BARBARIANS], ~rangers~[TAG_RANGERS], and ~druids~[TAG_DRUIDS] sometimes worship him.  The ~domains~[TAG_DOMAINS] he is associated with are ~Air~[TAG_AIR_D], ~Animal~[TAG_ANIMAL_D], ~Earth~[TAG_EARTH_D], ~Fire~[TAG_FIRE_D], ~Plant~[TAG_PLANT_D], and ~Water~[TAG_WATER_D].  Because Obad-Hai strictly adheres to neutrality, he is a rival of ~Ehlonna~[TAG_EHLONNA].  Obad-Hai plays a shalm (a double-reed woodwind instrument, also spelled "shawm") and takes his title from this instrument.  His favored weapon is the ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF] known as "Stormstouch".
TAG_OLIDAMMARA	TAG_RELIGION			Olidammara	The god of ~rogues~[TAG_ROGUES], Olidammara (oh-lih-duh-mar-uh), is ~chaotic neutral~[TAG_CHAOTIC_NEUTRAL].  His title is the Laughing Rogue.  Olidammara delights in wine, women, and song.  He is a vagabond, a prankster, and a master of disguise.  His temples are few, but many people are willing to raise a glass in his honor.  ~Rogues~[TAG_ROGUES] and ~bards~[TAG_BARDS] are frequently among his worshipers.  The ~domains~[TAG_DOMAINS] he is associated with are ~Chaos~[TAG_CHAOS_D], ~Luck~[TAG_LUCK_D], and ~Trickery~[TAG_TRICKERY_D].  The ~rapier~[TAG_WEAPONS_RAPIER] is his favored weapon and is named "Swiftstrike".
TAG_PELOR	TAG_RELIGION			Pelor	Pelor (pay-lore), god of the sun, is ~neutral good~[TAG_NEUTRAL_GOOD].  His title is the Shining One.  Pelor is the creator of many good things, a supporter of those in need, and an adversary of all that is evil.  He is the most commonly worshiped deity among ordinary ~humans~[TAG_HUMANS], and his priests are well received wherever they go.  ~Rangers~[TAG_RANGERS] and ~bards~[TAG_BARDS] are found among his worshipers.  The ~domains~[TAG_DOMAINS] he is associated with are ~Good~[TAG_GOOD_DOMAIN], ~Healing~[TAG_HEALING_D], ~Strength~[TAG_STRENGTH_D], and ~Sun~[TAG_SUN_D].  The ~mace~[TAG_WEAPONS_MACE_HEAVY_LIGHT] is his favored weapon and it is aptly named the "Sunscepter".
TAG_CUTHBERT	TAG_RELIGION			St. Cuthbert	The god of retribution, St. Cuthbert (saint cuhth-burt), is ~lawful neutral~[TAG_LAWFUL_NEUTRAL].  He is known as St. Cuthbert of the Cudgel.  St. Cuthbert exacts revenge and just punishment on those who transgress the law.  Because evil creatures more commonly and flagrantly violate laws than good creatures do, St. Cuthbert favors good over evil, though he is not good himself.  (His ~clerics~[TAG_CLERICS] cannot be evil).  The ~domains~[TAG_DOMAINS] he is associated with are ~Destruction~[TAG_DESTRUCTION_D], ~Law~[TAG_LAW_D], ~Protection~[TAG_PROTECTION_D], and ~Strength~[TAG_STRENGTH_D].  His favored weapon is the ~mace~[TAG_WEAPONS_MACE_HEAVY_LIGHT] known as "The Mace of Cuthbert".
TAG_VECNA	TAG_RELIGION			Vecna	Vecna (veck-nuh), the god of secrets, is ~neutral evil~[TAG_NEUTRAL_EVIL].  He is known as the Maimed Lord, the Whispered One, and the Master of All That is Secret and Hidden.  Vecna rules that which is not meant to be known and that which people wish to keep secret.  The ~domains~[TAG_DOMAINS] he is associated with are ~Evil~[TAG_EVIL_D], ~Knowledge~[TAG_KNOWLEDGE_D], and ~Magic~[TAG_MAGIC_D].  He usually appears as a lich who is missing his left hand and left eye.  He lost his hand and eye in a fight with his traitorous lieutenant, Kas.  Vecna's favored weapon is the ~dagger~[TAG_WEAPONS_DAGGER] called "Afterthought".
TAG_WEE_JAS	TAG_RELIGION			Wee Jas	Wee Jas (wee jass), the goddess of death and magic, is ~lawful neutral~[TAG_LAWFUL_NEUTRAL].  Her titles are Witch Goddess, Ruby Sorceress, Stern Lady, and Death's Guardian.  Wee Jas is a demanding goddess who expects obedience from her followers.  Her temples are few and far between, but she counts many powerful ~sorcerers~[TAG_SORCERERS] and ~wizards~[TAG_WIZARDS] (especially necromancers) among her worshipers.  The ~domains~[TAG_DOMAINS] she is associated with are ~Death~[TAG_DEATH_D], ~Law~[TAG_LAW_D], and ~Magic~[TAG_MAGIC_D].  Her favored weapon is the ~dagger~[TAG_WEAPONS_DAGGER], named by her as "Discretion".
TAG_YONDALLA	TAG_RELIGION			Yondalla	The goddess of the ~halflings~[TAG_HALFLINGS], Yondalla (yon-dah-lah), is ~lawful good~[TAG_LAWFUL_GOOD].  Her titles include the Protector and Provider, the Nurturing Matriarch, and the Blessed One.  Yondalla is the creator and protector of the halfling race.  She espouses harmony among halflings and stalwart defense against their enemies.  Her followers hope to lead safe, prosperous lives by following her guidance.  The ~domains~[TAG_DOMAINS] she is associated with are ~Good~[TAG_GOOD_DOMAIN], ~Law~[TAG_LAW_D], and ~Protection~[TAG_PROTECTION_D].  The ~short sword~[TAG_WEAPONS_SWORD_SHORT] is her favored weapon and is named "Hornblade".
TAG_MONEY	TAG_EQUIPMENT			Wealth and Money	Characters gain wealth by receiving gifts from NPCs as rewards, looting creatures they have killed, or selling items they have in their inventory to NPCs who are willing to barter.Wealth in the game is measured in platinum pieces, gold pieces, silver pieces, and copper pieces, such that 1 platinum piece = 10 gold pieces, 1 gold piece = 10 silver pieces, and 1 silver piece = 10 copper pieces.
TAG_WEAPONS	TAG_EQUIPMENT			Weapons	Weapons are categorized into the following types:~Simple Weapons~[TAG_SIMPLE_WEAPONS]~Martial Weapons~[TAG_MARTIAL_WEAPONS]~Exotic Weapons~[TAG_EXOTIC_WEAPONS]Within each of these categories, weapons are broken down into unarmed, light melee, one-handed melee, two-handed melee, and ranged weapons.Weapons may also be rated as ~masterwork~[TAG_MASTERWORK].
TAG_ARMOR	TAG_EQUIPMENT			Armor	[CMD_CHILDREN]In addition to the above types of armor, armor may be rated as ~masterwork~[TAG_MASTERWORK].
TAG_GOODS	TAG_EQUIPMENT			Goods and Services	Most good and services are maintained by the computer for you. However, some items may be bought and sold throughout the game world.In addition to the goods mentioned above, some items have specific uses in the game world such as Thieves' tools, musical instruments, Holy Water, etc.
TAG_MAGIC_ITEMS	TAG_EQUIPMENT			Magic Items	Some items found in the game may be magical in nature. Some creatures are resistant to all but magical weapons. The most common types of magic items give bonuses to hit and damage rolls, but there are a wide variety of magic items that can increase abilities, modifiers, etc.A spellcaster with any of the Item Creation Feats may be able to create her own magical items once she has achieved the appropriate caster level.
TAG_ACTION_COST	TAG_COMBAT			Action Cost	[CMD_CHILDREN]
TAG_STANDARD_ACTION	TAG_ACTION_COST			Standard Actions	All of the following are considered standard actions:1. Attack. An attack can be a standard melee attack, an unarmed attack, which provokes an ~attack of opportunity~[TAG_AOO], or a ranged attack. Melee attacks can be done for nonlethal damage at a penalty on the attack roll and unarmed attacks can be done for lethal damage at a similar penalty. Some attacks might do extra damage as a result of a critical hit.2. Cast a spell. Most spells require a standard action as noted in their description. Casting a spell in an enemy's threat range provokes an attack of opportunity. Depending on distractions, a concentration check may also be required. 3. Activate Magic Item. 4. Use Special Ability.5. Total Defense. This gives your character a +4 Dodge bonus to his AC for one full turn.6. Start/Complete Full-Round Action. A character restricted to Standard Actions only can spend his Standard Action to start a Full-Round Action and complete it the next round during his Standard Action.
TAG_MOVEMENT_ACTION	TAG_ACTION_COST			Movement Actions	The following are considered to be move actions during combat:1. Move. You may move your character up to his standard ~movement rate~[TAG_MOVEMENT_RATE]. Note that moving through or out of a threatened square provokes an ~attack of opportunity~[TAG_AOO].2. Draw or Sheathe a Weapon.3. Ready or Loose a Shield.4. Manipulate an Item.5. Direct or Redirect a Spell. Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Although this requires a move action, it does not provoke an attack of opportunity or require ~concentration~[TAG_CONCENTRATION].6. Stand up.
TAG_FREE_ACTION	TAG_ACTION_COST			Free Actions	Free actions don't take any time at all and can be performed without limit. These are as follows:1. Drop an Item.2. Drop prone.3. Speak. 4. Cease Concentration Spell5. Cast a Quickened Spell
TAG_SPECIAL_ATTACKS	TAG_COMBAT			Special Attacks	[CMD_CHILDREN]
TAG_SPECIAL_INIT	TAG_COMBAT			Special Initiative Actions	  Delay: If you would prefer for your character to move after someone else within the combat round, you can elect to Delay your action. To do this, simply click and drag the character portrait at the top of the screen to the location in the order of when you would like that character to act. However, if the character has already taken his turn, moving him to a lower initiative will not allow him to act again, and if he has not yet taken his actions for his turn, then moving him to an initiative higher than the current combatant will forfeit his turn for this round.  Ready: You may also choose to Ready an action, dependent on something that the enemy does, such as prepare to cast a spell or shoot a bow. In this case, as soon as the condition is achieved, the character will immediately enact his readied action. If the condition is not achieved, then that character fails to act in that round.
TAG_SURPRISE	TAG_COMBAT			Surprise Round	In combat, if one or more characters gain surprise, they are allowed to act in the surprise round, before anyone else gets a chance to react. Characters not acting in the surprise round are ~flat-footed~[TAG_FLAT_FOOTED]. Characters are allowed to make one ~standard action~[TAG_STANDARD_ACTION] in the surprise round and as many ~free actions~[TAG_FREE_ACTION] as they want.
TAG_FULL_ROUND_ACTION	TAG_COMBAT			Full-Round Actions	[CMD_CHILDREN]
TAG_FASCINATED	TAG_CHARACTER_CONDITIONS	TAG_EXHAUSTED		Fascinated	A fascinated creature is entranced by a supernatural or spell effect.  The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effects, for as long as the effect lasts.  It takes a -4 penalty on skill checks made as reactions, such as ~Listen~[TAG_LISTEN] and ~Spot~[TAG_SPOT] checks.  Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect.  Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect.  A fascinated creature's ally may shake it free of the spell as a ~standard action~[TAG_STANDARD_ACTION].
TAG_SICKENED	TAG_CHARACTER_CONDITIONS	TAG_PRONE		Sickened	The character takes a -2 penalty on all attack rolls, weapon damage rolls, ~saving throws~[TAG_SAVING_THROW_DESC], ~skill~[TAG_SKILLS] checks, and ~ability~[TAG_THE_ABILITIES] checks.
TAG_BARD_0	TAG_SPELLS			Level 0 Bard Spells (Cantrips)	[CMD_CHILDREN_SORTED]
TAG_BARD_1	TAG_SPELLS			Level 1 Bard Spells	[CMD_CHILDREN_SORTED]
TAG_BARD_2	TAG_SPELLS			Level 2 Bard Spells	[CMD_CHILDREN_SORTED]
TAG_BARD_3	TAG_SPELLS			Level 3 Bard Spells	[CMD_CHILDREN_SORTED]
TAG_BARD_4	TAG_SPELLS			Level 4 Bard Spells	[CMD_CHILDREN_SORTED]
TAG_BARD_5	TAG_SPELLS			Level 5 Bard Spells	[CMD_CHILDREN_SORTED]
TAG_BARD_6	TAG_SPELLS			Level 6 Bard Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_0	TAG_SPELLS			Level 0 Cleric Spells (Orisons)	[CMD_CHILDREN_SORTED]
TAG_CLERIC_1	TAG_SPELLS			Level 1 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_2	TAG_SPELLS			Level 2 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_3	TAG_SPELLS			Level 3 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_4	TAG_SPELLS			Level 4 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_5	TAG_SPELLS			Level 5 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_6	TAG_SPELLS			Level 6 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_7	TAG_SPELLS			Level 7 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_8	TAG_SPELLS			Level 8 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_CLERIC_9	TAG_SPELLS			Level 9 Cleric Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_0	TAG_SPELLS			Level 0 Druid Spells (Orisons)	[CMD_CHILDREN_SORTED]
TAG_DRUID_1	TAG_SPELLS			Level 1 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_2	TAG_SPELLS			Level 2 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_3	TAG_SPELLS			Level 3 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_4	TAG_SPELLS			Level 4 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_5	TAG_SPELLS			Level 5 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_6	TAG_SPELLS			Level 6 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_7	TAG_SPELLS			Level 7 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_8	TAG_SPELLS			Level 8 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_DRUID_9	TAG_SPELLS			Level 9 Druid Spells	[CMD_CHILDREN_SORTED]
TAG_PALADIN_1	TAG_SPELLS			Level 1 Paladin Spells	[CMD_CHILDREN_SORTED]
TAG_PALADIN_2	TAG_SPELLS			Level 2 Paladin Spells	[CMD_CHILDREN_SORTED]
TAG_PALADIN_3	TAG_SPELLS			Level 3 Paladin Spells	[CMD_CHILDREN_SORTED]
TAG_PALADIN_4	TAG_SPELLS			Level 4 Paladin Spells	[CMD_CHILDREN_SORTED]
TAG_RANGER_1	TAG_SPELLS			Level 1 Ranger Spells	[CMD_CHILDREN_SORTED]
TAG_RANGER_2	TAG_SPELLS			Level 2 Ranger Spells	[CMD_CHILDREN_SORTED]
TAG_RANGER_3	TAG_SPELLS			Level 3 Ranger Spells	[CMD_CHILDREN_SORTED]
TAG_RANGER_4	TAG_SPELLS			Level 4 Ranger Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_0	TAG_SPELLS			Level 0 Sorcerer Spells (Cantrips)	[CMD_CHILDREN_SORTED]
TAG_SORCERER_1	TAG_SPELLS			Level 1 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_2	TAG_SPELLS			Level 2 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_3	TAG_SPELLS			Level 3 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_4	TAG_SPELLS			Level 4 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_5	TAG_SPELLS			Level 5 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_6	TAG_SPELLS			Level 6 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_7	TAG_SPELLS			Level 7 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_8	TAG_SPELLS			Level 8 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_SORCERER_9	TAG_SPELLS			Level 9 Sorcerer Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_0	TAG_SPELLS			Level 0 Wizard Spells (Cantrips)	[CMD_CHILDREN_SORTED]
TAG_WIZARD_1	TAG_SPELLS			Level 1 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_2	TAG_SPELLS			Level 2 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_3	TAG_SPELLS			Level 3 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_4	TAG_SPELLS			Level 4 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_5	TAG_SPELLS			Level 5 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_6	TAG_SPELLS			Level 6 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_7	TAG_SPELLS			Level 7 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_8	TAG_SPELLS			Level 8 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_WIZARD_9	TAG_SPELLS			Level 9 Wizard Spells	[CMD_CHILDREN_SORTED]
TAG_BULLRUSH	TAG_SPECIAL_ATTACKS			Bull Rush	To make a bull rush, you attempt to push an enemy back. You initiate this by moving into your opponent's square, which provokes an ~attack of opportunity~[TAG_AOO].Then you make opposed Strength checks.  If you succeed, you can push your opponent back 5 feet.
TAG_CHARGE	TAG_SPECIAL_ATTACKS			Charge	You must move at least 10 feet and as much as double your normal speed directly toward your opponent. After moving, you may make a single attack, which results in a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn.
TAG_FEINT	TAG_SPECIAL_ATTACKS			Feint	To feint, make a ~Bluff~[TAG_BLUFF] check opposed by a ~Sense Motive~[TAG_SENSE_MOTIVE] check by your target. If your Bluff check result exceeds your target's Sense Motive check result, the next ~melee attack~[TAG_MELEE_ATTACKS]  you make against the target does not allow him to use his ~Dexterity~[TAG_DEXTERITY] bonus to AC.
TAG_GRAPPLE	TAG_SPECIAL_ATTACKS			Grapple	Grappling means wrestling and struggling hand-to-hand. It's tricky to perform, but sometimes you want to pin foes instead of killing them, and sometimes you have no choice in the matter.Your attack bonus on a grapple check is:Base Attack Bonus + ~Strength~[TAG_STRENGTH] modifier + special size modifierThe steps to attempt a grapple are:1. Provoke an ~attack of opportunity~[TAG_AOO]2. Perform a melee touch attack to grap the opponent3. Make an opposed grapple check as a ~free action~[TAG_FREE_ACTION].If you succeed, your opponent is ~grappled~[TAG_GRAPPLING].
TAG_TRIP	TAG_SPECIAL_ATTACKS			Trip	To make a trip attack, make an unarmed melee touch attack against your target. This provokes an ~attack of opportunity~[TAG_AOO] from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check opposed by the defender's ~Dexterity~[TAG_DEXTERITY] or ~Strength~[TAG_STRENGTH] check (whichever has the higher modifier).  If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.A combatant gets a +4 bonus for every size category he is larger than medium.  He gets a -4 penalty for every size category he is smaller than medium.  A defender gets a +4 bonus if  he has more than two legs or is otherwise more stable than a normal humanoid (such as a ~dwarf~[TAG_DWARVES]).  Some creatures, such as those which fly or slither like a snake, cannot be tripped.
TAG_TURN	TAG_SPECIAL_ATTACKS			Turn or Rebuke Undead	Good ~clerics~[TAG_CLERICS], ~paladins~[TAG_PALADINS], and some neutral clerics can channel positive energy to halt, drive off (rout), or destroy undead.Evil clerics and some neutral clerics can channel negative energy to hold, awe (rebuke), control (command), or bolster undead. Regardless of the effect, the general term for the activity is called "turning."
TAG_TWO_WEAPONS	TAG_SPECIAL_ATTACKS			Two Weapon Fighting	If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. Fighting in this way is very hard, however, and you suffer a -6 penalty to your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. You can reduce these penalties if your off-hand weapon is light, such as a ~short sword~[TAG_WEAPONS_SWORD_SHORT], or you have the ~Two-Weapon Fighting~[TAG_TWO_FIGHTING] feat.
TAG_FULL_ATTACK	TAG_FULL_ROUND_ACTION			Full Attack	A full attack allows you to use all of your attacks in a given round, if you have multiple attacks. If you do not have multiple attacks, you do not need to use this attack.You may have multiple attacks because your Base Attack Bonus is high enough to allow it or you use two weapons to fight.To make a full attack, select full attack from the radial menu.  The number of attacks you have will be indicated by a number next to the cursor.  Click on an opponent to use an attack.  You may also use ~Trip~[TAG_TRIP], ~Stunning Fist~[TAG_STUNNING_FIST], ~Throw~[TAG_THROW_WEAPON], make a ~touch attack~[TAG_HOLDING_A_CHARGE], or other actions from the radial menu which are equivalent to an attack.
TAG_CAST_FULL	TAG_FULL_ROUND_ACTION			Casting a Spell (Full Round)	Some spells require a full round to cast. Others may be cast in a full round if a bard or sorcerer chooses to make a standard action spell a metamagic one.
TAG_USE_FULL	TAG_FULL_ROUND_ACTION			Use Special Ability (Full Round)	Depending on the special ability, some require a full-round action to execute.
TAG_WITHDRAW	TAG_FULL_ROUND_ACTION			Withdraw	You can move away from an opponent at double your ~movement rate~[TAG_MOVEMENT_RATE], without provoking an attack of opportunity, using this a full round action.
TAG_RUN	TAG_FULL_ROUND_ACTION			Run	A character can run as a full-round action up to 4 times his or her normal ~movement rate~[TAG_MOVEMENT_RATE] in a straight line. A character will run at 3 times his or her normal speed if they are wearing heavy armor. Running provokes an ~attack of opportunity~[TAG_AOO].
TAG_BANDED	TAG_ARMOR			Banded Mail	Heavy armor.Weight: 35 poundsAC Bonus: +6Max ~Dexterity~[TAG_DEXTERITY] Bonus: +1Armor Check penalty: -6Arcane Spell Failure Chance: 35%Speed reduction
TAG_BREASTPLATE	TAG_ARMOR			Breastplate	Medium armor.Weight: 30 poundsAC Bonus: +5Max ~Dexterity~[TAG_DEXTERITY] Bonus: +3Armor Check penalty: -4Arcane Spell Failure Chance: 25%Speed reduction
TAG_SIMPLE_WEAPONS	TAG_WEAPONS			Simple Weapons	Unarmed   ~Unarmed Strike~[TAG_WEAPONS_STRIKE_UNARMED]Light Melee  ~Dagger~[TAG_WEAPONS_DAGGER]  ~Light Mace~[TAG_WEAPONS_MACE_HEAVY_LIGHT]One-Handed Melee  ~Club~[TAG_WEAPONS_CLUB]  ~Heavy Mace~[TAG_WEAPONS_MACE_HEAVY_LIGHT]  ~Morningstar~[TAG_WEAPONS_MORNINGSTAR]  ~Shortspear~[TAG_WEAPONS_SHORTSPEAR]Two-Handed Melee  ~Longspear~[TAG_WEAPONS_LONGSPEAR]  ~Quarterstaff~[TAG_WEAPONS_QUARTERSTAFF]  ~Spear~[TAG_WEAPONS_SPEAR]Ranged  ~Heavy Crossbow~[TAG_WEAPONS_CROSSBOW_HEAVY]  ~Crossbow Bolts~[TAG_WEAPONS_BOLTS]  ~Light Crossbow~[TAG_WEAPONS_CROSSBOW_LIGHT]  ~Dart~[TAG_WEAPONS_DART]  ~Javelin~[TAG_WEAPONS_JAVELIN]  ~Sling~[TAG_WEAPONS_SLING]  ~Sling Bullets~[TAG_WEAPONS_BULLETS_SLING]
TAG_MARTIAL_WEAPONS	TAG_WEAPONS			Martial Weapons	Light Melee  ~Throwing Axe~[TAG_WEAPONS_AXE_THROWING]  ~Light Hammer~[TAG_WEAPONS_HAMMER_LIGHT]  ~Handaxe~[TAG_WEAPONS_HANDAXE]  ~Kukri~[TAG_WEAPONS_KUKRI]  ~Light Pick~[TAG_WEAPONS_PICK_HEAVY_LIGHT]  ~Sap~[TAG_WEAPONS_SAP]  ~Light Shield~[TAG_WEAPONS_SHIELD_HEAVY_LIGHT]  ~Short Sword~[TAG_WEAPONS_SWORD_SHORT]One-Handed Melee  ~Battleaxe~[TAG_WEAPONS_BATTLEAXE]  ~Longsword~[TAG_WEAPONS_LONGSWORD]  ~Heavy Pick~[TAG_WEAPONS_PICK_HEAVY_LIGHT]  ~Rapier~[TAG_WEAPONS_RAPIER]  ~Scimitar~[TAG_WEAPONS_SCIMITAR]  ~Heavy Shield~[TAG_WEAPONS_SHIELD_HEAVY_LIGHT]  ~Trident~[TAG_WEAPONS_TRIDENT]  ~Warhammer~[TAG_WEAPONS_WARHAMMER]Two-Handed Melee  ~Falchion~[TAG_WEAPONS_FALCHION]  ~Glaive~[TAG_WEAPONS_GLAIVE]  ~Greataxe~[TAG_WEAPONS_GREATAXE]  ~Greatclub~[TAG_WEAPONS_GREATCLUB]  ~Greatsword~[TAG_WEAPONS_GREATSWORD]  ~Guisarme~[TAG_WEAPONS_GUISARME]  ~Halberd~[TAG_WEAPONS_HALBERD]  ~Ranseur~[TAG_WEAPONS_RANSEUR]  ~Scythe~[TAG_WEAPONS_SCYTHE]Ranged  ~Longbow~[TAG_WEAPONS_LONGBOW]  ~Composite Longbow~[TAG_WEAPONS_LONGBOW_COMPOSITE]  ~Shortbow~[TAG_WEAPONS_SHORTBOW]  ~Composite Shortbow~[TAG_WEAPONS_SHORTBOW_COMPOSITE]  ~Arrows~[TAG_WEAPONS_ARROWS]
TAG_MASTERWORK	TAG_WEAPONS			Masterwork Weapons and Armor	A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enchantment bonus on attack rolls. This is NOT a magical attack, nor is the weapon considered magical. However, all magic weapons are considered to be masterwork, although the +1 enchantment bonus does NOT stack with magical bonuses.Just as with weapons, armor can be crafted as masterwork. Masterwork armor reduces the armor check penalties by 1. ~Thieves'  tools~[TAG_THIEVES_TOOLS] can also be rated as masterwork, giving bonuses to skill checks requiring the use of thieves'  tools.
TAG_CHAIN_SHIRT	TAG_ARMOR			Chain Shirt	Light Armor.Weight: 25 poundsAC Bonus: +4Max ~Dexterity~[TAG_DEXTERITY] Bonus: +4Armor Check penalty: -2Arcane Spell Failure Chance: 20%
TAG_BUCKLER	TAG_ARMOR			Buckler	Shield.Weight: 5 poundsAC Bonus: +1Max Dexterity Bonus: --Armor Check penalty: -1Arcane Spell Failure Chance: 5%
TAG_CHAINMAIL	TAG_ARMOR			Chainmail	Medium armor.Weight: 40 poundsAC Bonus: +5Max ~Dexterity~[TAG_DEXTERITY] Bonus: +2Armor Check penalty: -5Arcane Spell Failure Chance: 30%Speed reduction
TAG_FULLPLATE	TAG_ARMOR			Full Plate	Heavy armor.Weight: 50 poundsAC Bonus: +8Max ~Dexterity~[TAG_DEXTERITY] Bonus: +1Armor Check penalty: -6Arcane Spell Failure Chance: 35%Speed reduction
TAG_HALFPLATE	TAG_ARMOR			Half-Plate	Heavy armor.Weight: 50 poundsAC Bonus: +7Max ~Dexterity~[TAG_DEXTERITY] Bonus: +0Armor Check penalty: -7Arcane Spell Failure Chance: 40%Speed reduction
TAG_LEATHER	TAG_ARMOR			Leather	Light Armor.Weight: 15 poundsAC Bonus: +2Max ~Dexterity~[TAG_DEXTERITY] Bonus: +6Armor Check penalty: 0Arcane Spell Failure Chance: 10%
TAG_PADDED	TAG_ARMOR			Padded	Light Armor.Weight: 10 poundsAC Bonus: +1Max ~Dexterity~[TAG_DEXTERITY] Bonus: +8Armor Check penalty: 0Arcane Spell Failure Chance: 5%
TAG_SCALE	TAG_ARMOR			Scale Mail	Medium armor.Weight: 30 poundsAC Bonus: +4Max ~Dexterity~[TAG_DEXTERITY] Bonus: +3Armor Check penalty: -4Arcane Spell Failure Chance: 25%Speed reduction
TAG_SHIELDS	TAG_ARMOR			Shields	~Light shields~[TAG_WEAPONS_SHIELD_HEAVY_LIGHT] have a +1 AC bonus, a -1 armor check penalty, and a 5% arcane spell failure chance.~Heavy shields~[TAG_WEAPONS_SHIELD_HEAVY_LIGHT] have a +2 AC bonus, a -2 armor check penalty, and a 15% arcance spell failure chance.Finally, a tower shield has a +4 AC bonus, a -10 armor check penalty, and a 50% arcance spell failure chance. It also restricts the maximum dexterity bonus to +2.
TAG_SPLINT	TAG_ARMOR			Splint Mail	Heavy armor.Weight: 45 poundsAC Bonus: +6Max ~Dexterity~[TAG_DEXTERITY] Bonus: +0Armor Check penalty: -7Arcane Spell Failure Chance: 40%Speed reduction
TAG_STUDDED	TAG_ARMOR			Studded Leather	Light Armor.Weight: 20 poundsAC Bonus: +3Max ~Dexterity~[TAG_DEXTERITY] Bonus: +5Armor Check penalty: -1Arcane Spell Failure Chance: 15%
TAG_RADIAL_MENU	TAG_INGAME		TAG_COMBAT	The Radial Menu	You can control your characters' actions by use of the radial menu in the game.You can bring up the radial menu by right-clicking on the character of your choice. Spokes off the menu will guide you to your desired action. Simply move the cursor over the type of action you wish to perform and further spokes will extend out of the menu as necessary until your desired choice of action appears.   All actions are color coded during ~combat~[TAG_COMBAT] so that any  that will complete actions for your turn (except free actions) are yellow, any that will allow for further actions to take place are green, and any that are not allowed this turn are red.The radial menu features four icons from which the spokes emanate.  1) Combat (sword icon):           Options:                       ~AutoEnd Turn~[TAG_RADIAL_MENU_AUTOEND_TURN]                       Deal ~Nonlethal Damage~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE]                        ~Cast Defensively~[TAG_RADIAL_MENU_CAST_DEFENSIVELY]           Tactical:                        ~Ready~[TAG_RADIAL_MENU_READY] vs. Spell (ready an action vs. cast a spell)          Offense:                        ~Power Attack~[TAG_POWER_ATTACK]                        ~Feint~[TAG_FEINT]                        ~Coup de Grace~[TAG_RADIAL_MENU_COUP_DE_GRACE]                        ~Trip~[TAG_TRIP] Attack                        ~Charge~[TAG_CHARGE] Attack                        ~Total Defense~[TAG_RADIAL_MENU_TOTAL_DEFENSE]                        ~Fight Defensively~[TAG_RADIAL_MENU_FIGHT_DEFENSIVELY]                        ~Full Attack~[TAG_FULL_ATTACK]                        ~Standard Attack~[TAG_STANDARD_ACTION]          Movement:                             ~Run~[TAG_RUN]                             ~Move~[TAG_ADVENTURING_MOVE]                             ~Double Move~[TAG_ADVENTURING_DOUBLE_MOVE]                             ~5-foot Step~[TAG_5_FOOT_STEP]2) Inventory (backpack icon):          Will be able to select and view your character's ~skills~[TAG_SKILLS], ~feats~[TAG_FEATS], ~spells~[TAG_SPELLS], ~abilities~[TAG_THE_ABILITIES]; as well as view items and basic character stats.           3) Skills (tools icon):          ~Heal~[TAG_HEAL]          ~Sneak~[TAG_RADIAL_MENU_SNEAK]          ~Search~[TAG_SEARCH] (concentrated)4) Person icon:         Clicking on this icon will make the "Talk" option appear.  This is used as the primary way to talk to NPCs that join your party.
TAG_MAGIC_SCHOOLS	TAG_MAGIC			Magic Schools	The magic schools are:~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT]~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION]~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]
TAG_ARCANE_SPELLS	TAG_MAGIC			Arcane Spells	~Wizards~[TAG_WIZARDS], ~sorcerers~[TAG_SORCERERS], and ~bards~[TAG_BARDS] can cast arcane spells, which involve the direct manipulation of mystic energies. These manipulations require natural talent (in the case of sorcerers), long study (in the case of wizards), or both (in the case of bards). Compared to ~divine spells~[TAG_DIVINE_SPELLS], arcane spells are more likely to produce dramatic results, such as flight, explosions, or transformations.~Intelligence~[TAG_INTELLIGENCE] is the key attribute for wizard spells, while ~Charisma~[TAG_CHARISMA] is the key attribute for sorcerers and bards.Wizards must rest each day to regain spells. Spells must be prepared each day from their available list, filling each slot with a spell. Spells intended to be used more than once must take a slot for each intended casting.Sorcerers and bards also rest to regain spells. However, they do not need to fill slots with particular spells. They can cast any spell from their spell list, as long as they still have enough spell slots to cast.Arcane spells may be subject to ~failure~[TAG_ARCANE_SPELL_FAILURE] if the caster is wearing armor.
TAG_DIVINE_SPELLS	TAG_MAGIC			Divine Spells	~Clerics~[TAG_CLERICS], ~druids~[TAG_DRUIDS], experienced ~paladins~[TAG_PALADINS], and experienced ~rangers~[TAG_RANGERS] can cast divine spells. Unlike ~arcane spells~[TAG_ARCANE_SPELLS], divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine forces of nature power druids' and rangers' spells. The divine powers of law and good power paladins' spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.~Wisdom~[TAG_WISDOM] is the key attribute for casting divine spells and controls the highest level of spells the character may have.A divine caster is required to rest to regain spells. They must prepare which spells they wish to cast for the next day by filling in available slots. Clerics channeling positive energy can substitute a heal spell for any spell in their list, while negative channeling clerics can substitute harm spells. This is called ~spontaneous casting~[TAG_CLASS_FEATURES_CLERIC_SPONTANEOUS_CASTING].
TAG_NORMAL_GAME	TAG_INTERFACE_HELP			Normal Mode	The normal game allows you to reroll your character's ability points and load and save your game whenever you want. This is in contrast to the ~ironman~[TAG_IRONMAN] game which gives you only one roll for your character's abilities and does not allow you to return to past saved games.
TAG_MISC_ACTION	TAG_COMBAT			Miscellaneous Actions	These actions do not fit neatly into any category. They are as follows:1. Take a ~5-foot step~[TAG_5_FOOT_STEP]. A character may make one 5-foot step per round, and you can't take a 5-foot step in a round when your character moves any distance. Taking a 5-foot step does NOT provoke an ~attack of opportunity~[TAG_AOO], but it is the only movement that character can do that round.1. Use a ~feat~[TAG_FEATS]. Each feat has its own dependencies for combat, and some are not allowed in combat at all. Refer to the feats list for detailed descriptions.2. Use a ~skill~[TAG_SKILLS]. Most skills require a standard action, but some may be different. Refer to the skills list for detailed descriptions.
TAG_DOMAINS	TAG_SPELLS			Domain Spells	Depending on their deity, ~clerics~[TAG_CLERICS] receive extra spells according to the domains their deity has access to, and the cleric chooses two domains.Possible cleric domains are:[CMD_CHILDREN]
TAG_AIR_D	TAG_DOMAINS			Air Domain	Deities: ~Obad-Hai~[TAG_OBAD_HAI].Granted Powers: Turn or destroy earth creatures as a good cleric turns undead.  Rebuke, command, or bolster air creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your ~Charisma~[TAG_CHARISMA] modifier.  This granted power is a supernatural ability.  Air Domain Spells[CMD_CHILDREN]
TAG_ANIMAL_D	TAG_DOMAINS			Animal Domain	Deities: ~Ehlonna~[TAG_EHLONNA], ~Obad-Hai~[TAG_OBAD_HAI].Granted Powers: Add Knowledge (Nature) to your list of ~cleric~[TAG_CLERICS] class skills.Animal Domain Spells[CMD_CHILDREN]
TAG_CHAOS_D	TAG_DOMAINS			Chaos Domain	Deities: ~Corellon Larethian~[TAG_CORELLON], ~Erythnul~[TAG_ERYTHNUL], ~Gruumsh~[TAG_GRUUMSH], ~Kord~[TAG_KORD], ~Olidammara~[TAG_OLIDAMMARA].Granted Powers: You can cast chaos spells at +1 caster level.Chaos Domain Spells[CMD_CHILDREN]
TAG_DEATH_D	TAG_DOMAINS			Death Domain	Deities: ~Nerull~[TAG_NERULL], ~Wee Jas~[TAG_WEE_JAS].Granted Power: You may use a death touch one per day.  Your death touch is a supernatural ability that produces a death effect.  You must succeed on a melee attack against a living creature (using the rules for touch spells).  When you touch, roll 1d6 per cleric level you possess.  If the total at least equals the creature's current hit points, it dies (no save).Death Domain Spells [CMD_CHILDREN]
TAG_DESTRUCTION_D	TAG_DOMAINS			Destruction Domain	Deities: ~St. Cuthbert~[TAG_CUTHBERT], ~Hextor~[TAG_HEXTOR].Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit).  You must declare the smite before making the attack.  This ability is usable once per day.  Destruction Domain Spells[CMD_CHILDREN]
TAG_EARTH_D	TAG_DOMAINS			Earth Domain	Deities: ~Moradin~[TAG_MORADIN], ~Obad-Hai~[TAG_OBAD_HAI].Granted Power: Turn or destroy air creatures as a good cleric turns undead.  Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your ~Charisma~[TAG_CHARISMA] modifier.  This granted power is a supernatural ability.Earth Domain Spells[CMD_CHILDREN]
TAG_EVIL_D	TAG_DOMAINS			Evil Domain	Deities: ~Erythnul~[TAG_ERYTHNUL], ~Gruumsh~[TAG_GRUUMSH], ~Hextor~[TAG_HEXTOR], ~Nerull~[TAG_NERULL], ~Vecna~[TAG_VECNA].Granted Power: You cast evil spells at +1 caster level.Evil Domain Spells[CMD_CHILDREN]
TAG_FIRE_D	TAG_DOMAINS			Fire Domain	Deity: ~Obad-Hai~[TAG_OBAD_HAI].Granted Power: Turn or destroy water creatures as a good cleric turns undead.  Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your ~Charisma~[TAG_CHARISMA] modifier.  This granted power is a supernatural ability.  Fire Domain Spells[CMD_CHILDREN]
TAG_GOOD_DOMAIN	TAG_DOMAINS			Good Domain	Deities: ~Corellon Larethian~[TAG_CORELLON], ~Ehlonna~[TAG_EHLONNA], ~Garl Glittergold~[TAG_GARL], ~Heironeous~[TAG_HEIRONEOUS], ~Kord~[TAG_KORD], ~Moradin~[TAG_MORADIN], ~Pelor~[TAG_PELOR], ~Yondalla~[TAG_YONDALLA].Granted Power: You cast good spells at +1 caster level.Good Domain Spells[CMD_CHILDREN]
TAG_HEALING_D	TAG_DOMAINS			Healing Domain	Deity: ~Pelor~[TAG_PELOR].Granted Power: You cast healing spells at +1 caster level.Healing Domain Spells[CMD_CHILDREN]
TAG_KNOWLEDGE_D	TAG_DOMAINS			Knowledge Domain	Deities: ~Boccob~[TAG_BOCCOB], ~Vecna~[TAG_VECNA].Granted Power: Add all Knowledge skills to your list of cleric class skills.  You cast divination spells at +1 caster level.Knowledge Domain Spells[CMD_CHILDREN]
TAG_LAW_D	TAG_DOMAINS			Law Domain	Deities: ~St. Cuthbert~[TAG_CUTHBERT], ~Heironeous~[TAG_HEIRONEOUS], ~Hextor~[TAG_HEXTOR], ~Moradin~[TAG_MORADIN], ~Wee Jas~[TAG_WEE_JAS], ~Yondalla~[TAG_YONDALLA].Granted Power: You cast law spells at +1 caster level.Law Domain Spells[CMD_CHILDREN]
TAG_LUCK_D	TAG_DOMAINS			Luck Domain	Deities: ~Fharlanghn~[TAG_FHARLANGHN], ~Kord~[TAG_KORD], ~Olidammara~[TAG_OLIDAMMARA].Granted Power: You gain the power of good fortune, which is usable once per day.  This extraordinary ability allows you to reroll your next failed roll.  You have the option of re-rolling your next failed ~saving throw~[TAG_SAVING_THROW_DESC], your next failed attack roll, or your next failed critical.  In the game, a box will appear and you will check one of those three options.  In the event that you fail the next roll, the power of luck will give you another chance to succeed.Luck Domain Spells [CMD_CHILDREN]
TAG_MAGIC_D	TAG_DOMAINS			Magic Domain	Deities: ~Boccob~[TAG_BOCCOB], ~Vecna~[TAG_VECNA], ~Wee Jas~[TAG_WEE_JAS].Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a ~wizard~[TAG_WIZARDS] of one-half your cleric level (at least 1st level).  For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. Magic Domain Spells[CMD_CHILDREN]
TAG_PLANT_D	TAG_DOMAINS			Plant Domain	Deities: ~Ehlonna~[TAG_EHLONNA], ~Obad-Hai~[TAG_OBAD_HAI].Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead.  Use this ability a total number of times per day equal to 3 + your ~Charisma~[TAG_CHARISMA] modifier.  This granted power is a supernatural ability.  Add Knowledge (nature) to your list of cleric class skills.Plant Domain Spells[CMD_CHILDREN]
TAG_PROTECTION_D	TAG_DOMAINS			Protection Domain	Deities: ~Corellon Larethian~[TAG_CORELLON], ~St. Cuthbert~[TAG_CUTHBERT], ~Fharlanghn~[TAG_FHARLANGHN], ~Garl Glittergold~[TAG_GARL], ~Moradin~[TAG_MORADIN], ~Yondalla~[TAG_YONDALLA].Granted Power: You can generate a protective ward as a supernatural ability.  This grants someone you touch a resistance bonus equal to your cleric level on his or her next ~saving throw~[TAG_SAVING_THROW_DESC].  Activating this power is a ~standard action~[TAG_STANDARD_ACTION].  The protective ward is an ~abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] effect with a duration of 1 hour that is usable once per day.Protection Domain Spells[CMD_CHILDREN]
TAG_STRENGTH_D	TAG_DOMAINS			Strength Domain	Deities: ~St. Cuthbert~[TAG_CUTHBERT], ~Gruumsh~[TAG_GRUUMSH], ~Kord~[TAG_KORD], ~Pelor~[TAG_PELOR].Granted Power: You can perform a feat of ~strength~[TAG_STRENGTH] as a supernatural ability.  You gain an enhancement bonus to Strength equal to your cleric level.  Activating the power is a ~free action~[TAG_FREE_ACTION], the power lasts 1 round, and it is usable once per day. Strength Domain Spells[CMD_CHILDREN]
TAG_SUN_D	TAG_DOMAINS			Sun Domain	Deities: ~Ehlonna~[TAG_EHLONNA], ~Pelor~[TAG_PELOR].Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning.  The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.Sun Domain Spells[CMD_CHILDREN]
TAG_TRAVEL_D	TAG_DOMAINS			Travel Domain	Deities: ~Fharlanghn~[TAG_FHARLANGHN]Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell ~Freedom of Movement~[TAG_SPELLS_FREEDOM_OF_MOVEMENT].  This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).  This granted power is a supernatural ability.  Add ~Survival~[TAG_SURVIVAL] to your list of cleric class skills.Travel Domain Spells[CMD_CHILDREN]
TAG_TRICKERY_D	TAG_DOMAINS			Trickery Domain	Deities: ~Boccob~[TAG_BOCCOB], ~Erythnul~[TAG_ERYTHNUL], ~Garl Glittergold~[TAG_GARL], ~Olidammara~[TAG_OLIDAMMARA], ~Nerull~[TAG_NERULL].Granted Power: Add ~Bluff~[TAG_BLUFF] and ~Hide~[TAG_HIDE] to your list of cleric class skills.Trickery Domain Spells[CMD_CHILDREN]
TAG_WAR_D	TAG_DOMAINS			War Domain	Deities: ~Corellon Larethian~[TAG_CORELLON], ~Erythnul~[TAG_ERYTHNUL], ~Gruumsh~[TAG_GRUUMSH], ~Heironeous~[TAG_HEIRONEOUS], ~Hextor~[TAG_HEXTOR].Granted Power: Free ~Martial Weapon Proficiency~[TAG_MARTIAL_PROF] with deity's favored weapon (if necessary) and ~Weapon Focus~[TAG_WEAPON_FOCUS] with the deity's favored weapon.  The favored weapons of the war deities are as follows:     Corellon: ~longsword~[TAG_WEAPONS_LONGSWORD]     Erythnul: ~morningstar~[TAG_WEAPONS_MORNINGSTAR]     Gruumsh: ~longspear~[TAG_WEAPONS_LONGSPEAR]     Heironeous: ~longsword~[TAG_WEAPONS_LONGSWORD]     War Domain Spells[CMD_CHILDREN]
TAG_WATER_D	TAG_DOMAINS			Water Domain	Deity: ~Obad-Hai~[TAG_OBAD_HAI].Granted Power: Turn or destroy fire creatures as a good cleric turns undead.  Rebuke, command, or bolster water creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your ~Charisma~[TAG_CHARISMA] modifier.  This granted power is a supernatural ability.Water Domain Spells[CMD_CHILDREN]
TAG_DAGGER	TAG_SIMPLE_WEAPONS			Dagger
TAG_SPELLS_AID	TAG_SPELLS		TAG_CLERIC_2 TAG_GOOD_DOMAIN TAG_LUCK_D	Aid	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Clr~[TAG_CLERICS] 2, ~Good~[TAG_GOOD_DOMAIN] 2, ~Luck~[TAG_LUCK_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: 1 min/levelSaving Throw: None Spell Resistance: Yes (harmless)Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 +10 temporary hit points at caster level 10th).
TAG_SPELLS_ANALYZE_DWEOMER	TAG_SPELLS		TAG_BARD_6 TAG_SORCERER_6 TAG_WIZARD_6	Analyze Dweomer	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Bard~[TAG_BARDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One object or creature per caster levelDuration: 1 round/level (D)Saving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: No You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it.Analyze dweomer does not function when used on an artifact.FocusA tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.
TAG_SPELLS_ANIMAL_GROWTH 	TAG_SPELLS		TAG_DRUID_5 TAG_SORCERER_5 TAG_WIZARD_5 TAG_RANGER_4	Animal Growth	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 5, ~Rgr~[TAG_RANGERS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart.Duration: 1 min/levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesA number of animals grow to twice their normal size and eight times their normal weight.  This alteration changes each animal's size category to the next largest (from Large to Huge, for example), grants it a +8 size bonus to ~Strength~[TAG_STRENGTH] and a +4 size bonus to ~Constitution~[TAG_CONSTITUTION] (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to ~Dexterity~[TAG_DEXTERITY].  The creature's existing natural armor bonus increases by 2.  The size change also affects the animal's modifier to AC, attack rolls, and its base damage.  The animal's reach will change, but the animal's space and speed will not.  All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.  Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.    The spell gives no means of command or influence over the enlarged animals.  Multiple magical effects that increases size do not stack, which means that you can't use a second casting of this spell to further increase the size of an animal that's still under the effect of the first casting.
TAG_SPELLS_ANIMAL_TRANCE	TAG_SPELLS		TAG_BARD_2 TAG_DRUID_2	Animal Trance	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-Affecting, SonicLevel: ~Brd~[TAG_BARDS] 2, ~Drd~[TAG_DRUIDS] 2Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./ 2 levels)Targets: Animals or beasts with ~Intelligence~[TAG_INTELLIGENCE] 1 or 2Duration: ~Concentration~[TAG_CONCENTRATION]Saving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYour swaying motions and music (or singing, or chanting) compels animals and magical beasts to do nothing but watch you.  Only a creature with an Intelligence of 1 or 2 can be fascinated by this spell.  You fascinate 2d6 HD worth of creatures.  The closest targets are selected first until no more targets within range can be affected.    For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.  All animals are allowed to make a saving throw.
TAG_SPELLS_ANIMATE_DEAD	TAG_SPELLS		TAG_CLERIC_3 TAG_DEATH_D TAG_SORCERER_4 TAG_WIZARD_4	Animate Dead	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] (Evil)Level: ~Clr~[TAG_CLERICS] 3, ~Death~[TAG_DEATH_D] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTargets: One corpse touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoCreates a zombie or a skeleton from the corpse of a slain enemy.  The summoned undead creature is under the direct control of the caster.
TAG_SPELLS_BANE	TAG_SPELLS		TAG_CLERIC_1	Bane	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Fear, Mind-AffectingLevel: ~Clr~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 50 ft.Area: All enemies within 50 ft.Duration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesBane fills your enemies with fear and doubt.  Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.  Bane counters and dispels ~Bless~[TAG_SPELLS_BLESS].
TAG_SPELLS_BARKSKIN	TAG_SPELLS		TAG_DRUID_2 TAG_RANGER_2 TAG_PLANT_D	Barkskin	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 2, ~Ranger~[TAG_RANGERS] 2, ~Plant~[TAG_PLANT_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: 10 min/levelSaving Throw: NoneSpell Resistance: Yes (harmless)Barkskin toughens a creature's skin.  The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus.  This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +4 at caster level 9th.  The enhancement bonus provided by Barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.  A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
TAG_SPELLS_BESTOW_CURSE	TAG_SPELLS		TAG_CLERIC_3 TAG_SORCERER_4 TAG_WIZARD_4	Bestow Curse	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: PermanentSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYou place a curse on the subject.  Choose one of the following three effects:     -6 decrease to an ~ability score~[TAG_ABILITY_SCORES] (minimum 1)     -4 penalty on attack rolls, saves, ability checks, and ~skill~[TAG_SKILLS]          checks.     Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.  The curse bestowed by this spell cannot be dispelled, but it can be removed with a ~Break Enchantment~[TAG_SPELLS_BREAK_ENCHANTMENT] or ~Remove Curse~[TAG_SPELLS_REMOVE_CURSE] spell. 
TAG_SPELLS_BLESS	TAG_SPELLS		TAG_CLERIC_1 TAG_PALADIN_1	Bless	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Clr~[TAG_CLERICS] 1, ~Pal~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 50 ft.Area: The caster and all allies within a 50-ft. burst, centered on the casterDuration: 1 min/levelSaving Throw: NoneSpell Resistance: Yes (harmless)Bless fills your allies with courage.  Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.    Bless counters and dispels ~Bane~[TAG_SPELLS_BANE].
TAG_SPELLS_BLESS_WATER	TAG_SPELLS		TAG_CLERIC_1 TAG_PALADIN_1	Bless Water	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] (Good)Level: ~Clr~[TAG_CLERICS] 1, ~Pal~[TAG_PALADINS] 1Components: V, S, MCasting Time: ~Out of Combat~[TAG_OUT_OF_COMBAT]Range: TouchTarget: PersonalDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoThis transmutation imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory.  Material Component: 5 pounds of powdered silver (worth 25 gp).
TAG_SPELLS_BLIGHT	TAG_SPELLS		TAG_DRUID_4 TAG_SORCERER_5 TAG_WIZARD_5	Blight	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Drd~[TAG_DRUIDS], ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] halfSpell Resistance: YesThis spell withers a single plant creature of any size.  An affected plant creature takes 1d6 points of damage per level (maximum 10d6) and may attempt a Fortitude saving throw for half damage.    This spell has no effect on the soil or surrounding plant life.
TAG_SPELLS_BLINDNESS_DEAFNESS	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_3 TAG_SORCERER_2 TAG_WIZARD_2	Blindness/Deafness	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One living creatureDuration: PermanentSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesYou call upon the powers of unlife to render the subject blinded or deafened, as you choose.
TAG_SPELLS_BLINK	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Blink	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/levelYou "blink" back and forth and look as though you're winking in and out of reality very quickly and at random.  Blinking has several effects, as follows:   --Physical attacks against you have a 50% miss chance, and the ~Blind-Fight~[TAG_BLIND_FIGHT] feat doesn't help opponents, since you're ethereal and not merely invisible.  If the attacker can see invisible creatures, the miss chance is only 20%.  Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.   --Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible creatures.  Your own spells have a 20% chance of activating just as you go ethereal, in which case they typically do not affect the Material Plane.  Force effects (such as ~Magic Missile~[TAG_SPELLS_MAGIC_MISSILE]) and abjurations affect you normally.   --While blinking, you take only half damage from area attacks.  You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any ~Dexterity~[TAG_DEXTERITY] bonus to AC.
TAG_SPELLS_BLUR	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Blur	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] (Glamer)Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: Yes (harmless)The subject's outline appears blurred, shifting, and wavering.  This distortion grants the subject concealment (20% miss chance).  A ~See Invisibility~[TAG_SPELLS_SEE_INVISIBILITY] does not counteract the Blur effect, but a ~True Seeing~[TAG_SPELLS_TRUE_SEEING] spell does.  Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
TAG_SPELLS_BREAK_ENCHANTMENT	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_5 TAG_LUCK_D TAG_SORCERER_5 TAG_WIZARD_5	Break Enchantment	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Brd~[TAG_BARDS] 4, ~Clr~[TAG_CLERICS] 5, ~Luck~[TAG_LUCK_D] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 minuteRange: Close (25 ft. + 5 ft./2 levels)Targets: Up to one creature per level, all within 30 ft. of each otherDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoThis spell frees victims from enchantments, transmutations, and curses.  Break Enchantment can reverse even an instantaneous effect.  For each such effect, there is a caster level check (1d20 + caster level, maximum of +10) against a DC of 11 + caster level of the effect.  Success means that the creature is free of the spell, curse, or effect.  For a cursed magic item, the DC is 25.  If the spell is one that cannot be dispelled by ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC], Break Enchantment works only if that level is 5th level or lower.  For instance, ~Bestow Curse~[TAG_SPELLS_BESTOW_CURSE] cannot be dispelled by Dispel Magic, but Break Enchantment can dispel it.  If the effect comes from some permanent magic item, such as a cursed sword, Break Enchantment does not remove the curse from the item, but it does free the victim from the item's effects.  For example, a cursed item can change the alignment of its user.  Break Enchantment allows the victim to be rid of the item and negates the alignment change, but the item's curse is intact and affects the next creature to pick up the item--even if it's the recent recipient of the Break Enchantment spell.
TAG_SPELLS_BULL'S_STRENGTH	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2 TAG_PALADIN_2 TAG_SORCERER_2 TAG_WIZARD_2 TAG_STRENGTH_D	Bull's Strength	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 2, ~Pal~[TAG_PALADINS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2, ~Strength~[TAG_STRENGTH_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)The subject becomes stronger.  The spell grants a +4 enhancement bonus to ~Strength~[TAG_STRENGTH], adding the usual benefits to ~melee attack~[TAG_MELEE_ATTACKS] rolls, melee damage rolls, and other uses of the Strength modifier.
TAG_SPELLS_BULL'S_STRENGTH_MASS	TAG_SPELLS		TAG_CLERIC_6 TAG_DRUID_6 TAG_SORCERER_6 TAG_WIZARD_6	Bull's Strength, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 6, ~Drd~[TAG_DRUIDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6, ~Strength~[TAG_STRENGTH_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless) This spell functions like ~bull's strength~[TAG_SPELLS_BULL'S_STRENGTH], except that it affects multiple creatures.
TAG_SPELLS_BURNING_HANDS	TAG_SPELLS		TAG_FIRE_D TAG_SORCERER_1 TAG_WIZARD_1	Burning Hands	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Fire~[TAG_FIRE_D] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 15 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesA cone of searing flame shoots from your fingertips.  Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
TAG_SPELLS_CALL_LIGHTNING	TAG_SPELLS		TAG_DRUID_3	Call Lightning	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Drd~[TAG_DRUIDS] 3Components: V, SCasting Time: 1 round Range: Medium (100 ft. + 10 ft./level)Effect: One or more 30-ft. long vertical line-shaped bolts of lightningDuration: 1 min/levelSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesImmediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.  The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time).  Any creature in the target square or in the path of the bolt is affected.  You need not call a bolt of lightning immediately; other actions, even spell-casting, can be performed.  However, each round after the first, you may use a standard action (concentrating on the spell) to call a bolt.  You may call a total number of bolts equal to your caster level (maximum of 10 bolts).  If you are outdoors, each bolt deals 3d10 points of electricity damage instead of 3d6.    This spell function indoors or underground as well.
TAG_SPELLS_CALM_ANIMALS	TAG_SPELLS		TAG_ANIMAL_D TAG_DRUID_1 TAG_RANGER_1	Calm Animals	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind- AffectingLevel: ~Animal~[TAG_ANIMAL_D] 1, ~Drd~[TAG_DRUIDS] 1, ~Rgr~[TAG_RANGERS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Targets: Animals within 30 ft. of each otherDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell soothes and quiets animals, rendering them docile and harmless.  Only ordinary animals (those with ~Intelligence~[TAG_INTELLIGENCE] scores of 1 or 2) can be affected by this spell.  The subjects can be different kinds of animals, but no two may be more than 30 ft. apart.  The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.    The affected creatures remain where they are and do not attack or flee.  They are not helpless and defend themselves normally if attacked.  Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.
TAG_SPELLS_CALM_EMOTIONS	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_LAW_D	Calm Emotions	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2, ~Law~[TAG_LAW_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: Creatures in a 20-ft. radius spreadDuration: ~Concentration~[TAG_CONCENTRATION], up to 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell calms agitated creatures.  You have no control over the affected creatures, but Calm Emotion can stop raging creatures from fighting or joyous ones from reveling.  Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.  Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.  This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as ~Bless~[TAG_SPELLS_BLESS], ~Good Hope~[TAG_SPELLS_GOOD_HOPE], and ~Rage~[TAG_SPELLS_RAGE], as well as negating a bard's ability to inspire courage or a barbarian's rage ability.  It also suppresses any fear effects and removes the ~confused~[TAG_CONFUSED] condition from all targets.  While the spell lasts, a suppressed spell or effect has no effect.  When the Calm Emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
TAG_SPELLS_CAUSE_FEAR	TAG_SPELLS		TAG_BARD_1 TAG_CLERIC_1 TAG_DEATH_D TAG_SORCERER_1 TAG_WIZARD_1	Cause Fear	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] (Fear, Mind-Affecting)Level: ~Brd~[TAG_BARDS] 1, ~Clr~[TAG_CLERICS] 1, ~Death~[TAG_DEATH_D] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One living creature with 5 or fewer HDDuration: 1d4 rounds (if saving throw is failed) or 1 round (if saving throw is successful)Saving Throw: ~Will~[TAG_WILL] partialSpell Resistance: YesThe affected creature becomes frightened.  If the subject succeeds on a Will save, it is shaken for 1 round.  Creatures with 6 or more HD are immune to this effect.  ~Remove Fear~[TAG_SPELLS_REMOVE_FEAR]  counters and dispels Cause Fear.
TAG_SPELLS_CHAIN_LIGHTNING	TAG_SPELLS		TAG_AIR_D 	Chain Lightning	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Air~[TAG_AIR_D] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. +40 ft./level)Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)Duration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesThis spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.  Unlike ~Lightning Bolt~[TAG_SPELLS_LIGHTNING_BOLT], Chain Lightning strikes one object or creature initially, then arcs to other targets.  The bolt deals 1d6 points of electricity damage per caster level (maximum 10d6) to the primary target.  After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 10).  The secondary bolts each strike one target and deal half as much damage as the primary one did.    Each target can attempt a Reflex saving throw for half damage.  You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once.  You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
TAG_SPELLS_CHAOS_HAMMER	TAG_SPELLS		TAG_CHAOS_D	Chaos Hammer	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Chaos~[TAG_CHAOS_D] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: 20-ft. radius burstDuration: Instantaneous (1d6 rounds)Saving Throw: ~Will~[TAG_WILL]Spell Resistance: YesYou unleash chaotic power to smite your enemies.  The power takes the form of a multicolored explosion of leaping, ricocheting energy.  Only lawful and neutral (not chaotic) creatures are harmed by the spell.  The spell deals 1d8 points of damage per two caster levels to lawful creatures (or 1d6 points of damage per caster level to lawful outsiders) and slows them down for 1d6 rounds.  A slowed creature can take only a single standard action or ~move action~[TAG_MOVEMENT_ACTION] on each of its turns, plus free actions as usual.  In addition, it takes a -2 penalty to AC, attack rolls, damage rolls, and ~Reflex~[TAG_REFLEX] saves.  A successful Will save reduces the damage by half and negates the slow effect.  The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed.  Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
TAG_SPELLS_CHARM_MONSTER	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_4 TAG_WIZARD_4	Charm Monster	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Charm) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Target: One living creatureDuration: One day/levelThis spell functions like ~Charm Person~[TAG_SPELLS_CHARM_PERSON], except that the effect is not restricted by creature type or size.
TAG_SPELLS_CHARM_PERSON	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Charm Person	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Charm) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One humanoid creatureDuration: 1 hour/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis charm makes a humanoid creature regard you as its trusted friend and ally. It perceives your words and actions in the most favorable way. If the charmed creature is attacked while under the influence of Charm Person, the spell is immediately broken.
TAG_SPELLS_CHILL_METAL	TAG_SPELLS		TAG_DRUID_2	Chill Metal	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 2 Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: May target one creature wearing metal armor per two levels, no two of which can be more than 30 ft. apart.Duration: 7 roundsSaving Throw: NoneSpell Resistance: Yes (object)Chill metal makes metal extremely cold.  Unattended, nonmagical metal gets no saving throw.  Magical metal is allowed a saving throw against the spell.  An item in the creature's possession uses the creature's saving throw bonus unless its own is higher.    Only a creature wearing metal armor takes any cold damage and will be fully affected if its metal armor is chilled. The creature takes minimum damage (1 or 2 points) if it's not wearing metal armor.  First round of the spell: the metal becomes chilly and uncomfortable to the touch but deals no damage.  The same effects also occurs on the last round (the Seventh) of the spell's duration.   Second round (and also the Sixth): icy coldness causes pain and damage (1d4 points of damage).  Third, Fourth, and Fifth rounds: the metal is freezing cold, causing more damage (2d4 points of damage).Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.  For example, if the damage roll from a Chill Metal spell indicates 5 points of cold damage and the subject plunges through a fire spell in the same round and takes 10 points of damage, it winds up taking no cold damage and only 5 points of fire damage.  Chill Metal counters and dispels ~Heat Metal~[TAG_SPELLS_HEAT_METAL].
TAG_SPELLS_CHILL_TOUCH	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Chill Touch	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTargets: Creature or creatures touched (up to one/level)Duration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] partial or ~Will~[TAG_WILL] negatesSpell Resistance: YesA touch from your hand, which glows with blue energy, disrupts the life force of living creatures.  Each touch channels negative energy that deals 1d6 points of damage.  The touched creature also takes 1 point of ~Strength~[TAG_STRENGTH] damage unless it makes a successful Fortitude saving throw.  You can use this melee touch attack up to one time per level.  An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. 
TAG_SPELLS_CLAIRAUDIENCE_CLAIRVOYANCE	TAG_SPELLS		TAG_BARD_3 TAG_KNOWLEDGE_D TAG_SORCERER_3 TAG_WIZARD_3	Clairaudience/Clairvoyance	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION] (Scrying)Level: ~Brd~[TAG_BARDS] 3, ~Knowledge~[TAG_KNOWLEDGE_D] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: ~Out of Combat~[TAG_OUT_OF_COMBAT]Range: Long (400 ft. + 40 ft./level)Effect: Magical sensorDuration: 1 min/levelSaving Throw: NoneSpell Resistance: NoClairaudience/Clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there.
TAG_SPELLS_CLOUDKILL	TAG_SPELLS		TAG_SORCERER_5 TAG_WIZARD_5	Cloudkill	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Effect: Cloud spreads in 20-ft. radius, 20 ft. highDuration: 1 min./levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] partialSpell Resistance: NoThis spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.  3 or fewer HD creatures: Automatically killed (no save).   4 to 6 HD creatures: Are slain unless they succeed on making a Fortitude save (in which case they take 1d4 points of ~Constitution~[TAG_CONSTITUTION] damage on your turn each round while in the cloud).6 or more HD creatures: Take 1d4 points of Constitution damage on their turn each round while in the cloud (a successful Fortitude save halves this damage).  Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.
TAG_SPELLS_COLOR_SPRAY	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Color Spray	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 15 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesA vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.  Each creature within the cone is affected according to its Hit Dice.2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious).3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.5 or more HD: The creature is stunned for 1 round.  Sightless creatures are not affected by Color Spray.
TAG_SPELLS_COMMAND	TAG_SPELLS		TAG_CLERIC_1	Command	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Language-Dependent, Mind-AffectingLevel: ~Clr~[TAG_CLERICS] 1Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: 1 roundSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYou give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.  You may select from the following options.Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round.  The creature may do nothing but move during its turn, and it provokes ~attacks of opportunity~[TAG_AOO] for this movement as usual.Fall: On its turn, the subject falls to the ground and remains ~prone~[TAG_PRONE] for 1 round.  It may act normally while prone but takes any appropriate penalties.Flee: On its turn, the subject moves away from you as quickly as possible for 1 round.  It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as usual.Halt: The subject stands in place for 1 round.  It may not take any actions but it is not considered helpless.
TAG_SPELLS_CONE_OF_COLD	TAG_SPELLS		TAG_SORCERER_5 TAG_WIZARD_5 TAG_WATER_D	Cone of Cold	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Cold)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5, ~Water~[TAG_WATER_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesCone of Cold creates an area of extreme cold, originating at your hand and extending outward in a cone.  It drains heat, dealing 1d6 points of cold damage per caster level (maximum 10d6).
TAG_SPELLS_CONFUSION	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_4 TAG_WIZARD_4 TAG_TRICKERY_D	Confusion	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4, ~Trickery~[TAG_TRICKERY_D] 4Components: V, SCasting Time: ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Targets: All creatures in a 15-ft. radius burstDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell causes the targets to become confused, making them unable independently to decide what they will do.  A roll is made in the game and the table below determines what the subject does each round.d%       Behavior01-10  Attack caster with melee or ranged weapons (or close with caster if attack is not possible).11-20  Act normally.21-50  Do nothing but babble incoherently.51-70  Flee away from caster at top possible speed.71-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).A confused character who can't carry out the indicated action does nothing but babble incoherently.  Attackers are not at any special advantage when attacking a confused character.  Note that a confused character will not make ~attacks of opportunity~[TAG_AOO] against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).  
TAG_SPELLS_CONSECRATE	TAG_SPELLS		TAG_CLERIC_2	Consecrate	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Good)Level: ~Clr~[TAG_CLERICS] 2Components: V, S, MRange: Close (25 ft. + 5 ft./2 levels)Area: 20-ft-radius emanationDuration: 2 hours/levelSaving Throw: NoneSpell Resistance: NoThis spell blesses an area with positive energy.  Each ~Charisma~[TAG_CHARISMA] check made to turn undead within this area gains a +3 sacred bonus.  Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves.  Undead cannot be created within or summoned into a consecrated area.  If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area).  You cannot consecrate an area with a similar fixture of a deity other than your own patron.  Consecrate counters and dispels ~Desecrate~[TAG_SPELLS_DESECRATE]. 
TAG_SPELLS_CONTAGION	TAG_SPELLS		TAG_CLERIC_3 TAG_DESTRUCTION_D TAG_DRUID_3 TAG_SORCERER_4 TAG_WIZARD_4	Contagion	~Necromancy~[TAG_MAGIC_SCHOOLS]  (Evil)Level: ~Clr~[TAG_CLERICS] 3, ~Destruction~[TAG_DESTRUCTION_D] 3, ~Drd~[TAG_DRUIDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesThe subject contracts a disease selected from the table below, which strikes immediately (no incubation period).  The DC noted is for the subsequent saves.See information below table for Disease descriptions.Disease                              DC          DamageBlinding Sickness             @t16       @t1d4 ~Str~[TAG_STRENGTH]Cackle fever                    @t16           @t1d6 ~Wis~[TAG_WISDOM]Filth fever                            @t12           @t1d3 ~Dex~[TAG_DEXTERITY]                                                           @tand 1d3 ~Con~[TAG_CONSTITUTION]Mindfire                               @t12           @t1d4 ~Int~[TAG_INTELLIGENCE]Red ache                            @t15           @t1d6 StrShakes                               @t13           @t1d8 DexSlimy doom                        @t14           @t1d4 Con Blinding Sickness: Spread in tainted water.Cackle Fever: Symptoms include high fever, disorientation, and frequent bouts of hideous laugher.  Also known as the "shrieks".Filth Fever: Dire rates and otyughs spread it.  Those injured while in filthy surroundings might also catch it.Mindfire: Feels like your brain is burning.  Causes stupor.Red Ache: Skin turns red, bloated, and warm to the touch.Shakes: Causes involuntary twitches, tremors, and fits.Slimy Doom: Victim turns into infectious goo from the inside out.  Can cause permanent ability drain.
TAG_SPELLS_CONTROL_PLANTS	TAG_SPELLS		TAG_DRUID_8 TAG_PLANT_D	Control Plants	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 8, ~Plant~[TAG_PLANT_D] 8Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Targets: Up to 2 HD/ level of plant creatures, no two of which can be more than 30 ft. apartDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: NoThis scroll spell enables you to charm one or more plant creatures for a short period of time. You can question the plants as to whether or not any creatures have passed through recently, and gain a tracking bonus of +10. Non-plant enemies in the area of effect are subject to ~Entangle~[TAG_SPELLS_ENTANGLE],  and since the plants are now friendly to you, your allies are not affected by this. At the end of the spell's duration, the charmed plants revert to their normal behavior.
TAG_SPELLS_CURE_CRITICAL_WOUNDS	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_4 TAG_DRUID_5 TAG_HEALING_D	Cure Critical Wounds	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Brd~[TAG_BARDS] 4, ~Clr~[TAG_CLERICS] 4, ~Drd~[TAG_DRUIDS] 5,~Healing~[TAG_HEALING_D] 4This spell functions like ~Cure Light Wounds~[TAG_SPELLS_CURE_LIGHT_WOUNDS], except that it cures 4d8 points of damage +1 point per caster level (maximum +10).
TAG_SPELLS_CURE_LIGHT_WOUNDS	TAG_SPELLS		TAG_BARD_1 TAG_CLERIC_1 TAG_DRUID_1 TAG_HEALING_D TAG_PALADIN_1 TAG_RANGER_2	Cure Light Wounds	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Brd~[TAG_BARDS] 1, ~Clr~[TAG_CLERICS] 1, ~Drd~[TAG_DRUIDS] 1, ~Healing~[TAG_HEALING_D] 1, ~Pal~[TAG_PALADINS] 1, ~Rgr~[TAG_RANGERS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: Instantaneous Saving Throw: ~Will~[TAG_WILL] half (harmless)Spell Resistance: Yes (harmless)When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5).  Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds.  An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
TAG_SPELLS_CURE_MINOR_WOUNDS	TAG_SPELLS		TAG_CLERIC_0 TAG_DRUID_0	Cure Minor Wounds	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 0, ~Drd~[TAG_DRUIDS] 0This spells functions like ~Cure Light Wounds~[TAG_SPELLS_CURE_LIGHT_WOUNDS], except that it cures only 1 point of damage.
TAG_SPELLS_CURE_MODERATE_WOUNDS	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_DRUID_3 TAG_HEALING_D TAG_PALADIN_3 TAG_RANGER_3 	Cure Moderate Wounds	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 3, ~Healing~[TAG_HEALING_D] 2, ~Pal~[TAG_PALADINS] 3, ~Rgr~[TAG_RANGERS] 3This spell functions like ~Cure Light Wounds~[TAG_SPELLS_CURE_LIGHT_WOUNDS], except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
TAG_SPELLS_CURE_SERIOUS_WOUNDS	TAG_SPELLS		TAG_BARD_3 TAG_CLERIC_3 TAG_DRUID_4 TAG_HEALING_D TAG_PALADIN_4 TAG_RANGER_4	Cure Serious Wounds	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Brd~[TAG_BARDS] 3, ~Clr~[TAG_CLERICS] 3, ~Drd~[TAG_DRUIDS] 4, ~Healing~[TAG_HEALING_D] 3, ~Pal~[TAG_PALADINS] 4, ~Rgr~[TAG_RANGERS] 4This spell functions like ~Cure Light Wounds~[TAG_SPELLS_CURE_LIGHT_WOUNDS], except that it cures 3d8 points of damage +1 per caster level (maximum +10).
TAG_SPELLS_CURSE_WATER	TAG_SPELLS		TAG_CLERIC_1	Curse Water	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] (Evil)Level: ~Clr~[TAG_CLERICS] 1Components: V, S, MCasting Time: 1 minuteRange: TouchTarget: Flask of water touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (object)Spell Resistance: Yes (object)This spell imbues a flask of water with negative energy, turning it into unholy water.  Unholy water damages good outsiders the way holy water damages undead and evil outsiders.   Material Components: 5 pounds of powdered silver (worth 25 gp).
TAG_SPELLS_CHARM_ANIMAL	TAG_SPELLS		TAG_DRUID_1 TAG_RANGER_1	Charm Animal	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Charm) Mind-AffectingLevel: ~Drd~[TAG_DRUIDS] 1, ~Rgr~[TAG_RANGERS] 1Target: One animalThis spell functions like ~Charm Person~[TAG_SPELLS_CHARM_PERSON], except that it only affects creatures of the animal type. 
TAG_SPELLS_CURE_LIGHT_WOUNDS_MASS	TAG_SPELLS		TAG_BARD_5 TAG_CLERIC_5 TAG_DRUID_6 TAG_HEALING_D	Cure Light Wounds, Mass	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]  (Healing)Level: ~Bard~[TAG_BARDS] 5, ~Clr~[TAG_CLERICS] 5, ~Drd~[TAG_DRUIDS] 6, ~Healing~[TAG_HEALING_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/level, no two of which can be more than 30 ft. apartDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] half (harmless) or Will half; see textSpell Resistance: Yes (harmless) or YesYou channel positive energy to cure 1d8 points of damage +1 per caster level (maximum +20) in each selected creature.  Like other Cure spells, Mass Cure Light Wounds deals damage to undead in its area rather than curing them.  Each affected undead may attempt a Will save for half damage.
TAG_SPELLS_CURE_MODERATE_WOUNDS_MASS	TAG_SPELLS		TAG_BARD_6 TAG_CLERIC_6 TAG_DRUID_7 	Cure Moderate Wounds, Mass	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Brd~[TAG_BARDS] 6, ~Clr~[TAG_CLERICS] 6, ~Drd~[TAG_DRUIDS] 7This spell functions like ~Cure Light Wounds, Mass~[TAG_SPELLS_CURE_LIGHT_WOUNDS_MASS], except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).
TAG_SPELLS_CURE_SERIOUS_WOUNDS_MASS	TAG_SPELLS		TAG_CLERIC_7 TAG_DRUID_8 	Cure Serious Wounds, Mass	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 7, ~Drd~[TAG_DRUIDS] 7This spell functions like ~Cure Light Wounds, Mass~[TAG_SPELLS_CURE_LIGHT_WOUNDS_MASS], except that it cures 3d8 points of damage + 1 point per caster level (maximum +35).
TAG_SPELLS_CURE_CRITICAL_WOUNDS_MASS	TAG_SPELLS		TAG_CLERIC_8 TAG_DRUID_9 TAG_HEALING_D	Cure Critical Wounds, Mass	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 8, ~Drd~[TAG_DRUIDS] 9, ~Healing~[TAG_HEALING_D] 8This spell functions like ~Cure Light Wounds, Mass~[TAG_SPELLS_CURE_LIGHT_WOUNDS_MASS], except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).
TAG_SPELLS_HEAL	TAG_SPELLS		TAG_CLERIC_6 TAG_DRUID_7 TAG_HEALING_D	Heal	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 6, ~Drd~[TAG_DRUIDS] 7, ~Healing~[TAG_HEALING_D] 6Components: V, SCasting time: 1 ~standard action~[TAG_STANDARD_ACTION] Range: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, ~feeble-minded~[TAG_SPELLS_FEEBLEMIND], nauseated, sickened, stunned, and poisoned. It also cure 10 hit points of damage per level of the caster, to a maximum of 100 points at 10th level.  Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
TAG_SPELLS_HEAL_MASS	TAG_SPELLS		TAG_CLERIC_9 TAG_HEALING_D	Heal, Mass	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 9, ~Healing~[TAG_HEALING_D] 9Components: V, SCasting time: 1 ~standard action~[TAG_STANDARD_ACTION] Range: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless) This spell functions like ~heal~[TAG_SPELLS_HEAL], except as noted above. The maximum number of hit points restored to each creature is 250.
TAG_SPELLS_HARM	TAG_SPELLS			Harm	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 6, ~Destruction~[TAG_DESTRUCTION_D] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] half; see textSpell Resistance: YesHarm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 100 points at 10th level). If the creature successfully saves, Harm deals half this amount, but it cannot reduce the target's hit points to less than 1.  If used on an undead creature, Harm acts like ~Heal~[TAG_SPELLS_HEAL].
TAG_SPELLS_DAZE	TAG_SPELLS		TAG_BARD_0 TAG_SORCERER_0 TAG_WIZARD_0	Daze	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion)Mind-AffectingLevel: ~Bard~[TAG_BARDS] 0, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One humanoid creature of 4 HD or lessDuration: 1 roundSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.  Humanoids of 5 or more HD are not affected.  A dazed subject is not ~stunned~[TAG_STUNNED], so attackers get no special advantage against it.
TAG_SPELLS_DEATH_KNELL	TAG_SPELLS		TAG_CLERIC_2 TAG_DEATH_D	Death Knell	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] Death, EvilLevel:  ~Clr~[TAG_CLERICS] 2, ~Death~[TAG_DEATH_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: Instantaneous/ 10 minutes per HD of subjectSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYou draw forth the ebbing life force of a creature and use it to fuel your own power.  Upon casting this spell you touch a living creature that has -1 of fewer hit points.  If the subject fails its ~saving throw~[TAG_SAVING_THROW_DESC], it dies, and you gain 1d8 temporary hit points and a 2+ bonus to ~Strength~[TAG_STRENGTH]. Additionally, your effective caster level goes up by 1+, improving spell effects dependent on caster level (This increase in effective caster level does not grant you access to more spells.)   These effects last for 10 minutes per HD of the subject creature.
TAG_SPELLS_DEATH_WARD	TAG_SPELLS		TAG_CLERIC_4 TAG_DEATH_D TAG_DRUID_5	Death Ward	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] Level:  ~Clr~[TAG_CLERICS] 4, ~Death~[TAG_DEATH_D] 4, ~Drd~[TAG_DRUIDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: 1 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or ~Chill Touch~[TAG_SPELLS_CHILL_TOUCH]).  This spell doesn't remove negative levels that the subject has already gained, nor does it affect the ~saving throw~[TAG_SAVING_THROW_DESC] necessary 24 hours after gaining a negative level.  Death Ward does not protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal. 
TAG_SPELLS_DELAY_POISON	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_DRUID_2 TAG_PALADIN_2 TAG_RANGER_1	Delay Poison	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION]Level: ~Bard~[TAG_BARDS] 2,  ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 2, ~Pal~[TAG_PALADINS] 2, ~Ranger~[TAG_RANGERS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 hour/levelSaving Throw: ~Fortitude~[TAG_FORTITUDE]  negates (harmless)Spell Resistance: Yes (harmless)The subject becomes temporarily immune to poison.  Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until it has expired.  Delay poison does not cure any damage that poison may have already done.
TAG_SPELLS_DESECRATE	TAG_SPELLS		TAG_CLERIC_2 TAG_EVIL_D	Desecrate	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] EvilLevel: ~Clr~[TAG_CLERICS] 2, ~Evil~[TAG_EVIL_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Area: 20-ft.-radius emanationDuration: 2 hours/levelSaving Throw: NoneSpell Resistance: YesThis spell imbues an area with negative energy.  Each ~Charisma~[TAG_CHARISMA] check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws.  An undead creature created within or summoned into such an area gains +1 hit points per HD.  If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and 2+ hit points per HD for undead in the area).  Furthermore, anyone who casts ~Animate Dead~[TAG_SPELLS_ANIMATE_DEAD] within this area may create as many as double the normal amount of undead (that is 4 HD per caster level rather than 2 HD caster level).  Desecrate counters and dispels ~Consecrate~[TAG_SPELLS_CONSECRATE].
TAG_SPELLS_DETECT_CHAOS	TAG_SPELLS		TAG_CLERIC_1	Detect Chaos	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 10min./level (D)Saving Throw: NoneSpell Resistance: NoThis spell functions like ~Detect Evil~[TAG_SPELLS_DETECT_EVIL], except that it detects the auras of chaotic creatures.
TAG_SPELLS_DETECT_EVIL	TAG_SPELLS		TAG_CLERIC_1	Detect Evil	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 1Components: V, S, DFCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 10min./level (D)Saving Throw: NoneSpell Resistance: NoYou can sense the presence of evil. This spell examines every creature within its radius and determines their alignment. If a creature's alignment is evil, then the spellcaster is able to detect it and the creature will light up.
TAG_SPELLS_DETECT_GOOD	TAG_SPELLS		TAG_CLERIC_1	Detect Good	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 1Components: V, S, DFCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 10min./level (D)Saving Throw: NoneSpell Resistance: NoThis spell functions like ~Detect Evil~[TAG_SPELLS_DETECT_EVIL], except that it detects the auras of good creatures.
TAG_SPELLS_DETECT_LAW	TAG_SPELLS		TAG_CLERIC_1	Detect Law	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 1Components: V, S, DFCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 10min./level (D)Saving Thow: NoneSpell Resistance: NoThis spell functions like ~Detect Evil~[TAG_SPELLS_DETECT_EVIL], except that it detects the auras of lawful creatures.
TAG_SPELLS_DETECT_MAGIC	TAG_SPELLS		TAG_BARD_0 TAG_CLERIC_0 TAG_DRUID_0 TAG_SORCERER_0 TAG_WIZARD_0	Detect Magic	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Brd~[TAG_BARDS] 0, ~Clr~[TAG_CLERICS] 0,  ~Drd~[TAG_DRUIDS] 0,  ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0,Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 1min./level (D)Saving Throw: NoneSpell Resistance: NoYou detect magical auras.  The amount of information revealed depends upon how long you study a particular area or subject.
TAG_SPELLS_DETECT_SECRET_DOORS	TAG_SPELLS		TAG_BARD_1 TAG_KNOWLEDGE_D TAG_SORCERER_1 TAG_WIZARD_1	Detect Secret Doors	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Brd~[TAG_BARDS] 1, ~Knowledge~[TAG_KNOWLEDGE_D] 1,  ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1 Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 1min./level (D)Saving Throw: NoneSpell Resistance: NoYou can detect secret doors, compartments, caches, and so forth.  Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell -- an ordinary trapdoor underneath a pile of crates would not be detected.  The amount of information revealed depends upon how long you study a particular area or subject.
TAG_SPELLS_DETECT_UNDEAD	TAG_SPELLS		TAG_CLERIC_1 TAG_PALADIN_1 TAG_SORCERER_1 TAG_WIZARD_1	Detect Undead	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level:~Clr~[TAG_CLERICS] 1, ~Pal~[TAG_PALADINS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1 Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ftArea: Cone-shaped emanationDuration: Concentration, up to 1min./level (D)Saving Thow: NoneSpell Resistance: NoYou can detect the aura that surrounds undead creatures.  The amount of information revealed depends upon how long you study a particular area .HD : Strength4 or lower : Moderate5-10 : Strong11 or higher : OverwhelmingLingering Aura: an undead aura lingers after its original source is destroyed.  If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).  How long the aura lingers at this dim level depends upon its original power.
TAG_SPELLS_DIMENSION_DOOR	TAG_SPELLS		TAG_BARD_4 TAG_SORCERER_4 TAG_WIZARD_4 TAG_TRAVEL_D	Dimension Door	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] TeleportationLevel: ~Bard~[TAG_BARDS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4,  ~Travel~[TAG_TRAVEL_D] 4 Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Target: You and touched objects or other touched willing creatures.Duration: InstantaneousSaving Throw: None and ~Will~[TAG_WILL] negates (object).Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You arrive at the spot you selected, provided you could have arrived there through nonmagical means, i.e. you can dimension door into the next room but not into solid rock. After using this spell, you can't take any other actions until your next turn.
TAG_SPELLS_DIMENSIONAL_ANCHOR	TAG_SPELLS		TAG_CLERIC_4 TAG_SORCERER_4 TAG_WIZARD_4	Dimensional Anchor	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Effect: RayDuration: 1 min./levelSaving Throw: NoneSpell Resistance: Yes (object) A green ray springs from your outstretched hand.  You must make a ranged touch attack to hit the target.  Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks bodily extradimensional travel such as ~Dimension Door~[TAG_SPELLS_DIMENSION_DOOR] or ~Teleport~[TAG_SPELLS_TELEPORT].
TAG_SPELLS_DISCERN_LIES	TAG_SPELLS		TAG_CLERIC_4	Discern Lies	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/level, no two of which can be more than 30 ft. apartDuration: ~Concentration~[TAG_CONCENTRATION], up to 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: NoDiscern Lies gives the recipient of the spell a +30 bonus to ~Sense Motive~[TAG_SENSE_MOTIVE] and this allows you to determine if the subject deliberately and knowingly speaks a lie.
TAG_SPELLS_DISMISSAL	TAG_SPELLS		TAG_CLERIC_4 TAG_SORCERER_5 TAG_WIZARD_5	Dismissal	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One extraplanar creatureDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC=spell's save by DC + creature's HD - your caster level).  If the spell is successful, the creature is instantly whisked away.
TAG_SPELLS_DISPEL_AIR	TAG_SPELLS		TAG_AIR_D TAG_CLERIC_5	Dispel Air	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] Level: ~Air~[TAG_AIR_D] 5, ~Clr~[TAG_CLERICS] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a constant blue, lawful energy, and the spell affects air creatures and spells rather than evil ones.
TAG_SPELLS_DISPEL_CHAOS	TAG_SPELLS		TAG_CLERIC_5 TAG_LAW_D 	Dispel Chaos	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] LawfulLevel: ~Clr~[TAG_CLERICS] 5,  ~Law~[TAG_LAW_D] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a constant blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.
TAG_SPELLS_DISPEL_EARTH	TAG_SPELLS		TAG_CLERIC_5 TAG_EARTH_D	Dispel Earth	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] Level: ~Clr~[TAG_CLERICS] 5, ~Earth~[TAG_EARTH_D] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a constant blue, lawful energy, and the spell affects earth creatures and spells rather than evil ones.
TAG_SPELLS_DISPEL_EVIL	TAG_SPELLS		TAG_CLERIC_5 TAG_GOOD_DOMAIN 	Dispel Evil	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] GoodLevel: ~Clr~[TAG_CLERICS] 5,  ~Good~[TAG_GOOD_DOMAIN] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget(s): You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object. Duration: 1 round/ level or until discharged, whichever comes firstSaving Throw: See textSpell Resistance: See textShimmering, white, holy energy surrounds you.  This power has three effects.  First, you will gain a +4 deflection bonus to AC attacks by evil creatures.Second, on making a successful melee touch attack against an evil creature from another plane, you will drive that creature back to its home plane.  The creature can negate the effects with a successful ~Will~[TAG_WILL] save (spell resistance applies).  This use discharges and ends the spell.Third, sometimes with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.   Exception:  Spells that can't be dispelled by ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC] also can't be dispelled by dispel evil.  Saving throws and Spell resistance do not apply to this effect.  This use discharges and ends the spell.
TAG_SPELLS_DISPEL_FIRE	TAG_SPELLS		TAG_CLERIC_5 TAG_FIRE_D	Dispel Fire	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] Level: ~Clr~[TAG_CLERICS] 5, ~Fire~[TAG_FIRE_D] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a constant blue, lawful energy, and the spell affects fire creatures and spells rather than evil ones.
TAG_SPELLS_DISPEL_GOOD	TAG_SPELLS		TAG_CLERIC_5 TAG_EVIL_D	Dispel Good	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] EvilLevel: ~Clr~[TAG_CLERICS] 5,  ~Evil~[TAG_EVIL_D] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a dark, unholy energy, and the spell affects good creatures and spells rather than evil ones.
TAG_SPELLS_DISPEL_LAW	TAG_SPELLS		TAG_CHAOS_D TAG_CLERIC_5	Dispel Law	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] ChaoticLevel: ~Chaos~[TAG_CHAOS_D] 5, ~Clr~[TAG_CLERICS] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a constant blue, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.
TAG_SPELLS_DISPEL_MAGIC	TAG_SPELLS		TAG_BARD_3 TAG_CLERIC_3 TAG_DRUID_4 TAG_MAGIC_D TAG_SORCERER_3 TAG_WIZARD_3	Dispel Magic	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Bard~[TAG_BARDS] 3, ~Clr~[TAG_CLERICS] 3, ~Drd~[TAG_DRUIDS] 4, ~Magic~[TAG_MAGIC_D] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target or Area: One spellcaster, creature, or object; or 20-ft. radius burstDuration: InstantaneousSaving Thow: NoneSpell Resistance: NoBecause magic is powerful, so too is the ability to dispel magic.  You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magical item, to end ongoing spells (or at least their affects) within an area, or to counter another spellcaster's spell.  A dispelled spell ends as if its duration had expired.  Some spells, as detailed in their  descriptions, can't be defeated by dispel magic.  Dispel Magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells , and it affects spell-like effects just as it does spells.Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.  Thus, you can't use dispel magic to repair fire damage caused by a fireball or to turn a petrified character back to flesh.  In these cases, the magic has departed, leaving only burned flesh or perfectly normal stone in it's wake.You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:  Targeted Dispell:  One object, creature, or spell is the target of the dispel magic spell.  You can make a dispel check (1d20 + your caster level, maximum +10) against the spell or against the each ongoing spell currently in effect on the object or creature.  The DC for this dispel check is 11 + the spell's caster level. If you target an object or creature that is under the effect of an ongoing spell (such as a monster summoned by Monster Summoning), you make a dispel check to end the spell that conjured the object  or creature.  You automatically succeed on your dispel check against any spell that you cast yourself.Area Dispel:  When dispel magic is used in this way, the spell affects everything within a 30-ft. radius.  For each creature within the area that is the subject  of one or more spells, you make a dispel check against the last cast spell back to the first cast spell until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned).  The creature's magic items are not affected.For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object  or creature (returning it from whence it came) in addition to attempting to dispel spells targeting the creature or object.Counterspell:  When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell.  Unlike a true counterspell, however, dispel magic may not work;  you must make a dispel check to counter the other spellcaster's spell. 
TAG_SPELLS_DISPEL_MAGIC_GREATER	TAG_SPELLS		TAG_BARD_5 TAG_CLERIC_6 TAG_DRUID_6 TAG_SORCERER_6 TAG_WIZARD_6	Dispel Magic, Greater	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Bard~[TAG_BARDS] 5, ~Clr~[TAG_CLERICS] 6, ~Drd~[TAG_DRUIDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target or Area: One spellcaster, creature, or object; or 20-ft. radius burstDuration: InstantaneousSaving Thow: NoneSpell Resistance: NoThis spell functions like ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC], except that the maximum caster level on your dispel check is +20 instead of +10.
TAG_SPELLS_DISPEL_WATER	TAG_SPELLS		TAG_WATER_D	Dispel Water	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] LawfulLevel: ~Clr~[TAG_CLERICS] 5, ~Water~[TAG_WATER_D] 5This spell functions like ~Dispel Evil~[TAG_SPELLS_DISPEL_EVIL], except that you are surrounded by a constant blue, lawful energy,and the spell affects water creatures and spells rather than evil ones.
TAG_SPELLS_DISPLACEMENT	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Displacement	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] GlamerLevel: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 round/level (D)Saving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)Emulating the natural ability of the displacer beast, the subject of this spell appears to be away from its true location.  The creature benefits from a 50% miss chance as if it had total concealment.  Displacement does not prevent enemies from targeting the creature normally.  ~True Seeing~[TAG_SPELLS_TRUE_SEEING] reveals its actual location.
TAG_SPELLS_DISRUPT_UNDEAD	TAG_SPELLS		TAG_SORCERER_0 TAG_WIZARD_0	Disrupt Undead	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesYou direct a ray of positive energy.  You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
TAG_SPELLS_DIVINE_FAVOR	TAG_SPELLS		TAG_CLERIC_1 TAG_PALADIN_1	Divine Favor	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Clr~[TAG_CLERICS] 1, ~Pal~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 minuteCalling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels (you have at least +1, maximum +3).  The bonus doesn't apply to spell damage.
TAG_SPELLS_DIVINE_POWER	TAG_SPELLS		TAG_CLERIC_4 TAG_WAR_D	Divine Power	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Clr~[TAG_CLERICS] 4, ~War~[TAG_WAR_D] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelCalling upon the divine power of your patron, you imbue yourself with strength and skill in combat.  Your base attack bonus becomes equal to your character level (which may give you additional atacks), you gain a +6 enhancement bonus to ~Strength~[TAG_STRENGTH] , and you gain 1 temporary hit point per caster level.
TAG_SPELLS_DOMINATE_ANIMAL	TAG_SPELLS		TAG_ANIMAL_D TAG_DRUID_3	Dominate Animal	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion)Mind-AffectingLevel: ~Animal~[TAG_ANIMAL_D] 3, ~Drd~[TAG_DRUIDS] 3 Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Target: One animalDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance:  YesYou can enchant an animal and make it a temporary member of your party.
TAG_SPELLS_DOMINATE_PERSON	TAG_SPELLS		TAG_BARD_4 TAG_SORCERER_5 TAG_WIZARD_5	Dominate Person	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)Mind-AffectingLevel: ~Brd~[TAG_BARDS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./level)Target: One humanoid Duration: 1 day/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesSubjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.  Obviously self-destructive orders are not carried out.  Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.  You need not see the subject to control it.~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL] or a similar spell can prevent you from using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
TAG_SPELLS_DOOM	TAG_SPELLS		TAG_CLERIC_1	Doom	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] Fear, Mind-AffectingLevel: ~Clr~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10ft./level)Target: One living creatureDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
TAG_SPELLS_CRUSHING_DESPAIR	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_4 TAG_WIZARD_4	Crushing Despair	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)Mind-AffectingLevel: ~Bard~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesAn invisible cone of despair causes great sadness in the subjects.  Each affected creatures takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.Crushing Despair counters and dispels ~Good Hope~[TAG_SPELLS_GOOD_HOPE].
TAG_SPELLS_GOOD_HOPE	TAG_SPELLS		TAG_BARD_3	Good Hope	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)Mind-AffectingLevel: ~Brd~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10ft./ level)Target: One living creature/level, no two which may be more than 30 ft. apart.Duration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)This spell instills powerful hope in the subjects.  Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.Good Hope counters and dispels ~Crushing Despair~[TAG_SPELLS_CRUSHING_DESPAIR].
TAG_SPELLS_ENDURE_ELEMENTS	TAG_SPELLS		TAG_CLERIC_1 TAG_DRUID_1 TAG_PALADIN_1 TAG_SORCERER_1 TAG_WIZARD_1 TAG_SUN_D	Endure Elements	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level:  ~Clr~[TAG_CLERICS] 1, ~Drd~[TAG_DRUIDS] 1, ~Pal~[TAG_PALADINS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1, ~Sun~[TAG_SUN_D] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 24 hoursSaving Throw: NoneSpell Resistance: YesThis abjuration grants a creature limited protection to damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.  Each round, the spell absorbs the first 5 ponts of damage the creature would otherwise take from the specified energy type, regardless of whether the source of the damage is natural or magical.  The spell protects the recipient's equipment as well.Endure Elements absorbs only damage.  The character can still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.  Note: Endure Elements overlaps (and does not stack with) Resist Energy and Protection From Energy.  If a character is warded by Protection From Energy and one or both of the other spells, the protection spell absorbs damage until it is exhausted.  If a character is warded by Resist Energy and Endure Elements at the same time, the resist spell absorbs damage but the endure spell does not.
TAG_SPELLS_ENLARGE_PERSON	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1 TAG_STRENGTH_D	Enlarge Person	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1, ~Strength~[TAG_STRENGTH] 1Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Target: One humanoid creatureDuration: 1 min./level (d)Saving Throw: ~Fortitude~[TAG_FORTITUDE]  negatesSpell Resistance: YesThis spell causes instant growth of a humanoid creature.  This increase changes the creature's size category to the next larger one.  The target gains a +2 size bonus to ~Strength~[TAG_STRENGTH], a -2 size penalty to ~Dexterity~[TAG_DEXTERITY] (to a minimum of one), and a -1 penalty on attack rolls and AC due to its increased size.A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.   This spell does not change the target's speed.All equipment worn or carried by a creature is similarly enlarged by the spell.  Melee and projectile weapons affected by this spell deal more damage.  Any weapon that leaves an enlarged creature's possession will instantaneously return to its normal size.  
TAG_SPELLS_ENTANGLE	TAG_SPELLS		TAG_DRUID_1 TAG_PLANT_D TAG_RANGER_1	Entangle	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 1, ~Plant~[TAG_PLANT_D] 1, ~Ranger~[TAG_RANGERS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Area: Plants in a 40 ft. radius spread Duration: 1 min./level (D)Saving Throw: ~Reflex~[TAG_REFLEX] partial; see textSpell Resistance: NoGrasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.  The creature can break free and move at half its normal speed by using a full round-action to make a DC 20 ~Strength~[TAG_STRENGTH] check.  A creature that succeeds on a Reflex save is not entangled, but can still move at only half speed through the area.  On  your turn each round, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.   
TAG_SPELLS_ENTROPIC_SHIELD	TAG_SPELLS		TAG_CLERIC_1 TAG_LUCK_D	Entropic Shield	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 1, ~Luck~[TAG_LUCK_D] 1 Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 min/level(D)A magical field appears around you, glowing with a chaotic blast of multicolored hues.  This field deflects incoming arrows, rays, and other ranged attacks.  Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, ~Melf's Acid Arrow~[TAG_SPELLS_MELF'S_ACID_ARROW], ~Ray of Enfeeblement~[TAG_SPELLS_RAY_OF_ENFEEBLEMENT], and so forth) has a 20% miss chance (similar to concealment).   Other attacks that simply work at a distance are not affected.
TAG_SPELLS_EXPEDITIOUS_RETREAT	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Expeditious Retreat	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Personal Target: YouDuration: 1 min/levelThis spell increases your land speed by 30 feet. (This adjustment is treated as an enchantment bonus).
TAG_SPELLS_EYEBITE	TAG_SPELLS		TAG_BARD_5 TAG_SORCERER_6 TAG_WIZARD_6	Eyebite	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]EvilLevel: ~Bard~[TAG_BARDS] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One living creature Duration: 1 round per three levels; see textSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesEach round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.HD              Effect10 or more  Sickened5-9              Panicked, sickened4 or less     Comatose, panicked, sickenedThe effects are cumulative and concurrent.~Sickened~[TAG_SICKENED]Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.PanickedThe subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.ComatoseThe subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.The spell lasts for 1 round per three caster levels. All the targets must be selected upon casting, and you subsequently sacrifice a move action each round after the first to target each successive foe until all foes have been targetted.
TAG_SPELLS_FAERIE_FIRE	TAG_SPELLS		TAG_DRUID_1	Faerie Fire	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Light)Level: ~Drd~[TAG_DRUIDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Area: Creatures and objects within a 5-ft.-radius burstDuration: 1 min./level (D)Saving Throw: NoneSpell Resistance: YesA pale glow surrounds and outlines the subjects.  Outlined creatures do not benefit from the concealment normally provided by darkness, ~Blur~[TAG_SPELLS_BLUR], ~Displacement~[TAG_SPELLS_DISPLACEMENT], ~Invisibility~[TAG_SPELLS_INVISIBILITY], or similar effects.  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.
TAG_SPELLS_FEAR	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_4 TAG_WIZARD_4	Fear	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] Fear, Mind-AffectingLevel: ~Bard~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: 1 round/level or 1 round;see textSaving Thow: ~Will~[TAG_WILL] partialSpell Resistance: YesAn invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save.
TAG_SPELLS_FEEBLEMIND	TAG_SPELLS		TAG_SORCERER_5 TAG_WIZARD_5	Feeblemind	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT](Compulsion)Mind-AffectingLevel: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One creature Duration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesIf the target creature fails a Will saving throw, its ~Intelligence~[TAG_INTELLIGENCE] and ~Charisma~[TAG_CHARISMA] scores drop to 1, giving it roughly the intellect of a lizard.  The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently.  Still, it knows who its friends are and can follow them and even protect them.  The subject remains in this state until a heal spell is used to cancel the effect of the feeblemind.  A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
TAG_SPELLS_FIND_TRAPS	TAG_SPELLS		TAG_CLERIC_2	Find Traps	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 min/levelYou gain intuitive insight into the workings of traps.  You can use the ~Search~[TAG_SEARCH] skill to detect traps just as a ~rogue~[TAG_ROGUES] can.  In addition, you gain an insight bonus equal to one-half your caster level (maximum +5) on Search checks made to find traps while the spell is in effect.Note that find traps grants no ability to disable the traps that you may find.
TAG_SPELLS_FIRE_SHIELD	TAG_SPELLS		TAG_FIRE_D TAG_SORCERER_4 TAG_WIZARD_4 TAG_SUN_D	Fire Shield	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Fire, Cold)Level: ~Fire~[TAG_FIRE_D] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4, ~Sun~[TAG_SUN_D] 4 Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/levelThis spell wreathes you in flames and causes damage to each creature that attacks you in melee.  The flames also protect you from either cold-based or fire-based attacks (your choice).Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 point of damage +1 point per caster level (maximum +10).  This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks).  If the attacker has spell resistance, it applies to this effect.  Creatures wielding weapons with exceptional reach, such as ~longspears~[TAG_WEAPONS_LONGSPEAR], are not subject to this damage if they attack you.Warm shield:  The flames are warm to the touch.  You only take half damage from cold-based attacks.  If such an attack allows a ~Reflex~[TAG_REFLEX] save for half damage, you take no damage on a successful save.Cold shield:  The flames are cool to the touch.  You only take half damage from fire-based attacks.  If such an attack allows a reflex save for half damage, you take no damage on a successful save.
TAG_SPELLS_FIREBALL	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3	Fireball	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Fire)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3 Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Area: 20-ft. radius-spreadDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesA fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6)  to every creature within that area.  Unattended objects also take this damage.  The explosion creates almost no pressure.You point your finger and determine the range (distance and height) at which the fireball is to burst.  A glowing pea-sized bead streaks 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 at that point.
TAG_SPELLS_FLAME_STRIKE	TAG_SPELLS		TAG_CLERIC_5 TAG_DRUID_4 TAG_SUN_D TAG_WAR_D	Flame Strike	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] FireLevel: ~Clr~[TAG_CLERICS] 5, ~Drd~[TAG_DRUIDS] 4, ~Sun~[TAG_SUN_D] 5, ~War~[TAG_WAR_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: Cylinder (10-ft. radius, 40ft. high)Duration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesA flame strike produces a vertical column of divine fire roaring downward.  The spell deals 1d6 points of damage per caster level (maximum 10d6).  Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by ~Protection From Energy~[TAG_SPELLS_PROTECTION_FROM_ENERGY] (fire), ~Fire Shield~[TAG_SPELLS_FIRE_SHIELD] (chill shield), and similar magic.
TAG_SPELLS_FLARE	TAG_SPELLS		TAG_BARD_0 TAG_DRUID_0 TAG_SORCERER_0 TAG_WIZARD_0	Flare	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Light)Level: ~Bard~[TAG_BARDS] 0, ~Drd~[TAG_DRUIDS] 0, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Effect: Burst of light Duration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesThis cantrip causes a light to burst directly in front of a single creature. That creature is dazzled for 1 minute unless it makes a successful Fortitude save.  Sightless creatures, as well as creatures already dazzled, are not affected by Flare.
TAG_SPELLS_FOG_CLOUD	TAG_SPELLS		TAG_DRUID_2 TAG_SORCERER_2 TAG_WIZARD_2 TAG_WATER_D	Fog Cloud	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Drd~[TAG_DRUIDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2, ~Water~[TAG_WATER_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Effect: Fog spread 20-ft. radius, 20-ft. highDuration: 10 min./levelSaving Throw: NoneSpell Resistance: NoA bank of fog billows out from the point you designate.  The fog obscures all sight beyond 5 feet.  A creature within 5 feet has partial concealment (attacks have a 20% miss chance).  Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
TAG_SPELLS_FREEDOM_OF_MOVEMENT	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_4 TAG_DRUID_4 TAG_LUCK_D TAG_RANGER_4	Freedom of Movement	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Brd~[TAG_BARDS] 4, ~Clr~[TAG_CLERICS] 4, ~Drd~[TAG_DRUIDS] 4, ~Luck~[TAG_LUCK_D] 4, ~Rgr~[TAG_RANGERS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Personal or touchTarget: You or creature touchedDuration: 10 min./level(D)Saving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even while under the influence of magic that usually impedes movement, such as ~Solid Fog~[TAG_SPELLS_SOLID_FOG], ~Slow~[TAG_SPELLS_SLOW], and ~Web~[TAG_SPELLS_WEB].  The subject automatically succeeds on any ~grapple~[TAG_GRAPPLING] attempt, as well as on grapple checks made to escape a grapple or a pin.
TAG_SPELLS_GASEOUS_FORM	TAG_SPELLS		TAG_AIR_D TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Gaseous Form	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Air~[TAG_AIR_D] 3, ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: SRange: TouchTarget: Willing corporeal creature touchedDuration: 2 min./levelSaving Throw: NoneSpell Resistance: NoThe subject and all its gear become insubstantial, misty, and translucent.  Its material armor (including natural armor) becomes worthless, though its ~size~[TAG_SIZE_MODIFIER], ~Dexterity~[TAG_DEXTERITY], deflection bonuses, and armor bonuses from force effects (for example, from the ~Mage Armor~[TAG_SPELLS_MAGE_ARMOR] spell) still apply.  The subject gains damage reduction 10/magic (i.e. the target can absorb damage up to 10 points, unless it is magic damage) and becomes immune to poison and critical hits.  It can't attack or cast spells with verbal, somatic, or material components while in gaseous form.  If it has a touch spell ready to use, that spell is discharged harmlessly when the Gaseous Form spell takes effect.
TAG_SPELLS_GHOUL_TOUCH	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	Ghoul Touch	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living humanoid touchedDuration: 1d6+2 roundsSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesImbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.  Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) within a 10-foot-radius to become ~sickened~[TAG_SICKENED] (Fortitude negates).  A ~Neutralize Poison~[TAG_SPELLS_NEUTRALIZE_POISON] spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
TAG_SPELLS_GIANT_VERMIN	TAG_SPELLS		TAG_CLERIC_4 TAG_DRUID_4	Giant Vermin	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 4, ~Drd~[TAG_DRUIDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Targets: One creatureDuration: 1 min./levelSaving Throw: NoneSpell Resistance: YesThis spell summons one monster and places it under control of the party.  Within the game, select a monster from the radial menu displaying the three types of monsters, and it will be summoned.
TAG_SPELLS_GLITTERDUST	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Glitterdust	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: Creatures and objects within 10-ft.-radius spreadDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negates (blinding only)Spell Resistance: NoA cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.  All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
TAG_SPELLS_GOODBERRY	TAG_SPELLS		TAG_DRUID_1	Goodberry	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: PersonalDuration: One day/levelSaving Throw: NoneSpell Resistance: YesCasting Goodberry creates 2d4 of berries and moves them directly into your inventory.  Each berry cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
TAG_SPELLS_GREASE	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Grease	~Conjuration~[TAG_MAGIC_SCHOOLS] (Creation)Level: ~Brd~[TAG_BARDS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target or Area: One object or a 10-ft. squareDuration: 1 round/levelSaving Throw: see textSpell Resistance: NoA Grease spell covers a solid surface with a layer of slippery grease.  Any creature in the area when the spell is cast must make a successful Reflex save or fall.  This save is repeated on your turn each round that the creature remains within the area.  Failure means it can't move that round (and must then make a ~Reflex~[TAG_REFLEX] save or fall), while failure by 5 or more means it falls.
TAG_SPELLS_GREATER_MAGIC_FANG	TAG_SPELLS		TAG_DRUID_3 TAG_RANGER_3 	Greater Magic Fang	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 3, ~Rgr~[TAG_RANGERS] 3Range: Close (25 ft. +5 ft./2 levels)Target: One living creatureDuration: 1 hour/levelThis spell functions like ~Magic Fang~[TAG_SPELLS_MAGIC_FANG], except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum is +2).  The enhancement bonus applies to all attacks.
TAG_SPELLS_GREATER_MAGIC_WEAPON	TAG_SPELLS		TAG_CLERIC_4 TAG_SORCERER_3 TAG_WIZARD_3	Greater Magic Weapon	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)Duration: 1 hour/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless, object)Spell Resistance: Yes (harmless, object)This spell functions like ~Magic Weapon~[TAG_SPELLS_MAGIC_WEAPON], except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +2).  Alternatively, you can affect as many as fifty arrows, bolts, or bullets.  The projectiles must be of the same kind, and they have to be together (in the same quiver or other container).  Projectiles, but not thrown weapons, lose their transmutation when used.  (Treat ~shuriken~[TAG_WEAPONS_SHURIKEN] as projectiles, rather than as thrown weapons, for the purpose of this spell).
TAG_SPELLS_MASS_CHARM_MONSTER	TAG_SPELLS		TAG_BARD_6 TAG_SORCERER_8 TAG_WIZARD_8	Mass Charm Monster	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Charm) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 8Target: One or more creatures, no two of which can be more than 30 ft. apartDuration: One day/levelThis spell functions like ~Charm Monster~[TAG_SPELLS_CHARM_MONSTER], except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.
TAG_SPELLS_GUIDANCE	TAG_SPELLS		TAG_CLERIC_0 TAG_DRUID_0	Guidance	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Clr~[TAG_CLERICS] 0, ~Drd~[TAG_DRUIDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 minute or until dischargedSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell imbues the subject with a touch of divine guidance.  The subject gets a +1 competence bonus on attack rolls, saving throws, or skill checks.  Within the game, Guidance appears on the radial menu, from which one can choose the type of bonus (either to attack rolls, saving throws, or skill checks).  The competence bonus will then apply to the next occurrence of whatever event was selected.
TAG_SPELLS_GUST_OF_WIND	TAG_SPELLS		TAG_DRUID_2 TAG_SORCERER_2 TAG_WIZARD_2	Gust of Wind	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Air)Level: ~Drd~[TAG_DRUIDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Casting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 60 ft.Effect: Line-shaped burst of severe wind emanating out from you to the extreme of the rangeDuration: 1 roundSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesThis spell creates a severe blast of air (approximately 50 mph) that originates from you and affects all creatures in its straight-line path.  A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of non-lethal damage per 10 feet.    Small creatures are knocked ~prone~[TAG_PRONE] by the force of the wind.  Medium creatures are unable to move forward against the force of the wind.  Large or larger creatures may move normally within a Gust of Wind effect.
TAG_SPELLS_HALT_UNDEAD	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3	Halt Undead	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart.Duration: 1 round/levelSaving Throw: see textSpell Resistance: YesThis spell renders as many as three undead creatures immobile.  A nonintelligent undead creature (such as a skeleton or zombie) gets no ~saving throw~[TAG_SAVING_THROW_DESC]; an intelligent undead creature does.  If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of ~Hold Person~[TAG_SPELLS_HOLD_PERSON] on a living creature).  The effect is broken if the halted creatures are attacked or take damage.
TAG_SPELLS_HASTE	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Haste	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SRange: Close (25 ft. + 5 ft./2 levels)Targets: One creature/level, no two of which can be more than 30 ft. apartDuration: 1 round/levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates (harmless)Spell Resistance: Yes (harmless)The transmuted creatures move and act more quickly than normal.  This extra speed has several effects.    When making a full attack action, a hasted creature may make one extra attack with any weapon it is holding.  The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation.  (This effect is not cumulative with similar effects such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round).  A Hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and ~Reflex~[TAG_REFLEX] saves.  Any condition that makes you lose your ~Dexterity~[TAG_DEXTERITY] bonus to Armor Class (if any) also makes you lose dodge bonuses.   All of the hasted creature's movements increase by 30 feet, to a maximum of twice the subject's normal speed.  This increase counts as an enhancement bonus.  Multiple haste effects don't stack.  Haste dispels and counters ~Slow~[TAG_SPELLS_SLOW].
TAG_SPELLS_HEAT_METAL	TAG_SPELLS		TAG_DRUID_2 TAG_SUN_D	Heat Metal	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] (Fire)Level: ~Drd~[TAG_DRUIDS] 2, ~Sun~[TAG_SUN_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: Metal armor of one creature per every two caster levels, no two of which can be more than 30 ft. apartDuration: 7 roundsSaving Throw: ~Will~[TAG_WILL] negates (object)Spell Resistance: Yes (object)Heat Metal makes metal extremely warm.  Magical metal is allowed a saving throw against the spell.  Only a creature wearing metal armor is affected by this spell.  A creature takes fire damage if its armor is heated.  It takes full damage if its armor is affected.  The creature takes minimum damage (1 or 2 points) if it's not wearing metal armor. First round of the spell (results are the same for the Seventh round): The metal becomes warm and uncomfortable to touch but deals no damage.Second (and Sixth round): Intense heat causes pain and damage (1d4 points of damage).Third, Fourth, and Fifth rounds: The metal is searing hot, causing more damage (2d4 points of damage).  Any cold intense enough to damage the creature negates fire damage from the spell (and vice-versa) on a point-for-point basis.  For example, if the damage roll from a Heat Metal spell indicates 2 points of fire damage and the subject is hit by a ~Ray of Frost~[TAG_SPELLS_RAY_OF_FROST] in the same round and takes 3 points of cold damage,  the subject winds up taking no fire damage and only 1 point of cold damage.  Heat Metal counters and dispels ~Chill Metal~[TAG_SPELLS_CHILL_METAL].
TAG_SPELLS_HOLD_ANIMAL	TAG_SPELLS		TAG_ANIMAL_D TAG_DRUID_2 TAG_RANGER_2	Hold Animal	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Animal~[TAG_ANIMAL_D] 2, ~Drd~[TAG_DRUIDS] 2, ~Rgr~[TAG_RANGERS] 2Components: V, STarget: One animalThis spell functions like ~Hold Person~[TAG_SPELLS_HOLD_PERSON], except that it affects an animal instead of a humanoid.
TAG_SPELLS_HOLD_MONSTER	TAG_SPELLS		TAG_BARD_4 TAG_LAW_D TAG_SORCERER_5 TAG_WIZARD_5	Hold Monster	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 4, ~Law~[TAG_LAW_D] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS]  5Components: V, STarget: One living creatureThis spell functions like ~Hold Person~[TAG_SPELLS_HOLD_PERSON], except that it affects any living creature that fails its ~Will~[TAG_WILL] save.
TAG_SPELLS_HOLD_PERSON	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_SORCERER_3 TAG_WIZARD_3	Hold Person	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS]  3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One humanoid creatureDuration: 1 round/level; see textSaving Throw: ~Will~[TAG_WILL] negates;Spell Resistance: YesThe subject becomes paralyzed and freezes in place.  It is aware and breathes normally but cannot take any actions, even speech.  On its turn each round the subject may attempt a new saving throw to end the effect.  (This is a full-round action that provokes ~attacks of opportunity~[TAG_AOO]).  
TAG_SPELLS_HOLD_PORTAL	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Hold Portal	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Component: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One portal, up to 20 sq. ft./levelDuration: 1 min./levelSaving Throw: NoneSpell Resistance: NoThis spell magically holds doors and gates shut.  The magic affects the portal just as if it were securely closed and normally locked.  A ~Knock~[TAG_SPELLS_KNOCK] spell or a successful ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC] spell can negate a Hold Portal spell.
TAG_SPELLS_HOLY_SMITE	TAG_SPELLS		TAG_GOOD_DOMAIN	Holy Smite	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Good)Level: ~Good~[TAG_GOOD_DOMAIN] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: 20-ft.-radius burstDuration: Instantaneous (1 round); see textSaving Throw: ~Will~[TAG_WILL] partial; see textSpell Resistance: YesYou draw down holy power to smite your enemies.  Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.  The spell deals 1d8 points of damage per two caster levels (maximum 5d8 to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round.  A successful Will saving throw reduces damage to half and negates the blinded effect.  The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded.  Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
TAG_SPELLS_ICE_STORM	TAG_SPELLS		TAG_DRUID_4 TAG_SORCERER_4 TAG_WIZARD_4 TAG_WATER_D	Ice Storm	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Cold)Level: ~Drd~[TAG_DRUIDS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4, ~Water~[TAG_WATER_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Area: Cylinder (20-ft. radius, 40-ft. high)Duration: 1 full roundSaving Throw: NoneSpell Resistance: YesGreat magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each ~Listen~[TAG_LISTEN] check made within the Ice Storm's effect, and all land movement within its area is reduced to half speed.  At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).
TAG_SPELLS_IDENTIFY	TAG_SPELLS		TAG_BARD_1 TAG_MAGIC_D TAG_SORCERER_1 TAG_WIZARD_1	Identify	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Brd~[TAG_BARDS] 1, ~Magic~[TAG_MAGIC_D] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, S, MCasting Time: 1 hourRange: PersonalTargets: One touched objectDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoIn the game, when Identify is cast, it will bring up your inventory, and you will click on an item.  Identify will reveal all magical properties of that item.    Each use of Identify costs 100 gp.
TAG_SPELLS_INVISIBILITY_GREATER	TAG_SPELLS		TAG_BARD_4 TAG_SORCERER_4 TAG_WIZARD_4	Invisibility, Greater	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] (Glamer)Level: ~Brd~[TAG_BARDS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, STarget: You or creature touchedDuration: 1 round/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)This spell functions like ~Invisibility~[TAG_SPELLS_INVISIBILITY], except that it doesn't end if the subject attacks.
TAG_SPELLS_INFLICT_CRITICAL_WOUNDS	TAG_SPELLS		TAG_CLERIC_4 TAG_DESTRUCTION_D	Inflict Critical Wounds	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 4, ~Destruction~[TAG_DESTRUCTION_D] 4This spell functions like ~Inflict Light Wounds~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS], except that you deal 4d8 points of damage per caster level (maximum +20).
TAG_SPELLS_INFLICT_LIGHT_WOUNDS	TAG_SPELLS		TAG_CLERIC_0 TAG_DESTRUCTION_D	Inflict Light Wounds	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 1, ~Destruction~[TAG_DESTRUCTION_D] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] halfSpell Resistance: YesWhen laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).  Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
TAG_SPELLS_INFLICT_MINOR_WOUNDS	TAG_SPELLS		TAG_CLERIC_0	Inflict Minor Wounds	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 0Saving Throw: ~Will~[TAG_WILL] negatesThis spell functions like ~Inflict Light Wounds~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS], except that you deal 1 point of damage and a Will save negates the damage instead of halving it.
TAG_SPELLS_INFLICT_MODERATE_WOUNDS	TAG_SPELLS		TAG_CLERIC_2	Inflict Moderate Wounds	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 2This spell functions like ~Inflict Light Wounds~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS], except that you deal 2d8 points of damage +1 point per caster level (maximum +10).
TAG_SPELLS_INFLICT_SERIOUS_WOUNDS	TAG_SPELLS		TAG_CLERIC_3	Inflict Serious Wounds	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 3This spell functions like ~Inflict Light Wounds~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS], except that you deal 3d8 points of damage +1 point per caster level (maximum +15).
TAG_SPELLS_INFLICT_LIGHT_WOUNDS_MASS	TAG_SPELLS		TAG_CLERIC_5 TAG_DESTRUCTION_D	Inflict Light Wounds, Mass	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 5, ~Destruction~[TAG_DESTRUCTION_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/level, no two of which can be more than 30 ft. apartDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] halfSpell Resistance: Yes Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
TAG_SPELLS_INFLICT_MODERATE_WOUNDS_MASS	TAG_SPELLS		TAG_CLERIC_6 	Inflict Moderate Wounds, Mass	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 6This spell functions like ~Inflict Light Wounds, Mass~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS_MASS], except that it inflicts 2d8 points of damage + 1 point per caster level (maximum +30).
TAG_SPELLS_INFLICT_SERIOUS_WOUNDS_MASS	TAG_SPELLS		TAG_CLERIC_7 	Inflict Serious Wounds, Mass	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 7This spell functions like ~Inflict Light Wounds, Mass~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS_MASS], except that it inflicts 3d8 points of damage + 1 point per caster level (maximum +35).
TAG_SPELLS_INFLICT_CRITICAL_WOUNDS_MASS	TAG_SPELLS		TAG_CLERIC_8	Inflict Critical Wounds, Mass	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 8This spell functions like ~Inflict Light Wounds, Mass~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS_MASS], except that it inflicts 4d8 points of damage + 1 point per caster level (maximum +40).
TAG_SPELLS_INVISIBILITY	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2 TAG_TRICKERY_D	Invisibility	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION]Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2, ~Trickery~[TAG_TRICKERY_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Personal or touchTarget: You or a creatureDuration: 1 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)The creature touched becomes invisible, vanishing from sight.  If the recipient is a creature carrying gear, that vanishes as well.  If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.  Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.  The spell ends if the subject attacks any creature.  For purposes of this spell, an attack includes spells targeting a foe or whose areas of effect include a foe.  Causing harm indirectly is not an attack.  An invisible being can open doors, talk, summon monsters, remotely trigger traps, and so forth.    Spells such as ~Bless~[TAG_SPELLS_BLESS] that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area of effect.  There are certain modifiers which affect invisibility in combat, such as the following.Attack ModifiersIf the Attacker (you) is invisible:  +2 bonus to melee attacks, +2 bonus to ranged attacks  The Defender (foe):  -Loses any ~Dexterity~[TAG_DEXTERITY] bonus to AC and loses any ~Dodge~[TAG_DODGE] bonuses.       However, if the Defender is blind the bonuses are not lost.  -Has a 50% miss chance because the attacker is in total concealment.
TAG_SPELLS_INVISIBILITY_PURGE	TAG_SPELLS		TAG_CLERIC_3	Invisibility Purge	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Clr~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 min./levelYou surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.  Anything invisible becomes visible while in the area.
TAG_SPELLS_INVISIBILITY_SPHERE	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Invisibility Sphere	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] (Glamer)Level: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SArea: 10-ft.-radius emanation around the creature or object touchedThis spell functions like ~Invisibility~[TAG_SPELLS_INVISIBILITY], except that this spell confers invisibility upon all creatures within 10 feet of the recipient.  The center of the effect is mobile with the recipient.    Those affected by this spell can see each other and themselves as if unaffected by the spell.  Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.  Affected creatures (other than the recipient) who attack negate the invisibility only for themselves.  If the spell recipient attacks, the Invisibility Sphere ends.
TAG_SPELLS_KEEN_EDGE	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3	Keen Edge	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of castingDuration: 10 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless, object]Spell Resistance: Yes (harmless, object) This spell makes a weapon magically keen, improving its ability to deal telling blows.  This transmutation doubles the threat range of the weapon.  A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20.  The spell can be cast only on piercing or slashing weapons.  If cast on arrows or crossbow bolts, the Keen Edge on a particular projecticle ends after one use, whether or not the missile strikes its target.  (Treat ~shuriken~[TAG_WEAPONS_SHURIKEN] as arrows, rather than as thrown weapons, for the purpose of this spell).  Multiple effects that increase a weapon's threat range (such as the Keen Edge spell and the ~Improved Critical~[TAG_IMPROVED_CRITICAL] feat) don't stack.  You can't cast this spell on a natural weapon, such as a claw.
TAG_SPELLS_KNOCK	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	Knock	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS]  2Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One door, box, or chest with an area of up to 10 sq. ft./level.Duration: Instantaneous; see textSaving Throw: NoneSpell Resistance: NoThe Knock spell opens stuck, barred, held, or locked doors.  It opens secret doors, as wells as locked or trick-opening boxes or chests.  It also loosens welds, shackles, or chains (provided they serve to hold closures shut).  The door does not relock itself or become stuck again on its own.
TAG_SPELLS_LESSER_RESTORATION	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2 TAG_PALADIN_1	Lesser Restoration	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 2, ~Pal~[TAG_PALADINS] 1Components: V, SCasting Time: 3 roundsRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)Lesser Restoration dispels any magical effects reducing one of the subject's ~ability scores~[TAG_ABILITY_SCORES] (such as ~Ray of Enfeeblement~[TAG_SPELLS_RAY_OF_ENFEEBLEMENT]) or cures 1d4 points of temporary ability damage to one of the subject's ability scores (such as from a shadow's touch or poison).  It also eliminates any fatigue suffered by the character, and improves an ~exhausted~[TAG_EXHAUSTED] condition to ~fatigued~[TAG_FATIGUED].  It does not restore permanent ability drain.
TAG_SPELLS_LIGHTNING_BOLT	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3	Lightning Bolt	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Electricity)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 120 ft.Area: 120-ft.-long line-shaped burstDuration: InstantaneousSaving Throw: ~Reflex~[TAG_REFLEX] halfSpell Resistance: YesYou release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 106) to each creature within its area.  The bolt begins at your fingertips.  The Lightning Bolt sets fire to combustibles and damages objects in its path.  It can melt some metals.  Lightning Bolt does not break through walls or barriers.
TAG_SPELLS_MAGE_ARMOR	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Mage Armor	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation) (Force)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION] Range: TouchTarget: Creature touchedDuration: 1 hour/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: NoAn invisible but tangible field of force surrounds the subject of a Mage Armor spell, providing a +4 armor bonus to AC.  Unlike regular armor, Mage Armor entails no armor check penalty, arcane spell failure chance, or speed reduction.
TAG_SPELLS_MAGIC_CIRCLE_AGAINST_CHAOS	TAG_SPELLS		TAG_CLERIC_3 TAG_LAW_D TAG_SORCERER_3 TAG_WIZARD_3	Magic Circle Against Chaos	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Good)Level: ~Clr~[TAG_CLERICS] 3, ~Law~[TAG_LAW_D] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3This spell functions like ~Magic Circle Against Evil~[TAG_SPELLS_MAGIC_CIRCLE_AGAINST_EVIL], except that it is similar to ~Protection From Chaos~[TAG_SPELLS_PROTECTION_FROM_CHAOS] instead of ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], and it can imprison a nonlawful called creature.
TAG_SPELLS_MAGIC_CIRCLE_AGAINST_EVIL	TAG_SPELLS		TAG_CLERIC_3 TAG_GOOD_DOMAIN TAG_SORCERER_3 TAG_WIZARD_3	Magic Circle Against Evil	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Good)Level: ~Clr~[TAG_CLERICS] 3, ~Good~[TAG_GOOD_DOMAIN] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchArea: 10-ft.-radius emanation from touched creatureDuration: 10 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: see textMagic Circle Against Evil can be cast two ways--with the magic circle inward or the magic circle outward.  When Magic Circle is cast on the spellcaster or a friendly creature, the spell is considered to be focused outward.  All creatures within the area gain the effects of a ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], and no nongood summoned or conjured creatures can enter the area either.  You must overcome a creature's spell resistance in order to keep it at bay, but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.  When Magic Circle is cast on a hostile creature, the spell is considered to be focused inward.  In this case, the spell binds a nongood called creature and causes the creature to become immobile, provided that you cast the spell that calls the creature within 1 round of casting the Magic Circle.  In the game, casting the spell against a hostile creature results in the circle being considered inward.  Likewise, in ToEE, the creature cannot cross the circle's boundaries unless it succeeds at a spell resistance check, at which point it is allowed to move.  If the Magic Circle is cast against a friendly creature, the spell/circle is defined as inward.  The creature trapped within the circle can do nothing that directly or indirectly disturbs the circle, but other creatures can.  A creature capable of casting ~Dimension Door~[TAG_SPELLS_DIMENSION_DOOR] can simply leave the circle through means of that spell.  You can prevent the creature's extradimensional escape by casting a ~Dimension Anchor~[TAG_SPELLS_DIMENSIONAL_ANCHOR] spell on it, but you must act before the creature acts.  The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can.
TAG_SPELLS_MAGIC_CIRCLE_AGAINST_GOOD	TAG_SPELLS		TAG_CLERIC_3 TAG_EVIL_D TAG_SORCERER_3 TAG_WIZARD_3	Magic Circle Against Good	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Evil)Level: ~Clr~[TAG_CLERICS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3, ~Evil~[TAG_EVIL_D] 3This spells functions like ~Magic Circle Against Evil~[TAG_SPELLS_MAGIC_CIRCLE_AGAINST_EVIL], except that it is similar to ~Protection From Good~[TAG_SPELLS_PROTECTION_FROM_GOOD] instead of ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], and it can imprison a nonevil called creature.
TAG_SPELLS_MAGIC_CIRCLE_AGAINST_LAW	TAG_SPELLS		TAG_CHAOS_D TAG_CLERIC_3 TAG_SORCERER_3 TAG_WIZARD_3	Magic Circle Against Law	~Abjuration~[TAG_MAGIC_SCHOOLS] (Chaotic)Level: ~Chaos~[TAG_CHAOS_D] 3, ~Clr~[TAG_CLERICS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3This spell functions like ~Magic Circle Against Evil~[TAG_SPELLS_MAGIC_CIRCLE_AGAINST_EVIL], except that it is similar to ~Protection From Law~[TAG_SPELLS_PROTECTION_FROM_LAW] instead of ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], and it can imprison a nonchaotic called creature.
TAG_SPELLS_MAGIC_FANG	TAG_SPELLS		TAG_DRUID_1 TAG_RANGER_1	Magic Fang	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 1, ~Rgr~[TAG_RANGERS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: 1 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)Magic Fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon.  (The spell does not change an ~unarmed strike's~[TAG_WEAPONS_STRIKE_UNARMED] damage from nonlethal damage to lethal damage).
TAG_SPELLS_MAGIC_MISSILE	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Magic Missile	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Force)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Targets: Up to five creatures, no two of which can be more than 15 ft. apartDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesA missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4 + 1 points of force damage.  The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment.  Specific parts of a creature can't be singled out.  Inanimate objects are not damaged by the spell.    For every two caster levels beyond 1st, you gain an additional missile:     Two at 3rd level     Three at 5th level     Four at 7th level     Five at 9th level (the maximum number of missiles)  If you shoot multiple missiles, you can have them strike a single creature or several creatures.  A single missile can only strike one creature.  You must designate targets before you check for spell resistance or roll damage.
TAG_SPELLS_MAGIC_STONE	TAG_SPELLS		TAG_CLERIC_1 TAG_DRUID_1 TAG_EARTH_D	Magic Stone	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 1, ~Drd~[TAG_DRUIDS] 1, ~Earth~[TAG_EARTH_D] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTargets: Up to three pebbles touchedDuration: 30 minutes or until dischargedSaving Throw: ~Will~[TAG_WILL] negates (harmless, object)Spell Resistance: Yes (harmless, object)You transmute as many as three pebbles, which can be no larger than ~sling bullets~[TAG_WEAPONS_BULLETS_SLING], so that they strike with great force when thrown or slung.  The spell gives them a +1 enhancement bonus on attack and damage rolls.  The user of the stones makes a normal ranged attack.  Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus) or 2d6+2 points against undead.
TAG_SPELLS_MAGIC_VESTMENT	TAG_SPELLS		TAG_CLERIC_3 TAG_STRENGTH_D TAG_WAR_D	Magic Vestment	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 3, ~Strength~[TAG_STRENGTH_D] 3, ~War~[TAG_WAR_D] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless, object)Spell Resistance: Yes (harmless, object)You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +2 at 8th level).  An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
TAG_SPELLS_MAGIC_WEAPON	TAG_SPELLS		TAG_CLERIC_1 TAG_PALADIN_1 TAG_SORCERER_1 TAG_WIZARD_1 TAG_WAR_D	Magic Weapon	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 1, ~Pal~[TAG_PALADINS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1, ~War~[TAG_WAR_D] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Weapon touchedDuration: 1 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless, object)Spell Resistance: Yes (harmless, object)Magic Weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.  (An enhancement bonus does not stack with a ~masterwork~[TAG_MASTERWORK] weapon's +1 bonus on attack rolls).  You can't cast this spell on a natural weapon, such as an ~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED] (instead, see ~Magic Fang~[TAG_SPELLS_MAGIC_FANG]).  A ~monk's~[TAG_MONKS] unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
TAG_SPELLS_MELD_INTO_STONE	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3	Meld Into Stone	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] (Earth)Level: ~Clr~[TAG_CLERICS] 3, ~Drd~[TAG_DRUIDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 min./levelMeld Into Stone enables you to meld your body into a single block of stone.  While you are in this transformed state, you cannot make any actions and cannot take any damage.  You can end the spell at any time.  
TAG_SPELLS_MELF'S_ACID_ARROW	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	Melf's Acid Arrow	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation) (Acid)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./level)Effect: One arrow of acidDuration: 1 round + 1 round per three levelsSaving Throw: NoneSpell Resistance: NoA magical arrow of acid springs from your hand and speeds to its target.  You must succeed on a ranged touch attack to hit your target.  The arrow deals 2d4 points of acid damage with no splash damage.  For every three caster levels (to a maximum of 9th level), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
TAG_SPELLS_MIND_FOG	TAG_SPELLS		TAG_BARD_5 TAG_SORCERER_5 TAG_WIZARD_5	Mind Fog	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Effect: Fog spreads in 20-ft.-radius, 20 ft. highDuration: 30 minutes and 2d6 rounds, see textSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesMind Fog produces a bank of thin mist that weakens the mental resistance of those caught in it.  Creatures in the Mind Fog take a -10 competence penalty on ~Wisdom~[TAG_WISDOM] checks and Will saves.  (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog).  Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.  The fog is stationary and lasts for 30 minutes (or until dispersed by wind).  The fog is thin and does not significantly hamper vision.
TAG_SPELLS_LESSER_GLOBE_OF_INVULNERABILITY	TAG_SPELLS		TAG_SORCERER_4 TAG_WIZARD_4	Lesser Globe of Invulnerability	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 10 ft.Area: 10-ft.-radius spherical emanation, centered on youDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoAn immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower.  The area of effect of any such spells does not include the area of the Lesser Globe of Invulnerability.  Such spells fail to affect any target located within the globe.  Excluded efforts include spell-like abilities and spells or spell-like effects from items.  However, any type of spell can be cast through or out of the magical globe.  Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.  The globe can be brought down by a targeted ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC] spell, but not by an area Dispel Magic.  Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  For example, creatures inside the globe would still see a ~Mirror Image~[TAG_SPELLS_MIRROR_IMAGE] created by a caster outside the globe.  If that caster then entered the globe, the images would wink out, only to reappear when the caster exited the globe.
TAG_SPELLS_MIRROR_IMAGE	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Mirror Image	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] (Figment)Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Personal; see textTarget: YouDuration: 1 min./levelSeveral illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack.  The figments stay near and disappear when struck.  Mirror Image creates 1d4 images plus one image per three caster levels (maximum 3 images).    Enemies attempting to target you with an attack (including spells) have a chance to hit one of the images instead. This chance is determined randomly and any successful attack against an image destroys it. An image's AC is 10 + your size modifier + your ~Dex~[TAG_DEXTERITY] modifier.     An attacker must be able to see the images to be fooled.  If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded).
TAG_SPELLS_MORDENKAINEN'S_FAITHFUL_HOUND	TAG_SPELLS		TAG_SORCERER_5 TAG_WIZARD_5	Mordenkainen's Faithful Hound	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Components: V, S Casting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Effect: Phantom watchdogDuration: 1 hour/caster level or until discharged, then 1 round/caster level; see textSaving Throw: NoneSpell Resistance: NoYou conjure up a phantom watchdog that is invisible to everyone but yourself.  It then guards the area where it was conjured (it does not move).  The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it.    If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round.  The dog also gets the bonuses appropriate for an invisible creature.  The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn.  Its bite is the equivalent of a magic weapon for the purpose of damage reduction.  The hound cannot be attacked, but it can be dispelled.  The spells lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level.
TAG_SPELLS_NEUTRALIZE_POISON	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_4 TAG_DRUID_3 TAG_RANGER_3 TAG_PALADIN_4 	Neutralize Poison	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Brd~[TAG_BARDS] 4, ~Clr~[TAG_CLERICS] 4, ~Drd~[TAG_DRUIDS] 3, ~Pal~[TAG_PALADINS] 4, ~Rgr~[TAG_RANGERS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature or object of up to 1 cu. ft./level touchedDuration: 10 min./levelSaving Throw: ~Will~[TAG_WILL] negates (harmless, object)Spell Resistance: Yes (harmless, object)You detoxify any sort of venom in the creature or object touched.  A poisoned 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.  For example, if a poison has dealt 3 points of ~Constitution~[TAG_CONSTITUTION] damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done.  The creature is immune to any poison it is exposed to during the duration of the spell.  Unlike with ~Delay Poison~[TAG_SPELLS_DELAY_POISON], such effects aren't postponed until after the duration--the creature need not make any saves against poison effects applied to it during the length of the spell.  This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.
TAG_SPELLS_OBSCURING_MIST	TAG_SPELLS		TAG_AIR_D TAG_CLERIC_1 TAG_DRUID_1 TAG_SORCERER_1 TAG_WIZARD_1 TAG_WATER_D	Obscuring Mist	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Air~[TAG_AIR_D] 1, ~Clr~[TAG_CLERICS] 1, ~Drd~[TAG_DRUIDS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS]1, ~Water~[TAG_WATER_D] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Effect: Cloud spreads in 20-ft.-radius from you, 20 ft. highDuration: 1 min./levelSaving Throw: NoneSpell Resistance: NoA misty vapor arises around you.  It is stationary once created.  The vapor obscures all sight beyond 5 feet.  A creature 5 feet away has partial concealment (attacks have a 20% miss chance).  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).  
TAG_SPELLS_OPEN_CLOSE	TAG_SPELLS		TAG_BARD_0 TAG_SORCERER_0 TAG_WIZARD_0	Open/Close	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 0, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft/2 levels)Target: Object or portal that can be opened or closedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (object)Spell Resistance: Yes (object)You can open an object, such as a chest or container, as well as doors and portals.  Typically, the spell is used to open locked doors.  It will not open doors that have been magically locked.  
TAG_SPELLS_ORDER'S_WRATH	TAG_SPELLS		TAG_LAW_D	Order's Wrath	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Lawful)Level: ~Law~[TAG_LAW_D] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Area: Nonlawful creatures within a burst that fills a 30-ft. sphereDuration: Instantaneous (1 round); see textSaving Throw: ~Will~[TAG_WILL]Spell Resistance: YesYou channel lawful power to smite enemies.  The power takes the form of a three-dimensional grid of energy.  Only chaotic and neutral (not lawful) creatures are harmed by the spell.  The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be ~dazed~[TAG_DAZED] for one round.  A successful Will save reduces the damage to half and negates the daze effect.  The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed.  They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.
TAG_SPELLS_OTILUKE'S_RESILIENT_SPHERE	TAG_SPELLS		TAG_SORCERER_4 TAG_WIZARD_4	Otiluke's Resilient Sphere	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Force)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Effect: 1-ft.-diameter/level sphere, centered around a creatureDuration: 1 min./levelSaving Throw: ~Reflex~[TAG_REFLEX] negatesSpell Resistance: YesA globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.  The sphere contains its subject for the spell's duration.  The sphere is not subject to damage of any sort except from a ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC] spell.  These effects destroy the sphere without harm to the subject.  Nothing can pass through the sphere, inside or out, though the subject can breathe normally.  The subject may struggle, but the sphere cannot be physically moved either by the people outside it or by the struggles of those within.
TAG_SPELLS_PHANTASMAL_KILLER	TAG_SPELLS		TAG_SORCERER_4 TAG_WIZARD_4	Phantasmal Killer	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] (Phantasm) Fear, Mind-AffectingLevel: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Target: One living creatureDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] disbelief (if interacted with), then ~Fortitude~[TAG_FORTITUDE] partial; see textSpell Resistance: YesYou create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast.    The target first gets a Will save to recognize the image as unreal.  If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear.  Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
TAG_SPELLS_POISON	TAG_SPELLS		TAG_CLERIC_4 TAG_DRUID_3	Poison	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Clr~[TAG_CLERICS] 4, ~Drd~[TAG_DRUIDS] 3Casting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: Instantaneous; see textSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates; see textSpell Resistance: YesCalling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.  The poison deals 1d10 points of temporary ~Constitution~[TAG_CONSTITUTION] damage immediately and another 1d10 points of temporary Constitution damage 1 minute later.  Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your ~Wis~[TAG_WISDOM] modifier.
TAG_SPELLS_PRAYER	TAG_SPELLS		TAG_CLERIC_3	Prayer	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Clr~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 40 ft.Area: All allies and foes within a 40-ft.-radius burst centered on youDuration: 1 round/levelSaving Throw: NoneSpell Resistance: YesYou bring special favor upon yourself and your allies while bringing disfavor to your enemies.  You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.   
TAG_SPELLS_PRODUCE_FLAME	TAG_SPELLS		TAG_DRUID_1 TAG_FIRE_D	Produce Flame	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Fire)Level: ~Drd~[TAG_DRUIDS] 1, ~Fire~[TAG_FIRE_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 0 ft.Effect: Flame in your palmDuration: 1 min./levelSaving Throw: NoneSpell Resistance: YesFlames as bright as a torch appear in your open hand.  The flames harm neither you nor your equipment.    In addition to providing illumination, the flames can be hurled or used to touch enemies.  You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5).  Alternatively, you can hurl the flames up to 120 feet as a thrown weapon.  When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.  No sooner do you hurl the flames than a new set appears in your hand.  Each attack you make reduces the remaining duration by 1 minute.  If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
TAG_SPELLS_PROTECTION_FROM_ARROWS	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	Protection From Arrows	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 hour/level or until dischargedSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)The warded creature gains resistance to ranged weapons.  The subject gains damage reduction 10/magic against ranged weapons.  (This spell doesn't grant you the ability to damage creatures with similar damage reduction).  Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
TAG_SPELLS_PROTECTION_FROM_CHAOS	TAG_SPELLS		TAG_CLERIC_1 TAG_LAW_D TAG_PALADIN_1 TAG_SORCERER_1 TAG_WIZARD_1	Protection From Chaos	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Lawful)Level: ~Clr~[TAG_CLERICS] 1, ~Law~[TAG_LAW_D] 1, ~Pal~[TAG_PALADINS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1This spells functions like ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned or conjured creatures cannot touch the subject.
TAG_SPELLS_PROTECTION_FROM_ENERGY	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3 TAG_LUCK_D TAG_PROTECTION_D TAG_RANGER_2, TAG_SORCERER_3 TAG_WIZARD_3	Protection From Energy	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 3, ~Drd~[TAG_DRUIDS] 3, ~Luck~[TAG_LUCK_D] 3, ~Protection~[TAG_PROTECTION_D] 3, ~Rgr~[TAG_RANGERS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 min./or until dischargedSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates (harmless)Spell Resistance: Yes (harmless)Protection From Energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).  When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.  Note: Protection From Energy overlaps (and does not stack with) ~Resist Energy~[TAG_SPELLS_RESIST_ENERGY].  If a character is warded by Protection From Energy and Resist Energy, the Protection spell absorbs damage until its power is exhausted.
TAG_SPELLS_PROTECTION_FROM_EVIL	TAG_SPELLS		TAG_CLERIC_1 TAG_GOOD_DOMAIN TAG_PALADIN_1 TAG_SORCERER_1 TAG_WIZARD_1	Protection From Evil	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Good)Level: ~Clr~[TAG_CLERICS] 1, ~Good~[TAG_GOOD_DOMAIN] 1, ~Pal~[TAG_PALADINS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./level Saving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: No; see textThis spell wards a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures.  It creates a magical barrier around the subject at a distance of 1 foot.  The barrier moves with the subject and has three major effects.  First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.  Both of these bonuses apply against attacks made or effects created by evil creatures.  Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject as ~Dominate Person~[TAG_SPELLS_DOMINATE_PERSON]).  The protection prevents such effects from targeting the protected creature.  If the Protection From Evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature.  This second effect works regardless of alignment.  Third, the spell prevents bodily contact by summoned or conjured creatures.  This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.  Good elementals and outsiders are immune to this effect.  The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.  Spell resistance can allow a creature to overcome this protection and touch the warded creature.
TAG_SPELLS_PROTECTION_FROM_GOOD	TAG_SPELLS		TAG_CLERIC_1 TAG_EVIL_D TAG_SORCERER_1 TAG_WIZARD_1	Protection From Good	~Abjuration~[TAG_MAGIC_SCHOOLS] (Evil)Level: ~Clr~[TAG_CLERICS] 1, ~Evil~[TAG_EVIL_D] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1This spell functions like ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned or conjured creatures cannot touch the subject.
TAG_SPELLS_PROTECTION_FROM_LAW	TAG_SPELLS		TAG_CHAOS_D TAG_CLERIC_1 TAG_SORCERER_1 TAG_WIZARD_1	Protection From Law	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Chaotic)Level: ~Chaos~[TAG_CHAOS_D] 1, ~Clr~[TAG_CLERICS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1This spell functions like ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL], except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned or conjured creatures cannot touch the subject.
TAG_SPELLS_RAGE	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_3 TAG_WIZARD_3	Rage	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./level)Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apartDuration: ~Concentration~[TAG_CONCENTRATION] + 1 round/levelSaving Throw: NoneSpell Resistance: YesEach affected creature gains a +2 morale bonus on ~Will~[TAG_WILL] saves, and a -2 penalty to AC.  The effect is otherwise identical to a ~barbarian's rage~[TAG_CLASS_FEATURES_BARBARIAN_RAGE], except that the subjects aren't ~fatigued~[TAG_FATIGUED] at the end of the rage.
TAG_SPELLS_RAISE_DEAD	TAG_SPELLS		TAG_CLERIC_5	Raise Dead	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 5Components: V, S, MCasting Time: 1 Full RoundRange: TouchTarget: Dead creature touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL]; see textSpell Resistance: Yes (harmless)You restore life to a deceased creature.  You can raise a creature that has been dead for no longer than one day per caster level.  In addition, the subject's soul must be free and willing to return.  If the subject is a hostile creature, they get a Will save to determine if their soul will resist returning or not.  If the subject is an ally and is willing, there is no saving throw.  Coming back from the dead is an ordeal.  In ToEE, Raise Dead causes the player character to lose XP when experiencing ~Level Loss~[TAG_LEVEL_LOSS] which occurs as a result of being raised.  If the subject is 1st level, it loses 2 points of ~Constitution~[TAG_CONSTITUTION] instead.  This level loss or Constitution loss cannot be repaired by any means.  A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.  A spellcasting creature that doesn't prepare spells (such as a ~sorcerer~[TAG_SORCERERS]) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.  A raised creature has a number of hit points equal to its current Hit Dice.  Any ability scores damaged to 0 are raised to 1.  Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and cures are not undone.  None of the dead creature's equipment or possessions are affected in any way by this spell.  A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell.  Constructs, elementals, outsiders, and undead creatures can't be raised.Material Component: Diamonds worth a total of at least 5,000 gp.
TAG_SPELLS_RAY_OF_ENFEEBLEMENT	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Ray of Enfeeblement	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: 1 min./levelSaving Throw: NoneSpell Resistance: YesA coruscating ray springs from your hand.  You must succeed on a ranged touch attack to strike a target.  The subject takes 1d6 points of ~Strength~[TAG_STRENGTH] damage, +1 point per two caster levels (maximum +5).  Unlike normal ability damage, this damage goes away at the end of the spell's duration.
TAG_SPELLS_RAY_OF_FROST	TAG_SPELLS		TAG_SORCERER_0 TAG_WIZARD_0	Ray of Frost	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Cold)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesA ray of freezing air and ice projects from your pointing finger.  You must succeed on a ranged touch attack with the ray to deal damage to a target.  The ray deals 1d3 points of cold damage.
TAG_SPELLS_READ_MAGIC	TAG_SPELLS		TAG_BARD_0 TAG_CLERIC_0 TAG_DRUID_0 TAG_PALADIN_1 TAG_RANGER_1 TAG_SORCERER_0 TAG_WIZARD_0	Read Magic	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Brd~[TAG_BARDS] 0, ~Clr~[TAG_CLERICS] 0, ~Drd~[TAG_DRUIDS] 0, ~Pal~[TAG_PALADINS] 1, ~Rgr~[TAG_RANGERS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: InstantaneousBy means of Read Magic, you can decipher magical inscriptions on scrolls that would otherwise be unintelligible.  In the game, casting Read Magic opens your inventory, at which point you select the unidentified scroll and the spell ensures that it will be identified.
TAG_SPELLS_REMOVE_BLINDNESS_DEAFNESS 	TAG_SPELLS		TAG_CLERIC_3	Remove Blindness/Deafness	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates (harmless)Spell Resistance: Yes (harmless)Remove Blindness/Deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature.  Remove Blindness/Deafness counters and dispels ~Blindness/Deafness~[TAG_SPELLS_BLINDNESS_DEAFNESS].
TAG_SPELLS_REMOVE_CURSE	TAG_SPELLS		TAG_BARD_3 TAG_CLERIC_3 TAG_SORCERER_4 TAG_WIZARD_4	Remove Curse	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Brd~[TAG_BARDS] 3, ~Clr~[TAG_CLERICS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature or item touchedDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)Remove Curse instantaneously removes all curses on an object or creature.  The spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it.  Certain special curses may not be countered by this spell or may be countered only be a caster of a certain level or higher.  Remove Curse counters and dispels ~Bestow Curse~[TAG_SPELLS_BESTOW_CURSE].
TAG_SPELLS_REMOVE_DISEASE	TAG_SPELLS		TAG_CLERIC_3 TAG_DRUID_3 TAG_RANGER_3 	Remove Disease	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 3, ~Drd~[TAG_DRUIDS] 3, ~Rgr~[TAG_RANGERS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates (harmless)Spell Resistance: Yes (harmless)Remove Disease cures all diseases that the subject is suffering from.  The spell also kills parasites, including green slime and others.  Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.  Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
TAG_SPELLS_REMOVE_FEAR 	TAG_SPELLS		TAG_BARD_1 TAG_CLERIC_1	Remove Fear	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Brd~[TAG_BARDS] 1, ~Clr~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft/ 2 levels)Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apartDuration: 10 minutes; see textSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)You instill courage in the subject, granting it a +4 morale bonus against ~Fear~[TAG_SPELLS_FEAR] effects for 10 minutes.  If the subject is under the influence of a Fear effect when receiving the spell, that effect is suppressed for the duration of the spell.  Remove Fear counters and dispels ~Cause Fear~[TAG_SPELLS_CAUSE_FEAR].
TAG_SPELLS_REMOVE_PARALYSIS	TAG_SPELLS		TAG_CLERIC_2 TAG_PALADIN_2	Remove Paralysis	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 2, ~Pal~[TAG_PALADINS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Targets: Up to four creatures, no two of which can be more than 30 ft. apartDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ~Ghoul's Touch~[TAG_SPELLS_GHOUL_TOUCH] or a ~Slow~[TAG_SPELLS_SLOW] spell.  If the spell is cast on one creature, the paralysis is negated.  If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.  If cast on three or four creatures, each receives another save with a +2 resistance bonus.  The spell does not restore ability scores reduced by penalties, damage, or drain.
TAG_SPELLS_REPEL_VERMIN	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_4 TAG_DRUID_4 TAG_RANGER_3 	Repel Vermin	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Brd~[TAG_BARDS] 4, ~Clr~[TAG_CLERICS] 4, ~Drd~[TAG_DRUIDS] 4, ~Rgr~[TAG_RANGERS] 2Components: V, SRange: 10-ft.Area: 10.-ft.-radius emanation centered on youDuration: 10 min./level Saving Throw: None or ~Will~[TAG_WILL] negates; see textSpell Resistance: YesAn invisible barrier holds back vermin.  A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save.  Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
TAG_SPELLS_RESIST_ENERGY	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2 TAG_FIRE_D TAG_PALADIN_2 TAG_RANGER_1 TAG_SORCERER_2 TAG_WIZARD_2	Resist Energy	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 2, ~Fire~[TAG_FIRE_D] 3, ~Pal~[TAG_PALADINS] 2, ~Rgr~[TAG_RANGERS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 min./ levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates (harmless)Spell Resistance: Yes (harmless)This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.  The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points.  The value of the energy resistance granted increases to 20 points at 7th level.  The spell protects the recipient's equipment as well.  Resist energy absorbs only damage.  Note: Resist Energy overlaps (and does not stack with) ~Protection From Energy~[TAG_SPELLS_PROTECTION_FROM_ENERGY].  If a character is warded by Protection From Energy and Resist Energy, the Protection spell absorbs damage until its power is exhausted.
TAG_SPELLS_RESISTANCE	TAG_SPELLS		TAG_BARD_0 TAG_CLERIC_0 TAG_DRUID_0 TAG_PALADIN_1	Resistance	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Brd~[TAG_BARDS] 0, ~Clr~[TAG_CLERICS] 0, ~Drd~[TAG_DRUIDS] 0, ~Pal~[TAG_PALADINS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 minuteSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
TAG_SPELLS_RESTORATION	TAG_SPELLS		TAG_CLERIC_4	Restoration	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Healing)Level: ~Clr~[TAG_CLERICS] 4Components: V, S, MThis spell functions like ~Lesser Restoration~[TAG_SPELLS_LESSER_RESTORATION], except that it only restores enough XP to reinstate a player at the minimum amount of a level, if that player experiences ~Level Loss~[TAG_LEVEL_LOSS]. For example, if a character experiences Level Loss and his XP was drained from 7000 points at 4th level to 5000 points (which would be 3rd level), Restoration will bring his XP back up to 6000, the minimum amount needed for 4th level characters.    Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained).  It also eliminates any ~fatigue~[TAG_FATIGUED] or ~exhaustion~[TAG_EXHAUSTED] suffered by the target.  Restoration does not restore levels or ~Constitution~[TAG_CONSTITUTION] points lost due to ~death~[TAG_DEAD].  Material Component: Diamond dust worth 100 gp that is sprinkled over the target.
TAG_SPELLS_RIGHTEOUS_MIGHT	TAG_SPELLS		TAG_CLERIC_5 TAG_STRENGTH_D	Righteous Might	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 5, ~Strength~[TAG_STRENGTH_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 round/ levelStatistically, your height immediately doubles, and your weight increases by a factor of eight.  In the game, there is no visual representation of this increase, but your character will perform accordingly.  This increase changes your size category to the next larger one, and you gain a +8 size bonus to ~Strength~[TAG_STRENGTH] and a +4 size bonus to ~Constitution~[TAG_CONSTITUTION].  You gain a +4 enhancement bonus to your natural armor.  You gain damage reduction 5/ unholy (if you normally channel positive energy) or damage reduction 5/ holy (if you normally channel negative energy).  Your size modifier for AC and attacks changes as appropriate to your new size category (if your original size was Diminutive, Tiny, Small, Medium, or Large, the  modifier decreases by 1).  This spell does not change your speed.  All equipment you wear or carry is similarly enlarged by the spell.  Melee and projectile weapons deal more damage.  Other magical properties are not affected by this spell.  Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size.  This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).  Multiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase your size while you are still under the effect of the first casting.
TAG_SPELLS_SANCTUARY	TAG_SPELLS		TAG_CLERIC_1 TAG_PROTECTION_D	Sanctuary	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 1, ~Protection~[TAG_PROTECTION_D] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 round/ levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: NoAny opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save.  If the save succeeds, the opponent can attack normally and is unaffected by the casting of that spell.  If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell.  Those not attempting to attack the subject remain unaffected.  This spell does not prevent the warded creature from being attacked or affected by area of effect spells.  The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.  This allows a warded cleric to heal wounds, for example, or to cast a ~Bless~[TAG_SPELLS_BLESS] spell, summon creatures, and so on.
TAG_SPELLS_SCARE	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Scare	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] (Fear, Mind-Affecting)Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Targets: One living creature per three levels, no two of which can be more than 30 feet apart.Duration: 1 round/ level or 1 round; see text for ~Cause Fear~[TAG_SPELLS_CAUSE_FEAR]Saving Throw: ~Will~[TAG_WILL] partialSpell Resistance: YesThis spell functions like ~Cause Fear~[TAG_SPELLS_CAUSE_FEAR], except that it causes all targeted creatures of less than 6 HD to become frightened.
TAG_SPELLS_SEARING_LIGHT	TAG_SPELLS		TAG_CLERIC_3 TAG_SUN_D	Searing Light	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION]Level: ~Clr~[TAG_CLERICS] 3, ~Sun~[TAG_SUN_D] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesFocusing divine power like a ray of the sun, you project a blast of light from your open palm.  You must succeed on a ranged touch attack to strike your target.  A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).  An undead creature takes 1d6 points of damage per caster level (maximum 10d6).  A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
TAG_SPELLS_SEE_INVISIBILITY	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_2 TAG_WIZARD_2	See Invisibility	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 min./ levelYou can detect any invisible objects or beings that are within your range of vision.  Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible creatures.  The spell does not reveal the method used to obtain invisibility.  It does not reveal illusions or enable you to see through opaque objects.  It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
TAG_SPELLS_SHATTER	TAG_SPELLS		TAG_BARD_2 TAG_CHAOS_D TAG_CLERIC_2 TAG_DESTRUCTION_D TAG_SORCERER_2 TAG_WIZARD_2	Shatter	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Sonic)Level: ~Brd~[TAG_BARDS] 2, ~Chaos~[TAG_CHAOS_D] 2, ~Clr~[TAG_CLERICS] 2, ~Destruction~[TAG_DESTRUCTION_D] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Area or Target: 5-ft.-radius spread; or one creatureDuration: InstantaneousSaving Throw: ~Will~[TAG_WILL] negates or ~Fortitude~[TAG_FORTITUDE] half; see textSpell Resistance: YesShatter creates a loud ringing noise that results in damage to earth elementals.  Targeted against an earth creature (of any weight), Shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
TAG_SPELLS_SHIELD	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Shield	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION] (Force)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 min./ levelShield creates an invisible, mobile disk of force that hovers in front of you.  It negates ~Magic Missile~[TAG_SPELLS_MAGIC_MISSILE] attacks directed at you.  The disk also provides a +4 shield bonus to AC.  The shield has no armor check penalty or arcane spell failure chance.  You are unable to use the shield spell for cover.
TAG_SPELLS_SHIELD_OF_FAITH	TAG_SPELLS		TAG_CLERIC_1	Shield of Faith	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)This spell creates a shimmering, magical field around the touched creature that averts attacks.  The spell grants the subject a +2 deflection bonus to AC, with an additional +1 bonus at 6th level (maximum total +3).
TAG_SPELLS_SHILLELAGH	TAG_SPELLS		TAG_DRUID_1	Shillelagh	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 1Components: V, SRange: Touch Target: PersonalDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (object)Spell Resistance: Yes (object)You can summon a ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF] and it becomes a weapon with a +1 enhancement bonus on attack and damage rolls.  (A quarterstaff gains this enhancement for both ends of the weapon).  The quarterstaff deals 1d10 +1 points of damage.  These effects only occur when the weapon is wielded by you.  If you do not wield it, the weapon behaves as if unaffected by this spell.  
TAG_SPELLS_SHOCKING_GRASP	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Shocking Grasp	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Electricity)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature or object touchedDuration: Instantaneous Saving Throw: NoneSpell Resistance: YesYour successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).  When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, etc.)
TAG_SPELLS_SHOUT	TAG_SPELLS		TAG_BARD_4 TAG_SORCERER_4 TAG_WIZARD_4	Shout	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Sonic)Level: ~Brd~[TAG_BARDS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: 30 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] partial negatesSpell Resistance: Yes (object)You emit an ear-splitting yell that deafens and damages creatures in its path.  Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage.  A successful save negates the deafness and reduces the damage by half.  An affected creature is allowed a Fortitude save to reduce the damage by half.  A Shout spell cannot penetrate a ~Silence~[TAG_SPELLS_SILENCE] spell.
TAG_SPELLS_SILENCE	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2	Silence	~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] (Glamer)Level: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./ level)Area: 20-ft.-radius emanation centered on a creature, object, or point in spaceDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates--see text; or noneSpell Resistance: Yes--see text; or NoUpon casting of this spell, complete silence prevails in the affected area.  All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area.    In ToEE, there are 2 potential target areas focused on when casting Silence.  The first is the general area of silence--a space is rendered silent and the silence stays only in that area.  The second target could be a creature, and Silence actually moves with them, rather than staying solely in one area.  The creature then cannot simply move away from Silence.   An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.  Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not.  This spell provides a defense against sonic or language-based attacks, such as ~Command~[TAG_SPELLS_COMMAND], harpy song, and the like.
TAG_SPELLS_SLAY_LIVING	TAG_SPELLS		TAG_CLERIC_5 TAG_DEATH_D	Slay Living	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] (Death)Level: ~Clr~[TAG_CLERICS] 5, ~Death~[TAG_DEATH_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] partialSpell Resistance: YesYou can slay any one living creature.  You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.  If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.  (The subject might die from damage even if it succeeds on its save, however).
TAG_SPELLS_SLEEP	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_1 TAG_WIZARD_1	Sleep	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion, Mind-Affecting]Level: ~Brd~[TAG_BARDS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 roundRange: Medium (100 ft. + 10 ft./ level)Area: One or more living creatures within a 10-ft.-radius burstDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesA Sleep spell causes a magical slumber to overcome 4 Hit Dice of creatures.  Creatures with the fewest HD are affected first.  Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.  Hit Dice that are not sufficient to affect a creature are wasted.  For example, Mialee casts Sleep at 3 kobolds (1/2 HD), 2 gnolls (2 HD), and an ogre (4 HD).  All three kobolds and one gnoll are affected:                                (1/2 + 1/2 + 1/2 + 2 = 3 1/2 HD)  The remained 1/2 HD is not enough to affect the last gnoll or the ogre.  Mialee can't choose to have Sleep affect the ogre or the two gnolls.  Sleeping creatures are helpless.  Slapping or wounding awakens an affected creature, but normal noise does not.  Awakening a creature is a ~standard action~[TAG_STANDARD_ACTION].  Sleep does not affect unconscious creatures, constructs, or undead creatures.
TAG_SPELLS_SLEET_STORM	TAG_SPELLS		TAG_DRUID_3 TAG_SORCERER_3 TAG_WIZARD_3	Sleet Storm	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation) (Cold)Level: ~Drd~[TAG_DRUIDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Long (400 ft. + 40 ft./ level)Area: Cylinder (40-ft.-radius, 20 ft. high)Duration: 1 round/ levelSaving Throw: NoneSpell Resistance: NoDriving sleet blocks all sight within it and causes the ground in the area to be icy.  A creature can walk within or through the area of sleet at half normal speed. Failure means it can't move in that round, while failure by 5 or more means the creature falls.
TAG_SPELLS_SLOW	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Slow	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Targets: One creature/ level, no two of which can be more than 30 ft. apartDuration: 1 round/ levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesAn affected creature moves and attacks at a drastically slowed rate.  A slowed creature can take only a single ~move action~[TAG_MOVEMENT_ACTION] or standard action each turn, but not both (nor may it take full-round actions).  Additionally, it takes a -1 penalty on attack rolls, AC, and ~Reflex~[TAG_REFLEX] saves.  A slowed creature moves at half its normal speed.  Multiple Slow effects don't stack.  Slow counters and dispels ~Haste~[TAG_SPELLS_HASTE].
TAG_SPELLS_SOFTEN_EARTH_AND_STONE	TAG_SPELLS		TAG_DRUID_2 TAG_EARTH_D	Soften Earth and Stone	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] (Earth)Level: ~Drd~[TAG_DRUIDS] 2, ~Earth~[TAG_EARTH_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Area: 10-ft. square/ level; see textDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoWhen this spell is cast, all natural, undressed earth or stone in the spell's area is softened.  Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay.  You affect a 10-foot-square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot.  Magical, enchanted, dressed, or worked stone cannot be affected.  Earth or stone creatures are not affected.  A creature in mud must succeed on ~Reflex~[TAG_REFLEX] save or be caught for 1d2 rounds and unable to move, attack, or cast spells.  A creature that succeeds on its save can move through the mud at half speed, but it can't run or charge.
TAG_SPELLS_SOLID_FOG	TAG_SPELLS		TAG_SORCERER_4 TAG_WIZARD_4	Solid Fog	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Components: V, SDuration: 1 min./ levelSpell Resistance: NoThis spell functions like ~Fog Cloud~[TAG_SPELLS_FOG_CLOUD], but in addition to obscuring sight the Solid Fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls.  The vapors prevent effective ranged weapon attacks (except for magic rays and the like).  A creature can't take a 5-foot step while in Solid Fog.
TAG_SPELLS_SOUND_BURST	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2	Sound Burst	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Sonic)Level: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Area: 10-ft.-radius spreadDuration: InstantaneousSaving Throw: ~Fortitude~[TAG_FORTITUDE] partialSpell Resistance: YesYou blast an area with a tremendous cacophony.  Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being ~stunned~[TAG_STUNNED] for 1 round.  Creatures that cannot hear are not stunned but are still damaged.
TAG_SPELLS_SPELL_RESISTANCE	TAG_SPELLS		TAG_CLERIC_5 TAG_MAGIC_D TAG_PROTECTION_D	Spell Resistance	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 5, ~Magic~[TAG_MAGIC_D] 5, ~Protection~[TAG_PROTECTION_D] 5Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)The creature gains spell resistance equal to 12 + your caster level (maximum +10).
TAG_SPELLS_SPIKE_GROWTH	TAG_SPELLS		TAG_DRUID_3 TAG_RANGER_2	Spike Growth	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 3, ~Rgr~[TAG_RANGERS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Area: One 20-ft. square/ levelDuration: 1 hour/ levelSaving Throw: ~Reflex~[TAG_REFLEX] partialSpell Resistance: YesAny ground-covering vegetation in the spell's area of effect becomes very hard and sharply pointed without changing its appearance.  In areas of bare earth, roots and rootlets act in the same way.  Spike Growth can only be cast outdoors.  Any creature moving on foot into or through the spell's area of effect takes 1d4 points of piercing damage for every 5 feet of movement through the spiked area.    Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half.  This speed penalty lasts for 24 hours or until the injured creature receives a Cure spell (which also restores hit points).  Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a ~Heal~[TAG_HEAL] check against the spell's save DC.
TAG_SPELLS_SPIKE_STONES	TAG_SPELLS		TAG_DRUID_4 TAG_EARTH_D	Spike Stones	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] (Earth)Level: ~Drd~[TAG_DRUIDS] 4, ~Earth~[TAG_EARTH_D] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: medium (100 ft. + 10 ft./ level)Area: One 20-ft. square/ levelDuration: 1 hour/ levelSaving Throw: ~Reflex~[TAG_REFLEX] partialSpell Resistance: YesRocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.  Spike Stones impede progress through an area and deal damage.  Any creature moving on foot into or though the spell's area moves at half speed.    In addition, each creature moving through the area takes 1d8 points of piercing damage for every 5 feet of movement through the spiked area.  Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs.  A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a Cure spell.  Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a ~Heal~[TAG_HEAL] check against the spell's save DC.
TAG_SPELLS_SPIRITUAL_WEAPON	TAG_SPELLS		TAG_CLERIC_2 TAG_WAR_D	Spiritual Weapon	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Force)Level: ~Clr~[TAG_CLERICS] 2, ~War~[TAG_WAR_D] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Effect: Magic weapon of forceDuration: 1 round/ levelSaving Throw: NoneSpell Resistance: YesA weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +3).  The weapon takes the shape of a weapon with some spiritual significance or symbolism to you and has the same threat range and critical multipliers as a real weapon of its form.  It strikes the opponent as you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn.  It uses your base attack bonus plus your ~Wisdom~[TAG_WISDOM] modifier as its attack bonus.  It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction.  The weapon always strikes from your direction.  It does not get a flanking bonus or help a combatant get one.  Your feats (such as ~Weapon Focus~[TAG_WEAPON_FOCUS]) or combat actions (such as ~charge~[TAG_CHARGE]) do not affect the weapon.  If the weapon goes beyond  the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.  The spiritual weapon is capable of multiple attacks, provided that your base attack bonus allows you to do so.  The spiritual weapon is a ranged weapon.  It cannot be attacked or harmed by physical attacks; only ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC] is capable of harming the spiritual weapon.  A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).  If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance every time the spiritual weapon attacks.    The weapon that you get may be a force replica of your deity's own personal weapon, many of which have individual names.  The weapons for each deity are listed in the entries for those gods.  For example, the weapon of ~Moradin~[TAG_MORADIN] is noted as being a warhammer, aptly named "Soulhammer".
TAG_SPELLS_STINKING_CLOUD	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3	Stinking Cloud	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Effect: Cloud spreads in 20-ft.-radius, 20 ft. highDuration: 1 round/ levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negates; see textSpell Resistance: NoStinking Cloud creates a bank of fog like that created by ~Fog Cloud~[TAG_SPELLS_FOG_CLOUD], except that the vapors are nauseating.  Living creatures in the cloud become ~nauseated~[TAG_NAUSEATED].  This condition lasts as long as the creature is in the cloud and for 1d4 + 1 rounds after it leaves.  Any creature that succeeds on its save but remains in the cloud must continue to save each round on its turn.
TAG_SPELLS_STONESKIN	TAG_SPELLS		TAG_DRUID_5 TAG_EARTH_D TAG_SORCERER_4 TAG_WIZARD_4 TAG_STRENGTH_D	Stoneskin	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Drd~[TAG_DRUIDS] 5, ~Earth~[TAG_EARTH_D] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4, ~Strength~[TAG_STRENGTH_D]Components: V, S, MCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 min./ level or until dischargedSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)The warded creature gains resistance to blows, cuts, stabs, and slashes.  The subject gains damage reduction 10/adamantine.  (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction).  Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.  Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
TAG_SPELLS_SUGGESTION	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_3 TAG_WIZARD_3	Suggestion	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) (Mind-Affecting, Language-Dependent)Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft/ 2 levels)Target: One living creatureDuration: 1 hour/ level or until completedSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesYou influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).  Within the game, the target is added as a controllable NPC, and suggestions (within reason) are made to the non-player character.
TAG_SPELLS_SUMMON_MONSTER_I	TAG_SPELLS		TAG_BARD_1 TAG_CLERIC_1 TAG_SORCERER_1 TAG_WIZARD_1	Summon Monster I	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Brd~[TAG_BARDS] 1, ~Clr~[TAG_CLERICS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SRange: Close (25 ft. + 5 ft./ 2 levels)Effect: One summoned creatureDuration: 1 round/ levelSaving Throw: NoneSpell Resistance: NoThis spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane).  It appears where you designate and acts immediately, on your turn.  It attacks your opponents to the best of its ability.  If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.   The spell conjures a creature of a particular type.  You choose which kind of creature to summon; within the game, this decision is limited to the options on the radial menu.The monsters you can choose from are:Celestial dogFiendish dire ratFiendish monstrous spider, smallFiendish snake, small viper
TAG_SPELLS_SUMMON_MONSTER_II	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_SORCERER_2 TAG_WIZARD_2	Summon Monster II	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)(See text for ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I]Level: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Effect: One or more summoned creatures, no two of which can be more than 30 ft. apartThis spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that you are capable of summoning monsters that are more powerful than the previous level.  Similar to ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], you choose the monster from the radial menu within the game.  This is a list of monsters that will be available for Summon Monster II.The monsters you can choose from are:Celestial riding dogFiendish wolfFiendish monstrous spider, mediumFiendish snake, medium viper
TAG_SPELLS_SUMMON_MONSTER_III	TAG_SPELLS		TAG_BARD_3 TAG_CLERIC_3 TAG_SORCERER_3 TAG_WIZARD_3	Summon Monster III	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Brd~[TAG_BARDS] 3, ~Clr~[TAG_CLERICS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Effect: One or more summoned creatures, no two of which can be more than 30 ft. apartThis spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the power of the monsters increases accordingly.  In the game, you choose the type of monster you wish to summon from the radial menu.  The list of monsters available for Summon Monster III is:The monsters you can choose from are:Celestial black bearElemental, small (any)Fiendish snake, constrictorFiendish dire batFiendish snake, large viper
TAG_SPELLS_SUMMON_MONSTER_IV	TAG_SPELLS		TAG_BARD_4 TAG_CLERIC_4 TAG_SORCERER_4 TAG_WIZARD_4	Summon Monster IV	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Brd~[TAG_BARDS] 4, ~Clr~[TAG_CLERICS] 4, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 4Effect: One or more summoned creatures, no two of which can be more than 30 ft. apartThis spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the monsters are appropriately powerful for their level.  The monster that you desire to summon is selected from the radial menu in the game.The monsters you can choose from are:Archon, lanternFiendish dire wolfFiendish monstrous spider, largeFiendish snake, huge viper
TAG_SPELLS_SUMMON_MONSTER_V	TAG_SPELLS		TAG_BARD_5 TAG_CLERIC_5 TAG_SORCERER_5 TAG_WIZARD_5	Summon Monster V	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Brd~[TAG_BARDS] 5, ~Clr~[TAG_CLERICS] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.This spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the monsters are much more powerful.  As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster V includes the following.The monsters you can choose from are:Bearded DevilCelestial brown bearFiendish Dire BoarHound ArchonElemental, medium (any)Shadow Mastiff
TAG_SPELLS_SUMMON_MONSTER_VI	TAG_SPELLS		TAG_BARD_6 TAG_CLERIC_6 TAG_SORCERER_6 TAG_WIZARD_6	Summon Monster VI	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Brd~[TAG_BARDS] 6, ~Clr~[TAG_CLERICS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.This spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the monsters are much more powerful.  As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VI includes the following.The monsters you can choose from are:BralaniCelestial polar bearChain DevilFiendish Giant Constrictor SnakeFiendinsh Huge Monstrous SpiderJanniElemental, large (any)
TAG_SPELLS_SUMMON_MONSTER_VII	TAG_SPELLS		TAG_CLERIC_7 TAG_SORCERER_7 TAG_WIZARD_7	Summon Monster VII	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Clr~[TAG_CLERICS] 7, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 7Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.This spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the monsters are much more powerful.  As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VII includes the following.The monsters you can choose from are:todoElemental, huge (any)
TAG_SPELLS_SUMMON_MONSTER_VIII	TAG_SPELLS		TAG_CLERIC_8 TAG_SORCERER_8 TAG_WIZARD_8	Summon Monster VIII	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Clr~[TAG_CLERICS] 8, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 8Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.This spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the monsters are much more powerful.  As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VIII includes the following.The monsters you can choose from are:todoElemental, greater (any)
TAG_SPELLS_SUMMON_MONSTER_IX	TAG_SPELLS		TAG_CLERIC_9 TAG_SORCERER_9 TAG_WIZARD_9	Summon Monster IX	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Clr~[TAG_CLERICS] 9, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 9Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.This spell functions like ~Summon Monster I~[TAG_SPELLS_SUMMON_MONSTER_I], except that the monsters are much more powerful.  As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster IX includes the following.The monsters you can choose from are:todoElemental, elder (any)
TAG_SPELLS_SUMMON_NATURE'S_ALLY_I	TAG_SPELLS		TAG_DRUID_1 TAG_RANGER_1	Summon Nature's Ally I	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Drd~[TAG_DRUIDS] 1, ~Rgr~[TAG_RANGERS] 1Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./ 2 levels)Effect: One summoned creatureDuration: 1 round/ levelSaving Throw: NoneSpell Resistance: NoThis spell summons a natural creature.  It appears where you designate and acts immediately on your turn.  It attacks your opponents to the best of its ability.  If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.  A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation.  Creatures cannot be summoned into an environment that cannot support them.  For instance, a porpoise may only be summoned into an aquatic environment.  In the game, summoning a nature's ally creature involves the use of the radial menu.  You must select from the monsters noted in the radial menu and that monster will then be summoned.  A list of potential monsters to be summoned for Summon Nature's Ally I includes the following.The creatures you can choose from are:Dire ratSnake, small viperWolf
TAG_SPELLS_SUMMON_NATURE'S_ALLY_II	TAG_SPELLS		TAG_DRUID_2 TAG_RANGER_2	Summon Nature's Ally II	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Drd~[TAG_DRUIDS] 2, ~Rgr~[TAG_RANGERS] 2Effect: One or more creatures, no two of which can be more than 30 ft. apartThis spell functions like ~Summon Nature's Ally I~[TAG_SPELLS_SUMMON_NATURE'S_ALLY_I], except that the creature level has risen, enabling it to perform more powerful actions.  You may select the nature's ally from the radial menu in the game.  The creatures for Summon Nature's Ally II include:The creatures you can choose from are:Bear, blackDire batElemental, small (any)Snake, medium viper
TAG_SPELLS_SUMMON_NATURE'S_ALLY_III	TAG_SPELLS		TAG_DRUID_3 TAG_RANGER_3	Summon Nature's Ally III	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Drd~[TAG_DRUIDS] 3, ~Rgr~[TAG_RANGERS] 3Effect: One or more creatures, no two of which can be more than 30 ft. apartThis spell functions like ~Summon Nature's Ally I~[TAG_SPELLS_SUMMON_NATURE'S_ALLY_I] , except that it summons more powerful creatures that are appropriate to this level of the spell.  The creatures are selected from the radial menu in the game, and the player can choose from the following creatures for Summon Nature's Ally III.The creatures you can choose from are:Dire wolfSnake, constrictorSnake, large viper
TAG_SPELLS_SUMMON_NATURE'S_ALLY_IV	TAG_SPELLS		TAG_ANIMAL_D TAG_DRUID_4 TAG_RANGER_4	Summon Nature's Ally IV	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Animal~[TAG_ANIMAL_D] 4, ~Drd~[TAG_DRUIDS] 4, ~Rgr~[TAG_RANGERS] 4Effect: One or more creatures, no two of which can be more than 30 ft. apartThis spell functions like ~Summon Nature's Ally I~[TAG_SPELLS_SUMMON_NATURE'S_ALLY_I], except that it results in the creatures' hit dice reflecting this level of this spell.  In ToEE, the player chooses a monster from among the options available on the radial menu.  These options include:The creatures you can choose from are:Bear, brownElemental, medium (any)Salamander, flamebrotherSnake, huge viper
TAG_SPELLS_SUMMON_NATURE'S_ALLY_V	TAG_SPELLS		TAG_DRUID_5	Summon Nature's Ally V	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Drd~[TAG_DRUIDS] 5Effect: One or more creatures, no two of which can be more 30 ft. apartThis spell functions like ~Summon Nature's Ally I~[TAG_SPELLS_SUMMON_NATURE'S_ALLY_I], except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice.  These creatures are selected from the radial menu found in the game.  An example of the creatures that are available for Summon Nature's Ally V include the following.The creatures you can choose from are:Bear, polarElemental, large (any)Snake, giant constrictor
TAG_SPELLS_SUMMON_SWARM	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_SORCERER_2 TAG_WIZARD_2	Summon Swarm	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Summoning)Level: ~Brd~[TAG_BARDS] 2, ~Drd~[TAG_DRUIDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./ 2 levels)Effect: One swarm of bats, rats, or spidersDuration: Concentration + 2 roundsSaving Throw: NoneSpell Resistance: NoYou summon a swarm of animals, based on what you select from the radial menu within the game.  The swarm immediately attacks the nearest living creature and does not discriminate (meaning if you are the only creature in the area, you will be attacked as well).  The caster does not have control over the swarm and cannot provide direction or point out targets.
TAG_SPELLS_TASHA'S_HIDEOUS_LAUGHTER	TAG_SPELLS		TAG_BARD_1 TAG_SORCERER_2 TAG_WIZARD_2	Tasha's Hideous Laughter	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 1, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Target: One creature; see textDuration: 1 round/ levelSaving Throw: ~Will~[TAG_WILL] negatesSpell Resistance: YesThis spell afflicts the subject with uncontrollable laughter.  The subject collapses into gales of manic laughter, falling ~prone~[TAG_PRONE].  The subject can take no actions while laughing, but is not considered helpless.  After the spell ends, it can act normally.  A creature with an ~Intelligence~[TAG_INTELLIGENCE] score of 2 or lower is not affected.  A creature whose type (such as a humanoid or dragon) is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.
TAG_SPELLS_TELEPORT	TAG_SPELLS		TAG_SORCERER_5 TAG_WIZARD_5 TAG_TRAVEL_D	Teleport	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Teleportation)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 5, ~Travel~[TAG_TRAVEL_D] 5Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Personal and TouchTarget: You and other touched willing creaturesIn ToEE, casting Teleport brings up the World Map. When you click on the desired location, your entire party will be teleported to that place in a manner that ensures there will be no random encounters and no error during travel.
TAG_SPELLS_TREE_SHAPE	TAG_SPELLS		TAG_DRUID_2 TAG_RANGER_3	Tree Shape	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 2, ~Rgr~[TAG_RANGERS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 hour/ levelBy means of this spell you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a number of limbs.  The closest inspection cannot reveal that the tree in question is actually a magically concealed creature.  To all normal tests you are, in fact, a tree or shrub, although a ~Detect Magic~[TAG_SPELLS_DETECT_MAGIC] spell reveals a faint transmutation on the tree.    You gain a +10 natural armor bonus to AC but have an effective ~Dexterity~[TAG_DEXTERITY] score of 0 and a speed of 0 feet.  You are immune to critical hits while in tree form.    You can dismiss Tree Shape as a ~free action~[TAG_FREE_ACTION] (instead of a standard action).
TAG_SPELLS_TRUE_SEEING	TAG_SPELLS		TAG_CLERIC_5  TAG_KNOWLEDGE_D	True Seeing	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION] Level: ~Clr~[TAG_CLERICS] 5, ~Knowledge~[TAG_KNOWLEDGE_D] 5Components: V, S, MCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)You confer on the subject the ability to see all things as they actually are.  The subject sees through darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under ~Blur~[TAG_SPELLS_BLUR] or ~Displacement~[TAG_SPELLS_DISPLACEMENT] effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.  The range of True Seeing conferred is 120 feet.  
TAG_SPELLS_TRUE_STRIKE	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	True Strike	~Divination~[TAG_MAGIC_SCHOOLS_DIVINATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: VCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]You gain temporary, intuitive insight into the immediate future during your next attack.  Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus.  Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
TAG_SPELLS_UNHOLY_BLIGHT	TAG_SPELLS		TAG_EVIL_D	Unholy Blight	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Evil)Level: ~Evil~[TAG_EVIL_D] 4Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Area: 20-ft.-radius spreadDuration: Instantaneous (1d4 rounds); see textSaving Throw: ~Will~[TAG_WILL] partialSpell Resistance: YesYou call up unholy power to smite your enemies.  The power takes the form of a cold, cloying miasma of greasy darkness.  Only good or neutral (not evil) creatures are harmed by the spell.  The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be ~sickened~[TAG_SICKENED] for 1d4 rounds.  A successful Will save reduces damage to half and negates the sickened effect.  The effects cannot be negated by ~Remove Disease~[TAG_SPELLS_REMOVE_DISEASE]  or ~Heal~[TAG_HEAL], but ~Remove Curse~[TAG_SPELLS_REMOVE_CURSE] is effective.  The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened.  Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.
TAG_SPELLS_VAMPIRIC_TOUCH	TAG_SPELLS		TAG_SORCERER_3 TAG_WIZARD_3	Vampiric Touch	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY] Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Living creature touchedDuration: Instantaneous/ 1 hour; see textSaving Throw: NoneSpell Resistance: YesYou must succeed on a melee touch attack.  Your touch deals 1d6 points of damage per two caster levels (maximum 5d6).  You gain temporary hit points equal to the damage you deal.  However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject.  The temporary hit points disappear 1 hour later.
TAG_SPELLS_VIRTUE	TAG_SPELLS		TAG_CLERIC_0 TAG_DRUID_0 TAG_PALADIN_1	Virtue	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 0, ~Drd~[TAG_DRUIDS] 0, ~Pal~[TAG_PALADINS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min.Saving Throw: ~Fortitude~[TAG_FORTITUDE] negates (harmless)Spell Resistance: Yes (harmless)The subject gains 1 temporary hit point.
TAG_SPELLS_WEB	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	Web	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation)Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Effect: Webs in a 20-ft.-radius spreadDuration: 10 min./ levelSaving Throw: ~Reflex~[TAG_REFLEX] negates; see textSpell Resistance: NoWeb creates a many-layered mass of strong, sticky strands.  These strands trap those caught in them.  The strands are similar to spider webs but far larger and tougher.  When casting the spell in ToEE, choose an area (20-ft.-radius) and the web will engulf that area.  Creatures caught within a web or simply touching its strands become entangled among the gluey fibers.    Anyone in the effect's area when the spell is cast must make a Reflex save.  If this save succeeds, the creature is not stuck in the web and is free to act, though moving may be a problem.  If the save fails, the creature is stuck.  A stuck creature can break loose by spending 1 round and making a DC 20 ~Strength~[TAG_STRENGTH] check.  Once loose (either by making the initial Reflex save or a later Strength check), a creature may progress through the web very slowly.  Each round devoted to moving allows the creature to make a new Strength check.  The creature moves 5 feet for each full 5 points by which the check result exceeds 10.  If you have at least 5 feet of web between you and an opponent, it provides cover.  If you have at least 20 feet of web between you, it provides total cover.
TAG_SPELLS_WIND_WALL	TAG_SPELLS		TAG_AIR_D TAG_CLERIC_3 TAG_DRUID_3 TAG_RANGER_2 TAG_SORCERER_3 TAG_WIZARD_3	Wind Wall	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] (Air)Level: ~Air~[TAG_AIR_D] 2, ~Clr~[TAG_CLERICS] 3, ~Drd~[TAG_DRUIDS] 3, ~Rgr~[TAG_RANGERS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: NoneArea: 3 ft./ levelEffect: Wall up to 10 ft./ level long and 5 ft./ level highDuration: 1 round/ levelSaving Throw: None; see textSpell Resistance: YesA great vertical cylinder of wind appears around you.  It is 2 feet thick and of considerable strength.  It is a roaring blast sufficient to blow away any bird smaller than an eagle or tear light materials from unsuspecting hands.  (A ~Reflex~[TAG_REFLEX] save allows a creature to maintain its grasp on an object).  Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance.  In ToEE, the radius of Wind Wall is 3 feet / level (maximum 30 feet).
TAG_CLASS_FEATURES_BARBARIAN_WEAPON_ARMOR_PROF	TAG_BARBARIANS			Weapon and Armor Proficiency	A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
TAG_CLASS_FEATURES_BARBARIAN_FAST_MOVEMENT	TAG_BARBARIANS			Fast Movement	A barbarian's land speed is faster than the norm for his race by +10 feet.  This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.  Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.     For example, a ~human~[TAG_HUMANS] barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor.  When wearing medium armor or carrying a medium load, his speed drops to 30 feet.       A ~halfling~[TAG_HALFLINGS] barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor.  When wearing medium armor or carrying a medium load, his speed drops to 20 feet.
TAG_CLASS_FEATURES_BARBARIAN_RAGE	TAG_BARBARIANS			Rage	A barbarian can fly into a screaming blood frenzy a certain number of times per day.  In rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself.  He temporarily gains a +4 bonus to ~Strength~[TAG_STRENGTH], a +4 bonus to ~Constitution~[TAG_CONSTITUTION], and a +2 morale bonus on ~Will~[TAG_WILL] saves, but he takes a -2 to AC.     The Constitution bonus increases the barbarian's hit points by 2 points per level, but these hit points disappear once the rage ends, at which point his Constitution score drops back to normal.       While raging, a barbarian cannot use skills or abilities that require patience or concentration (such as casting a spell or moving silently).  He can use any feat he may have except for ~Combat Expertise~[TAG_COMBAT_EXPERTISE], item creation feats, metamagic feats, and ~Skill Focus~[TAG_SKILL_FOCUS].     A fit of rage lasts for the number of rounds equal to 3 + the character's newly improved Constitution modifier.  At the end of the rage, the barbarian loses the rage modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to ~Dexterity~[TAG_DEXTERITY], cannot charge or run) for the same number of rounds as the rage lasted.     A barbarian can fly into a fit of rage only once per encounter.  At 1st level, he can use his rage ability once per day.  At 4th level and every 4 levels thereafter, he can use it one additional time per day.  Entering a rage can only be done during the barbarian's action, not in response to someone else's action.  For example, a barbarian can't fly into a rage when struck by an arrow just to get the extra hit points from the Constitution bonus.  Those extra hit points would only be helpful if the barbarian initiated a rage before being struck.
TAG_CLASS_FEATURES_BARBARIAN_UNCANNY_DODGE	TAG_BARBARIANS			Uncanny Dodge	At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so.  He retains his ~Dexterity~[TAG_DEXTERITY] bonus to ~AC~[TAG_ARMOR_CLASS] (if any) even if he is caught ~flat-footed~[TAG_FLAT_FOOTED] or struck by an invisible attacker.  However, he still loses his Dexterity bonus to AC if immobilized.
TAG_CLASS_FEATURES_BARD_BARDIC_KNOWLEDGE	TAG_BARDS			Bardic Knowledge	A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards.  He may make a special bardic knowledge check with a bonus equal to his bard level + his ~Intelligence~[TAG_INTELLIGENCE] modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.       A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function.
TAG_CLASS_FEATURES_BARD_WEAPON_ARMOR_PROF	TAG_BARDS			Weapon and Armor Proficiency	A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, and shortbow..  Bards are proficient with light armor, medium armor, and shields.     Because the somatic components required for bard spells are relatively simple, a bard can cast spells while wearing light armor without incurring the normal ~arcane spell~[TAG_ARCANE_SPELLS] failure chance.  However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do).  A ~multiclass~[TAG_MULTICLASS] bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.[CMD_CHILDREN]
TAG_CLASS_FEATURES_BARD_BARDIC_MUSIC	TAG_BARDS			Bardic Music	Once per day per bard level, a bard can use her song or poetics to produce magical effects on those around her (including herself, if desired).  While these abilities fall under the category of bardic music and include descriptions of singing or playing instruments, they can all also be activated by reciting poetry, chanting, singing lyrics or melodies, etc.  Each ability requires both a minimum bard level and a minimum number of ranks in the ~Perform~[TAG_PERFORM] skill to qualify.       Starting a bardic music effect is a ~standard action~[TAG_STANDARD_ACTION].  Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability.  While using bardic music, a bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands).  All are mind-affecting abilities.See ~Countersong~[TAG_CLASS_FEATURES_BARD_COUNTERSONG], ~Fascinate~[TAG_CLASS_FEATURES_BARD_FASCINATE], ~Inspire Courage~[TAG_CLASS_FEATURES_BARD_INSPIRE_COURAGE], ~Intimidate~[TAG_CLASS_FEATURES_BARD_INTIMIDATE], ~Inspire Competence~[TAG_CLASS_FEATURES_BARD_INSPIRE_COMPETENCE], and ~Inspire Greatness~[TAG_CLASS_FEATURES_BARD_INSPIRE_GREATNESS] for descriptions of the different types of bardic musical abilities.
TAG_CLASS_FEATURES_CLERIC_SPONTANEOUS_CASTING	TAG_CLERICS			Spontaneous Casting	A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time.  The cleric can "lose" any prepared spell that is not a domain spell in order to cast any Cure spell of the same spell level or lower.  For example, a good cleric who has prepared ~Command~[TAG_SPELLS_COMMAND] (a 1st-level spell) may lose Command in order to cast ~Cure Light Wounds~[TAG_SPELLS_CURE_LIGHT_WOUNDS] (also a 1st-level spell).  Clerics of good deities can cast Cure spells in this way because they are especially proficient at wielding positive energy.     An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to Cure spells but can convert them to Inflict spells (for example, ~Inflict Light Wounds~[TAG_SPELLS_INFLICT_LIGHT_WOUNDS].  Such clerics are especially proficient at wielding negative energy.     A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either Cure spells or Inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy.  Once the player makes this choice, it cannot be reversed.  This choice also determines whether the cleric turns or commands undead.       Exceptions: All lawful neutral clerics of ~Wee Jas~[TAG_WEE_JAS] (goddess of death and magic) convert prepared spells to Inflict spells, not Cure spells.  All clerics of ~St. Cuthbert~[TAG_CUTHBERT] (god of retribution) and all nonevil clerics of ~Obad-Hai~[TAG_OBAD_HAI] (god of nature) convert prepared spells to Cure spells, not Inflict spells.To use spontaneous casting in the game, hold down the Shift key and select the spell you would like to cast.
TAG_CLASS_FEATURES_CLERIC_WEAPON_ARMOR_PROF	TAG_CLERICS			Weapon and Armor Proficiency	Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields.     Every deity has a favored weapon, and his or her clerics consider it a point of pride to wield that weapon.  A cleric who chooses the ~War domain~[TAG_WAR_D] receives the ~Weapon Focus~[TAG_WEAPON_FOCUS] feat related to that weapon as a bonus feat.  He also receives the appropriate ~Martial Weapon Proficiency~[TAG_MARTIAL_PROF] feat as a bonus feat, if the weapon falls into that category.
TAG_CLASS_FEATURES_CLERIC_DEITY_DOMAINS_AND_DOMAIN_SPELLS	TAG_CLERICS			Deity, Domains, and Domain Spells	Choose a deity for your cleric.  The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.       If the typical worshipers of a deity include the members of a specific race, a cleric must be of the indicated race to choose that deity as his own.  (The god may have occasional worshipers of other races, but not clerics).     When you have chosen an alignment and a deity for your cleric, choose two domains for the deity.  While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity's interests.  You can select an alignment domain (~Chaos~[TAG_CHAOS_D], ~Evil~[TAG_EVIL_D], ~Good~[TAG_GOOD_DOMAIN], or ~Law~[TAG_LAW_D]) for your cleric only if his alignment matches that domain.     Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.  Your cleric gets the granted powers of both the domains selected.  With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot.  If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.  Domain spells and granted powers are given in ~Cleric Domains~[TAG_DOMAINS].  
TAG_CLASS_FEATURES_CLERIC_TURN_REBUKE_UNDEAD	TAG_CLERICS			Turn or Rebuke Undead	Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of her faith through her holy (or unholy) symbol.     A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.  An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of her power.  If your character is a neutral cleric of a neutral deity, you must choose whether her turning ability functions as that of a good cleric or an evil cleric.  Once you make this choice, it cannot be reversed.  This decision also determines whether the cleric can cast spontaneous Cure or Inflict spells.     Exceptions: All lawful neutral clerics of ~Wee Jas~[TAG_WEE_JAS] rebuke or command undead.  All clerics of St. ~Cuthbert~[TAG_CUTHBERT] and all nonevil clerics of ~Obad-Hai~[TAG_OBAD_HAI] turn or destroy undead.     A cleric may attempt to turn undead a number of times per day equal to 3 + her ~Charisma~[TAG_CHARISMA] modifier.
TAG_CLASS_FEATURES_DRUID_WEAPON_ARMOR_PROF	TAG_DRUIDS			Weapon and Armor Proficiency	Druids are proficient with the following weapons: ~club~[TAG_WEAPONS_CLUB], ~dagger~[TAG_WEAPONS_DAGGER], ~dart~[TAG_WEAPONS_DART], ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF], ~scimitar~[TAG_WEAPONS_SCIMITAR], ~shortspear~[TAG_WEAPONS_SHORTSPEAR], ~sling~[TAG_WEAPONS_SLING], and ~spear~[TAG_WEAPONS_SPEAR].  They are also proficient with natural attacks (~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED], claw, bite, etc.), regardless of the forms they assume.  Druids are proficient with light and medium armor but may only wear padded, leather, or hide armor (no metal armor).  They are proficient with shields but must use only wooden ones.     Druids are unable to wear prohibited armor or use a prohibited shield.
TAG_CLASS_FEATURES_DRUID_ANIMAL_COMPANION	TAG_DRUIDS			Animal Companion	A druid may begin play with an animal companion selected from the following list: dire rat, dog, chicken, lizard, jackal, brown bear, polar bear, panda bear, or wolf. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its species.       A druid of 4th level or higher may select from alternate lists of animals.  Should she select an animal companion from one of these alternate lists, the creature gains abilities as if the character's druid level were lower than it actually is.
TAG_CLASS_FEATURES_DRUID_NATURE_SENSE	TAG_DRUIDS			Nature Sense	A druid gains a +2 bonus on ~Survival~[TAG_SURVIVAL] checks.
TAG_CLASS_FEATURES_DRUID_RESIST_NATURES_LURE	TAG_DRUIDS			Resist Nature's Lure	Starting at 4th level, a druid gains a +4 bonus on ~saving throws~[TAG_SAVING_THROW_DESC] against the spell-like abilities of fey (such as dryads, nymphs, and sprites).
TAG_CLASS_FEATURES_DRUID_TRACKLESS_STEP	TAG_DRUIDS			Trackless Step	Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.  She may choose to leave a trail if so desired.
TAG_CLASS_FEATURES_DRUID_VENOM_IMMUNITY	TAG_DRUIDS			Venom Immunity	At 9th level, a druid gains immunity to all poisons.
TAG_CLASS_FEATURES_DRUID_WILD_SHAPE	TAG_DRUIDS			Wild Shape	At 5th level, a druid gains the ability to turn herself into a Wolf,Brown Bear, or Polar Bear and back again once per day. The effects last for 1 hour per druid level, or until she changes back.  Changing form (to animal or back) is a ~standard action~[TAG_STANDARD_ACTION] and doesn't provoke an ~attack of opportunity~[TAG_AOO].  The form chosen must be that of an animal the druid is familiar with.  For example, a druid who has never been outside a temperate forest could not become a polar bear.  A druid loses her ability to speak while in an animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.   A druid can use this ability more times per day at 6th, 7th, and 10th levels.  In addition, she gains the ability to take the shape of a Large animal at 8th level.  However, the new form's Hit Dice can't exceed the character's druid level.  For example at 8th level, a druid can't assume the form of a dire bear, because although it is a Large animal, it has at least 12 Hit Dice.
TAG_CLASS_FEATURES_FIGHTER_WEAPON_ARMOR_PROF	TAG_FIGHTERS			Weapon and Armor Proficiency	A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields.
TAG_CLASS_FEATURES_MONK_EVASION	TAG_MONKS			Evasion	A monk of 2nd level and higher can avoid even magical and unusual attacks with great agility.  If she makes a successful ~Reflex~[TAG_REFLEX] saving throw against an attack that normally deals half damage on a successful save (such as a ~Fireball~[TAG_SPELLS_FIREBALL]), she instead takes no damage.  Evasion can be used only if a monk is wearing light armor or no armor.  A ~helpless~[TAG_HELPLESS] monk (such as the one who is unconscious or paralyzed) does not gain the benefit of evasion.
TAG_CLASS_FEATURES_MONK_FAST_MOVEMENT	TAG_MONKS			Fast Movement	At 3rd level and higher, a monk gains an enhancement bonus to her speed.  A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
TAG_CLASS_FEATURES_MONK_FLURRY_OF_BLOWS	TAG_MONKS			Flurry of Blows	When unarmored, a monk may strike with a flurry of blows at the expense of accuracy.  When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.  This penalty applies for 1 round, so it also affect ~attacks of opportunity~[TAG_AOO] the monk might make before her next action.  When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears entirely.  A monk must use a full attack action to strike with a flurry of blows.     When using flurry of blows, a monk may attack only with ~unarmed strikes~[TAG_WEAPONS_STRIKE_UNARMED] or with special monk weapons (~kama~[TAG_WEAPONS_KAMA], ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF], ~sai~[TAG_WEAPONS_SAI], ~shuriken~[TAG_WEAPONS_SHURIKEN], and ~siangham~[TAG_WEAPONS_SIANGHAM]).  She may attack with unarmed strikes and special monk weapons interchangeably as desired.       For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3.       When using weapons as a part of a flurry of blows, a monk applies her ~Strength~[TAG_STRENGTH] bonus to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands.  The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
TAG_CLASS_FEATURES_MONK_IMPROVED_EVASION	TAG_MONKS			Improved Evasion	At 9th level, a monk's evasion ability improves.  She still takes no damage on a successful ~Reflex~[TAG_REFLEX] saving throw against attacks such as a ~Fireball~[TAG_SPELLS_FIREBALL], but henceforth she takes only half damage on a failed save.  A ~helpless~[TAG_HELPLESS] monk (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
TAG_CLASS_FEATURES_MONK_KI_STRIKE	TAG_MONKS			Ki Strike	At 4th level, a monk's unarmed attacks are empowered with ki.  Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.  Ki strike improves with the character's monk level.  At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with ~damage reduction~[TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION].
TAG_CLASS_FEATURES_MONK_PURITY_OF_BODY	TAG_MONKS			Purity of Body	At 5th level, a monk gains control over her body's immune system.  She gains immunity to all diseases except for supernatural and magical diseases.
TAG_CLASS_FEATURES_MONK_SLOW_FALL	TAG_MONKS			Slow Fall	At 4th level and higher, a monk within arm's reach of a wall can use it to slow her descent.  When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is.  The monk's ability to slow her fall (that is, reduce the effective distance of the fall when next to a wall) improves with her monk level.
TAG_CLASS_FEATURES_STILL_MIND	TAG_MONKS			Still Mind	A monk of 3rd level and higher gains a +2 bonus on saving throws against spells and effects from the ~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] school, since her meditation and training improve her resistance to mind-affecting attacks.
TAG_CLASS_FEATURES_MONK_UNARMED_STRIKE	TAG_MONKS			Unarmed Strike	Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so.  At 1st level, a monk gains ~Improved Unarmed Strike~[TAG_IMPROVED_UNARMED] as a bonus feat.  A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet.  This means that a monk may even make unarmed strikes with her hands full.  There is no such thing as an off-hand attack for a monk striking unarmed.  A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.     Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal ~nonlethal damage~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE] instead with no penalty on her attack roll.  She has the same choice to deal lethal or nonlethal damage while grappling.       A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the ~Magic Fang~[TAG_SPELLS_MAGIC_FANG] and ~Magic Weapon~[TAG_SPELLS_MAGIC_WEAPON] spells).
TAG_CLASS_FEATURES_MONK_WHOLENESS_OF_BODY	TAG_MONKS			Wholeness of Body	At 7th level or higher, a monk can heal her own wounds.  She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
TAG_CLASS_FEATURES_MONK_WEAPON_ARMOR_PROF	TAG_MONKS			Weapon and Armor Proficiency	Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training.  The weapons with which a monk is proficient are ~club~[TAG_WEAPONS_CLUB], crossbow (~light~[TAG_WEAPONS_CROSSBOW_LIGHT] or ~heavy~[TAG_WEAPONS_CROSSBOW_HEAVY]), ~dagger~[TAG_WEAPONS_DAGGER], ~handaxe~[TAG_WEAPONS_HANDAXE], ~javelin~[TAG_WEAPONS_JAVELIN], ~kama~[TAG_WEAPONS_KAMA], ~quarterstaff~[TAG_WEAPONS_QUARTERSTAFF], ~sai~[TAG_WEAPONS_SAI], ~shuriken~[TAG_WEAPONS_SHURIKEN], ~siangham~[TAG_WEAPONS_SIANGHAM], and ~sling~[TAG_WEAPONS_SLING].  Monks are not proficient with any armor or shields--in fact, many of the monk's special powers require unfettered movement.  When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her ~Fast Movement~[TAG_CLASS_FEATURES_MONK_FAST_MOVEMENT] and ~Flurry Of Blows~[TAG_CLASS_FEATURES_MONK_FLURRY_OF_BLOWS] abilities.
TAG_CLASS_FEATURES_PALADIN_AURA_OF_COURAGE	TAG_PALADINS			Aura of Courage	Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).  Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.  This ability functions while the paladin is conscious, but not if she is ~unconscious~[TAG_UNCONSCIOUS] or ~dead~[TAG_DEAD].
TAG_CLASS_FEATURES_PALADIN_DETECT_EVIL	TAG_PALADINS			Detect Evil	At will, a paladin can use the spell ~Detect Evil~[TAG_SPELLS_DETECT_EVIL].
TAG_CLASS_FEATURES_PALADIN_DIVINE_GRACE	TAG_PALADINS			Divine Grace	At 2nd level, a paladin gains a bonus equal to her ~Charisma~[TAG_CHARISMA] bonus (if any) on all saving throws.
TAG_CLASS_FEATURES_PALADIN_DIVINE_HEALTH	TAG_PALADINS			Divine Health	At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
TAG_CLASS_FEATURES_PALADIN_LAY_ON_HANDS	TAG_PALADINS			Lay On Hands	Beginning at 2nd level, a paladin with a ~Charisma~[TAG_CHARISMA] score of 12 or higher can heal wounds (her own or those of others) by touch.  Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus.  For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.  A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once.  Using lay on hands is a ~standard action~[TAG_STANDARD_ACTION].     Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures.  Using lay on hands in this way requires a successful melee touch attack and doesn't provide an ~attack of opportunity~[TAG_AOO].  The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
TAG_CLASS_FEATURES_PALADIN_REMOVE_DISEASE	TAG_PALADINS			Remove Disease	At 6th level, a paladin can produce a ~Remove Disease~[TAG_SPELLS_REMOVE_DISEASE] effect, as the spell, once per week.  She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th).
TAG_CLASS_FEATURES_PALADIN_SMITE_EVIL	TAG_PALADINS			Smite Evil	Once per day a paladin may attempt to smite evil with one normal melee attack.  She adds her ~Charisma~[TAG_CHARISMA] bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level.  If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.     At 5th level and 10th level, the paladin may smite evil one additional time per day.
TAG_CLASS_FEATURES_PALADIN_TURN_UNDEAD	TAG_PALADINS			Turn Undead	When a paladin reaches 4th level, she gains the supernatural ability to turn undead.  She may use this ability a number of times per day equal to 3 + her ~Charisma~[TAG_CHARISMA] modifier.  She turns undead as a cleric of three levels lower would.
TAG_CLASS_FEATURES_PALADIN_WEAPON_ARMOR_PROF	TAG_PALADINS			Weapon and Armor Proficiency	Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light) and with shields.
TAG_CLASS_FEATURES_RANGER_FAVORED_ENEMY	TAG_RANGERS			Favored Enemy	At 1st level, a ranger may select a type of creature to act as his favorite enemy.  Due to his extensive study of his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on ~Bluff~[TAG_BLUFF], ~Listen~[TAG_LISTEN], ~Sense Motive~[TAG_SENSE_MOTIVE], ~Spot~[TAG_SPOT], and ~Survival~[TAG_SURVIVAL] checks when using these skills against creatures of this type.  Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.     At 5th level and 10th level, the ranger may select an additional favored enemy.  In addition, at each interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.  For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus.  At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies.  Thus, his bonuses could be either +4, +4, +2, or +6, +2, +2.     If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype.  If a specific creature falls into more than one category of favored enemy (for instance, devils are both outsiders and lawful outsiders), the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
TAG_CLASS_FEATURES_RANGER_IMPROVED_COMBAT_STYLE	TAG_RANGERS			Improved Combat Style	At 6th level, a ranger's aptitude in a chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the ~Manyshot~[TAG_MANYSHOT] feat, even if he does not have the normal prerequisites for that feat.    If the ranger selected two-weapon combat at 2nd level, he is treated as having the ~Improved Two-Weapon Fighting~[TAG_IMPROVED_TWO_WEAPON_FIGHTING] feat, even if he does not have the normal prerequisites for that feat.       As before, the benefits of the ranger's combat style apply only when he wears light or no armor.  He loses all benefits of his combat style when wearing medium or heavy armor.
TAG_CLASS_FEATURES_RANGER_TRACK	TAG_RANGERS			Track	A ranger gains ~Track~[TAG_TRACK] as a bonus feat.
TAG_CLASS_FEATURES_RANGER_WEAPON_ARMOR_PROF	TAG_RANGERS			Weapon and Armor Proficiency	A ranger is proficient with all simple and martial weapons, and with light armor and shields.
TAG_CLASS_FEATURES_ROGUE_CRIPPLING_STRIKE	TAG_ROGUES			Crippling Strike	On attaining 10th level, a rogue gains a special ability of her choice from among Crippling Strike, ~Defensive Roll~[TAG_CLASS_FEATURES_ROGUE_DEFENSIVE_ROLL], ~Improved Evasion~[TAG_CLASS_FEATURES_ROGUE_IMPROVED_EVASION], ~Opportunist~[TAG_CLASS_FEATURES_ROGUE_OPPORTUNIST], ~Skill Mastery~[TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY], and ~Slippery Mind~[TAG_CLASS_FEATURES_ROGUE_SLIPPERY_MIND].  The following describes Crippling Strike.     A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them.  An opponent damaged by one of her sneak attacks also takes 2 points of ~Strength~[TAG_STRENGTH] damage.  Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.                         
TAG_CLASS_FEATURES_ROGUE_WEAPON_ARMOR_PROF	TAG_ROGUES			Weapon and Armor Proficiency	Rogues are proficient with all simple weapons, plus the ~rapier~[TAG_WEAPONS_RAPIER], ~shortbow~[TAG_WEAPONS_SHORTBOW], and ~short sword~[TAG_WEAPONS_SWORD_SHORT].  Rogues are proficient with light armor, but not with shields.
TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK	TAG_ROGUES			Sneak Attack	If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.  Basically, the rogue's attack deals extra damage any time her target would be denied a ~Dexterity~[TAG_DEXTERITY] bonus to ~AC~[TAG_ARMOR_CLASS] (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.  This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.  Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.     Ranged attacks can count as sneak attacks only if the target is within 30 feet.  A rogue can't strike with deadly accuracy from beyond that range.  With a ~sap~[TAG_WEAPONS_SAP] (blackjack) or an ~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED], a rogue can make a sneak attack that deals ~nonlethal damage~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE] instead of lethal damage.  She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.     A rogue can sneak attack only living creatures with discernible anatomies--undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.  Any creature that is immune to critical hits is not vulnerable to sneak attacks.  The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.  A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
TAG_CLASS_FEATURES_ROGUE_TRAPS	TAG_ROGUES			Traps	Trapfinding: Rogues (and only rogues) can use the ~Search~[TAG_SEARCH] skill to locate traps when the task has a Difficulty Class higher than 20.  Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.  Finding a magic trap has a DC of 25 + the level of the spell used to create it.     Rogues (and only rogues) can use the ~Disable Device~[TAG_DISABLE_DEVICE] skill to disarm magic traps.  A magic trap generally has a DC of 25 + the level of the spell used to create it.     A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.  These bonuses rise to +2 when the rogue reaches 6th level, and to +3 when she reaches 9th level.  Trap bonuses gained from multiple classes stack.
TAG_CLASS_FEATURES_ROGUE_UNCANNY_DODGE	TAG_ROGUES			Uncanny Dodge	Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so.  She retains her ~Dexterity~[TAG_DEXTERITY] bonus to ~AC~[TAG_ARMOR_CLASS] (if any) even if she is caught flat-footed or struck by an invisible attacker.  However, she still loses her Dexterity bonus to AC if immobilized.
TAG_CLASS_FEATURES_SORCERER_CALL_FAMILIAR	TAG_SORCERERS			Call Familiar	A sorcerer can obtain a familiar.  Doing so takes 24 hours and uses up magical materials that cost 100 gp.  A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent.  The creature serves as a companion and a servant.     The sorcerer chooses the kind of familiar he gets.  As the sorcerer advances in level, his familiar also increases in power.     If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 ~Fortitude~[TAG_FORTITUDE] saving throw.  Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount.  However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal.  A slain or dismissed familiar can be raised from the dead just as a character can be, and it does not lose a level or ~Constitution~[TAG_CONSTITUTION] point when this happy event occurs.       A character with more than one class that grants a familiar may have only one familiar at a time.
TAG_CLASS_FEATURES_WIZARD_CALL_FAMILIAR	TAG_WIZARDS			Call Familiar	A wizard can call a familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant.  The wizard chooses the type of familiar he gets. As the wizard increases in level, his familiar also increases in power.  If the familiar dies, or the wizard chooses to dismiss it, the wizard must attempt a ~Fortitude~[TAG_FORTITUDE] saving throw (DC 15). If the saving throw fails, the wizard loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a wizard's experience point total can never go below zero as the result of a familiar's demise.      A slain or dismissed familiar cannot be replaced for a year and day. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a ~Constitution~[TAG_CONSTITUTION] point when this happy event occurs.
TAG_CLASS_FEATURES_SORCERER_WEAPON_ARMOR_PROF	TAG_SORCERERS			Weapon and Armor Proficiency	Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail (if those spells have somatic components).
TAG_CLASS_FEATURES_WIZARD_WEAPON_ARMOR_PROF	TAG_WIZARDS			Weapon and Armor Proficiency	Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields. Armor of any type interferes with a wizard's movements, which can cause her spells to fail (if those spells have somatic components).
TAG_CLASS_FEATURES_WIZARD_SCRIBE_SCROLL	TAG_WIZARDS			Scribe Scroll	At 1st level, a wizard gains Scribe Scroll as a bonus feat.  This feat enables her to create magic scrolls.
TAG_WEAPONS_ARROWS	TAG_WEAPONS			Arrows	An arrow that hits it target is destroyed; one that misses has a 50% chance of being destroyed or lost.  They come in a leather quiver that holds 20 arrows.  An arrow is not used as a melee weapon in ToEE.
TAG_WEAPONS_AXE_THROWING	TAG_WEAPONS			Axe, Throwing	A throwing axe is lighter than a handaxe and balanced for throwing.  Gnome fighters often use throwing axes for both melee and ranged attacks.
TAG_WEAPONS_BATTLEAXE	TAG_WEAPONS			Battleaxe	The battleaxe is the most common melee weapon among dwarves.
TAG_WEAPONS_BOLTS	TAG_WEAPONS			Bolts	Crossbow bolts come in a wooden case that holds 10 bolts.  A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
TAG_WEAPONS_BULLETS_SLING	TAG_WEAPONS			Bullets, Sling	Bullets are lead spheres, much heavier than stones of the same size.  They come in a leather pouch that holds 10 bullets.  A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
TAG_WEAPONS_CROSSBOW_HEAVY	TAG_WEAPONS			Crossbow, Heavy	You draw a heavy crossbow by turning a small winch.  Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.     Normally, operating a heavy crossbow requires two hands.  However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls.  You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons.  This penalty stacks with the penalty for one-handed firing.
TAG_WEAPONS_CROSSBOW_LIGHT	TAG_WEAPONS			Crossbow, Light	You can draw a light crossbow back by pulling a lever.  Loading a light crossbow is a move action that provokes attacks of opportunity.       Normally, operating a light crossbow requires two hands.  However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.  You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons.  This penalty stacks with the penalty for one-handed firing.
TAG_WEAPONS_CROSSBOW_REPEATING	TAG_WEAPONS			Crossbow, Repeating	The repeating crossbow (whether heavy or light) holds a clip of multiple bolts.  For game purposes, it never has to be reloaded during combat and functions as a bow.
TAG_WEAPONS_DAGGER	TAG_WEAPONS			Dagger	The dagger is a common secondary weapon.
TAG_WEAPONS_DART	TAG_WEAPONS			Dart	A dart is the size of a large arrow and has a weighted head.  Essentially, it is a small javelin.
TAG_WEAPONS_FALCHION	TAG_WEAPONS			Falchion	This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge.
TAG_WEAPONS_GLAIVE	TAG_WEAPONS			Glaive	A glaive has reach.  You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
TAG_WEAPONS_GREATAXE	TAG_WEAPONS			Greataxe	This big, heavy axe is a favorite of barbarians and anybody else who wants the capacity to deal out incredible damage.
TAG_WEAPONS_GREATCLUB	TAG_WEAPONS			Greatclub	A greatclub is a two-handed version of a regular club.  It is often studded with nails or spikes or ringed by bands of iron.
TAG_WEAPONS_GUISARME	TAG_WEAPONS			Guisarme	A guisarme has reach.  You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
TAG_WEAPONS_HALBERD	TAG_WEAPONS			Halberd	Normally, you strike with a halberd's axe head, but the spike on the end is useful against charging opponents.  If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
TAG_WEAPONS_HAMMER_LIGHT	TAG_WEAPONS			Hammer, Light	This is a small sledge light enough to throw.  It is favored by dwarves.
TAG_WEAPONS_HANDAXE	TAG_WEAPONS			Handaxe	Dwarves favor these axes as off-hand weapons.
TAG_WEAPONS_JAVELIN	TAG_WEAPONS			Javelin	This weapon is a light, flexible spear intended for throwing.  You can use it in melee, but not well.  Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use it as a melee weapon.
TAG_WEAPONS_KAMA	TAG_WEAPONS			Kama	The kama is a special monk weapon.  This designation gives a monk wielding a kama special options.
TAG_WEAPONS_LONGBOW	TAG_WEAPONS			Longbow	You need at least two hands to use a bow, regardless of its size.  If you have a penalty for low ~Strength~[TAG_STRENGTH], apply it to damage rolls when you use a longbow.  If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow but not a regular longbow.
TAG_WEAPONS_LONGBOW_COMPOSITE	TAG_WEAPONS			Longbow, Composite	You need at least two hands to use a bow, regardless of its size.  Composite longbows are made from two or more layers of horn, wood, or bone.  All composite bows are made with a particular strength rating (that is, each requires a minimum ~Strength~[TAG_STRENGTH] modifier to use with proficiency).  If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it.  The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency.  A composite longbow can be made with a high strength rating (representing an especially heavy pull) to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow.  Each point of Strength bonus granted by the bow adds 100 gp to its cost.  For instance, a composite longbow (+1 Str bonus) costs 200 gp, while a composite longbow (+4 Str bonus) costs 500 gp.     For example, Tordek has a +2 Strength bonus.  With a regular composite longbow, he gets no modifier on damage rolls.  For 200 gp, he can buy a composite longbow (+1 Str bonus), which lets him add +1 to his damage rolls.  For 300 gp, he can buy one that lets him add his entire +2 Str bonus.  Even if he paid 400 gp for a composite longbow (+3 Str bonus), he would still get only a +2 bonus on damage rolls and takes a -2 penalty on attacks with it because his Strength is insufficient to use the weapon to best advantage.  The bow can't grant him a higher bonus than he already has.     For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.  Thus, if you have Weapon Focus (longbow), that feat applies both to longbows and composite longbows.
TAG_WEAPONS_LONGSPEAR	TAG_WEAPONS			Longspear	A longspear has reach.  You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.  If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
TAG_WEAPONS_LONGSWORD	TAG_WEAPONS			Longsword	This classic, straight blade is the weapon of knighthood and valor.  It is a favorite weapon of many paladins.
TAG_WEAPONS_MACE_HEAVY_LIGHT	TAG_WEAPONS			Mace, Heavy or Light	A mace is made of metal, even the haft, which makes it quite heavy and hard to break.
TAG_WEAPONS_MORNINGSTAR	TAG_WEAPONS			Morningstar	This simple weapon combines the impact of the club with the piercing force of spikes.
TAG_WEAPONS_PICK_HEAVY_LIGHT	TAG_WEAPONS			Pick, Heavy or Light	A pick is designed to concentrate the force of its blow on a small area.  A light or heavy pick resembles a miner's pick but is specifically designed for war.
TAG_WEAPONS_QUARTERSTAFF	TAG_WEAPONS			Quarterstaff	The quarterstaff is the favorite weapon of many characters, from travelers, peasants, and merchants to monks, rangers, and wizards.  You can strike with either end singly, a fact that allows you to take full advantage of openings in your opponent's defenses.       The quarterstaff is a special monk weapon.  This designation gives a monk wielding a quarterstaff special options.
TAG_WEAPONS_RANSEUR	TAG_WEAPONS			Ranseur	A ranseur has reach.  You can strike opponents 10 feet away with it, but you can't use it on an adjacent foe.
TAG_WEAPONS_RAPIER	TAG_WEAPONS			Rapier	You can use the ~Weapon Finesse~[TAG_WEAPON_FINESSE] feat to apply your ~Dexterity~[TAG_DEXTERITY] modifier instead of your ~Strength~[TAG_STRENGTH] modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon for you.  You can't wield a rapier in two hands in order to apply 1 1/2 times your Strength bonus to damage.
TAG_WEAPONS_SAI 	TAG_WEAPONS			Sai	The sai is a special monk weapon.  This designation gives a monk wielding a sai special options.
TAG_WEAPONS_SAP	TAG_WEAPONS			Sap	A sap does nonlethal damage, which comes in handy when you want to knock an opponent out instead of killing her.
TAG_WEAPONS_SCIMITAR	TAG_WEAPONS			Scimitar	The curve on this blade gives it the effect of a keener edge.
TAG_WEAPONS_SCYTHE	TAG_WEAPONS			Scythe	While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war.  The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.
TAG_WEAPONS_SHIELD_HEAVY_LIGHT	TAG_WEAPONS			Shield, Heavy or Light	You can use a heavy or light shield for defense only.
TAG_WEAPONS_SHORTBOW	TAG_WEAPONS			Shortbow	You need at least two hands to use a bow, regardless of its size.  If you have a penalty for low ~Strength~[TAG_STRENGTH], apply it to damage rolls when you use a shortbow.  If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow but not a regular shortbow.
TAG_WEAPONS_SHORTBOW_COMPOSITE	TAG_WEAPONS			Shortbow, Composite	You need at least two hands to use a bow, regardless of its size.  Composite bows are made from two or more layers of horn, wood, or bone.  All composite bows are made with a particular strength rating (that is, each requires a minimum ~Strength~[TAG_STRENGTH] modifier to use with proficiency).  If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it.  The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency.  A composite shortbow can be made with a high strength rating (representing an especially heavy pull) to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus granted by the bow. Each bonus to the strength of a shortbow adds 75 gp to its cost.  For instance, a composite shortbow (+1 Str bonus) costs 150 gp, while a composite shortbow (+4 Str bonus) costs 375 gp.     For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.  Thus, if you have Weapon Focus (shortbow), that feat applies both to shortbows and composite shortbows.
TAG_WEAPONS_SHORTSPEAR	TAG_WEAPONS			Shortspear	A shortspear is small enough to wield one-handed.  It may also be thrown.
TAG_WEAPONS_SHURIKEN	TAG_WEAPONS			Shuriken	A shuriken is a special monk weapon.  This designation gives a monk wielding a shuriken special options.  A shuriken can't be used as a melee weapon.     Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and in regard to what happens to them after they are thrown.
TAG_WEAPONS_SIANGHAM	TAG_WEAPONS			Siangham	The siangham is a special monk weapon.  This designation gives a monk wielding a siangham special options.
TAG_WEAPONS_SLING	TAG_WEAPONS			Sling	A sling hurls lead bullets.  It doesn't shoot as far as a crossbow, nor is it as powerful as a bow, but it's cheap and easy to improvise from common materials.  Druids and halflings favor slings.  Your ~Strength~[TAG_STRENGTH] modifier applies to damage rolls when you use a sling, just as it does for thrown weapons.  You can fire, but not load, a sling with one hand.  Loading a sling is a move action that requires two hands and provokes attacks of opportunity.     You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets.  Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you (for instance, 1d3 instead of 1d4), and you take a -1 penalty on attack rolls.
TAG_WEAPONS_SPEAR	TAG_WEAPONS			Spear	One of the simplest weapons in existence, the spear is favored by druids and sorcerers.  It can be thrown.  If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
TAG_WEAPONS_STRIKE_UNARMED	TAG_WEAPONS			Strike, Unarmed	A Medium character deals 1d3 points of nonlethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack.  A Small character deals 1d2 points of nonlethal damage.  A monk or any character with the ~Improved Unarmed Strike~[TAG_IMPROVED_UNARMED] feat can deal lethal or nonlethal damage with unarmed strikes, at her option.  The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.     An unarmed strike is always considered a light weapon.  Therefore, you can use the ~Weapon Finesse~[TAG_WEAPON_FINESSE] feat to apply your ~Dexterity~[TAG_DEXTERITY] modifier instead of your ~Strength~[TAG_STRENGTH] modifier to attack rolls with an unarmed strike.
TAG_WEAPONS_SWORD_BASTARD	TAG_WEAPONS			Sword, Bastard	Bastard swords are also known as hand-and-a-half swords.  A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon.  A character can use a bastard sword two-handed as a martial weapon.
TAG_WEAPONS_SWORD_SHORT	TAG_WEAPONS			Sword, Short	This sword is popular as an off-hand weapon.
TAG_WEAPONS_TRIDENT	TAG_WEAPONS			Trident	This three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons.  If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
TAG_WEAPONS_WARAXE_DWARVEN	TAG_WEAPONS			Waraxe, Dwarven	A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon.  A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.  A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
TAG_WEAPONS_WARHAMMER	TAG_WEAPONS			Warhammer	This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head.
TAG_CLASS_FEATURES_ROGUE_DEFENSIVE_ROLL	TAG_ROGUES			Defensive Roll	On attaining 10th level, a rogue gains a special ability of her choice from among ~Crippling Strike~[TAG_CLASS_FEATURES_ROGUE_CRIPPLING_STRIKE], Defensive Roll, ~Improved Evasion~[TAG_CLASS_FEATURES_ROGUE_IMPROVED_EVASION], ~Opportunist~[TAG_CLASS_FEATURES_ROGUE_OPPORTUNIST], ~Skill Mastery~[TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY], and ~Slippery Mind~[TAG_CLASS_FEATURES_ROGUE_SLIPPERY_MIND].   The following describes Defensive Roll.Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would.  Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage.  To use this ability, the rogue must attempt a ~Reflex~[TAG_REFLEX] saving throw. (DC=damage dealt).  If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage.  She must be aware of the attack and able to react to it in order to execute her defensive roll--if she is denied her Dexterity bonus to AC, she can't use this ability.  Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's ~evasion~[TAG_CLASS_FEATURES_ROGUE_EVASION] ability does not apply to the defensive roll.
TAG_CLASS_FEATURES_ROGUE_IMPROVED_EVASION	TAG_ROGUES			Improved Evasion	On attaining 10th level, a rogue gains a special ability of her choice from among ~Crippling Strike~[TAG_CLASS_FEATURES_ROGUE_CRIPPLING_STRIKE], ~Defensive Roll~[TAG_CLASS_FEATURES_ROGUE_DEFENSIVE_ROLL], Improved Evasion, ~Opportunist~[TAG_CLASS_FEATURES_ROGUE_OPPORTUNIST], ~Skill Mastery~[TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY], and ~Slippery Mind~[TAG_CLASS_FEATURES_ROGUE_SLIPPERY_MIND].   The following describes Improved Evasion.This ability works like ~evasion~[TAG_CLASS_FEATURES_ROGUE_EVASION], except that while the rogue still takes no damage on a successful ~Reflex~[TAG_REFLEX] saving throw against attacks such as a dragon's breath weapon or a Fireball, henceforth she takes only half damage on a failed save.  A ~helpless~[TAG_HELPLESS] rogue (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
TAG_CLASS_FEATURES_ROGUE_OPPORTUNIST	TAG_ROGUES			Opportunist	On attaining 10th level, a rogue gains a special ability of her choice from among ~Crippling Strike~[TAG_CLASS_FEATURES_ROGUE_CRIPPLING_STRIKE], ~Defensive Roll~[TAG_CLASS_FEATURES_ROGUE_DEFENSIVE_ROLL], ~Improved Evasion~[TAG_CLASS_FEATURES_ROGUE_IMPROVED_EVASION], Opportunist, ~Skill Mastery~[TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY], and ~Slippery Mind~[TAG_CLASS_FEATURES_ROGUE_SLIPPERY_MIND].   The following describes Opportunist.Once per round, the rogue can make an ~attack of opportunity~[TAG_AOO] against an opponent who has just been struck for damage in melee by another character.  This attack counts as the rogue's attack of opportunity for that round.  Even a rogue with the ~Combat Reflexes~[TAG_COMBAT_REFLEXES] feat can't use the opportunist ability more than once per round.
TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY	TAG_ROGUES			Skill Mastery	On attaining 10th level, a rogue gains a special ability of her choice from among ~Crippling Strike~[TAG_CLASS_FEATURES_ROGUE_CRIPPLING_STRIKE], ~Defensive Roll~[TAG_CLASS_FEATURES_ROGUE_DEFENSIVE_ROLL], ~Improved Evasion~[TAG_CLASS_FEATURES_ROGUE_IMPROVED_EVASION], ~Opportunist~[TAG_CLASS_FEATURES_ROGUE_OPPORTUNIST], Skill Mastery, and ~Slippery Mind~[TAG_CLASS_FEATURES_ROGUE_SLIPPERY_MIND].   The following describes Skill Mastery.The rogue becomes so adept in the use of certain skills that she can use them reliably even under adverse conditions.  Upon gaining this ability, she selects a number of skills equal to 3 + her ~Intelligence~[TAG_INTELLIGENCE] modifier.
TAG_CLASS_FEATURES_ROGUE_SLIPPERY_MIND	TAG_ROGUES			Slippery Mind	On attaining 10th level, a rogue gains a special ability of her choice from among ~Crippling Strike~[TAG_CLASS_FEATURES_ROGUE_CRIPPLING_STRIKE], ~Defensive Roll~[TAG_CLASS_FEATURES_ROGUE_DEFENSIVE_ROLL], ~Improved Evasion~[TAG_CLASS_FEATURES_ROGUE_IMPROVED_EVASION], ~Opportunist~[TAG_CLASS_FEATURES_ROGUE_OPPORTUNIST], ~Skill Mastery~[TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY], and Slippery Mind.   The following describes Slippery Mind.     This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her.  If a rogue with slippery mind is affected by an ~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.  She gets only this one extra chance to succeed on her saving throw.
TAG_CLASS_FEATURES_BARD_COUNTERSONG	TAG_BARDS			Countersong	 A bard with 3 or more ranks in a ~Perform~[TAG_PERFORM] skill can use her music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components).  The bard may keep up the countersong for 10 rounds.  Each round of the countersong, she makes a Perform check.  Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack (such as a ~Sound Burst~[TAG_SPELLS_SOUND_BURST] or ~Command~[TAG_SPELLS_COMMAND] spell) may use the bard's Perform check result in place of its ~saving throw~[TAG_SAVING_THROW_DESC] if, after the saving throw is rolled, the Perform check result proves to be higher.  If a creature within range of the countersong is already under the effect of a noninstaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save.  Countersong will not influence effects that don't allow saves.
TAG_CLASS_FEATURES_BARD_FASCINATE	TAG_BARDS			Fascinate	 A bard with 3 or more ranks in a ~Perform~[TAG_PERFORM] skill can use his music or poetics to cause one or more creatures to become ~fascinated~[TAG_FASCINATED].  No other action besides ~movement~[TAG_MOVEMENT_ACTION] can be executed by the bard during the round that the creature is fascinated. Each creature must be within 90 feet and able to see, hear, and pay attention to the bard.  Likewise, the bard must be able to see the creature.  For every three levels beyond 1st, he can target one additional creature with a single use of this ability (e.g. two at 4th level, three at 7th level, etc.).       To fascinate, a bard makes a Perform check.  His check result is the DC for each affected creature's ~Will~[TAG_WILL] save against the effect.  If the creature's saving throw is successful, a bard can still attempt to fascinate the same creature as many times as the bard's daily performance limit allows. If the creature's saving throw fails, it sits and listens to the song for as long as the bard continues to play and concentrate (up to a max of 1 round per bard level).  While fascinated, a target takes a -4 penalty on skill checks made as reactions (e.g. ~Listen~[TAG_LISTEN] or ~Spot~[TAG_SPOT] checks).       Any potential threat to the target, such as an ally of the bard approaching the creature, requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.  Any obvious threat to the target,  such as someone drawing a weapon or the creature taking damage, automatically breaks the effect and the creature will no longer be fascinated.
TAG_CLASS_FEATURES_BARD_INSPIRE_COURAGE	TAG_BARDS			Inspire Courage	A bard with 3 or more ranks in a ~Perform~[TAG_PERFORM] skill can use song or poetics to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities.  To be affected, an ally must be able to hear the bard sing, and the effect lasts as long as the bard can be heard and for 5 rounds thereafter.  The ally will receive a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.  At 8th level, this bonus increases by 1.
TAG_CLASS_FEATURES_BARD_INSPIRE_COMPETENCE	TAG_BARDS			Inspire Competence	 A bard of 3rd level or higher with 6 or more ranks in a ~Perform~[TAG_PERFORM] skill can use his music or poetics to help an ally succeed at a task.  A bard cannot inspire competence in himself.  The ally must be within 30 feet and be able to see and hear the bard; likewise, the bard must be able to see the ally.  ~Bardic music~[TAG_CLASS_FEATURES_BARD_BARDIC_MUSIC] may be used to lift the ally's spirits, to help them mentally focus, or in some other manner.  The ally gets a +2 competence bonus on skill checks with a particular skill as long as they continue to hear the bard's music.  The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes.
TAG_CLASS_FEATURES_BARD_INTIMIDATE	TAG_BARDS			Intimidate	A bard of 6th level or higher with 9 or more ranks in a ~Perform~[TAG_PERFORM] skill can cause a single creature to be intimidated while the creature is ~fascinated~[TAG_FASCINATED].  Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw for the target.  The use of Intimidate counts towards a bard's daily limit on performances. The creature is affected if it fails a ~Will~[TAG_WILL] saving throw (DC 11 + bard's ~Charisma~[TAG_CHARISMA] modifier).  If the saving throw fails, affected creatures move away from the bard as if they are victim of a ~Fear~[TAG_SPELLS_FEAR] spell for the number of rounds equal to the number of levels the bard has.
TAG_CLASS_FEATURES_BARD_INSPIRE_GREATNESS	TAG_BARDS			Inspire Greatness	 A bard of 9th level or 10th level with 12 or more ranks in a ~Perform~[TAG_PERFORM] skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her an extra fighting capability.  To inspire greatness, a bard must sing and be heard by an ally.  The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter.  A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of ~temporary hit points~[TAG_TEMPORARY_HIT_POINTS] (apply the target's ~Constitution~[TAG_CONSTITUTION] modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on ~Fortitude~[TAG_FORTITUDE] saves.  The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as ~Sleep~[TAG_SPELLS_SLEEP].
TAG_WEAPONS_GREATSWORD	TAG_WEAPONS			Greatsword	Adventurers recognize the greatsword as one of the best melee weapons available.  It's reliable and powerful.
TAG_WEAPONS_CLUB	TAG_WEAPONS			Club	A wooden club is so easy to find and fashion that it has no cost.
TAG_WEAPONS_KUKRI	TAG_WEAPONS			Kukri	This heavy, curved knife has its sharp edge on the inside of the curve.
TAG_SAVING_THROW_DESC	TAG_LEVEL_BONUSES			Saving Throws	Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect.  Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level and ability score.  Your saving throw modifier is:                                Base save bonus + ability modifierThere are three different kinds of saving throws: ~Fortitude~[TAG_FORTITUDE], ~Reflex~[TAG_REFLEX], and ~Will~[TAG_WILL].Saving Throw Difficulty Class: The DC for a save is determined by the attack itself.  For example, a Medium monstrous centipede's poison allows a DC 11 Fortitude save against it.Automatic Failures and Successes: A natural 1 on a saving throw is always a failure.  A natural 20 is always a success.
TAG_CHARGEN_STATS	TAG_CHARGEN			Character Generation: Stats	     The first part of character generation is assigning ability scores to the ~character abilities~[TAG_THE_ABILITIES].  By clicking on the ROLL button, six numbers will be generated by rolling four six-sided dice and eliminating the lowest single die roll. Additionally, scores with ability bonuses that total less than 0 or scores with no number greater than 13 will automatically be rerolled. If you are still unhappy with the outcome, the option is available to reroll as many times as you would like.      You assign the scores to the ability by clicking and dragging the number to the box next to the ability name. Once all are done, you can reassign them, reroll them, or move on to race selection.
TAG_CHARGEN_STATS_POINT_BUY	TAG_CHARGEN_STATS			Character Generation: Stats (Point Buy)	In normal mode, you can choose to buy your ability scores directly. Yourcharacter begins with all abilities at 8. You are given 25 points to spendon raising your abilities. Abilities cost 1 point to raise for each score upto 14, 2 points for scores 15 and 16, and 3 points for scores 17 and 18.Thus the total point cost for each ability score would be:Ability Score Total Point Cost9 110 211 312 413 514 615 816 1017 1318 16Point buying allows you to customize your character's scores, but randomrolling will eventually generate better scores. The choice of methods isyours to make.
TAG_CHARGEN_RACE	TAG_CHARGEN	TAG_CHARGEN_STATS		Character Generation: Race	Select a race for your character from among the list above. Selecting a race other than human or half-elf will modify some of the character's abilities.
TAG_CHARGEN_GENDER	TAG_CHARGEN	TAG_CHARGEN_RACE		Character Generation: Gender	Your character must be either ~male~[TAG_CHARGEN_GENDER_MALE] or ~female~[TAG_CHARGEN_GENDER_FEMALE]. You make the choice.
TAG_CHARGEN_HEIGHT	TAG_CHARGEN	TAG_CHARGEN_GENDER		Character Generation: Height	Use the sliding bar to assign a height to your character based on his/her race. Although this will not affect the way the game is played, the appearance of your character will be scaled accordingly.
TAG_CHARGEN_HAIR	TAG_CHARGEN	HEIGHT		Character Generation: Hair	Choose a hair style from among the wigs above and then select a hair color from among the listed choices. Although hair choice will not affect game play, it will affect your character's appearance.
TAG_CHARGEN_CLASS	TAG_CHARGEN	TAG_CHARGEN_HAIR		Character Generation: Class	Select a class for your character from among the choices listed. Note that some may not be available based upon your party alignment choice.
TAG_CHARGEN_ALIGNMENT	TAG_CHARGEN	TAG_CHARGEN_CLASS		Character Generation: Alignment	Choose an alignment for your character based on the above choices. Some will not be available based upon your party alignment.
TAG_CHARGEN_DEITY	TAG_CHARGEN	TAG_CHARGEN_ALIGNMENT		Character Generation: Deity	Choose a deity for your character, or choose NONE. Note that if you select NONE, your character will never be able to take a level as a cleric. Your deity choices are selected from among the racial, class, and alignment preferences of the various deities in the game.
TAG_CHARGEN_ABILITIES	TAG_CHARGEN	TAG_CHARGEN_DIETY		Character Generation: Abilities	Depending on your race and class, some ability choices may be available to you. If your character has no ability choices to make, move on to the feat selection screen.
TAG_CHARGEN_FEATS	TAG_CHARGEN	TAG_CHARGEN_ABILITIES		Character Generation: Feats	Scroll through the list of feats above. Feats that are available to you are highlighted in white. If your class is fighter, you must also select a bonus feat from among the feats highlighted in gold. Humans also receive a second bonus feat. Note that some feats require other feats as prerequisites, so those must be selected first. Click and drag the feat selection to the appropriate box. If unhappy with the selection, click and drag a different feat over the top of the one you want to remove.
TAG_CHARGEN_SKILLS	TAG_CHARGEN	TAG_CHARGEN_FEATS		Character Generation: Skills	Based upon your character's class and ~Intelligence~[TAG_INTELLIGENCE] modifier, you have a certain number of skill points to assign to your character. Scroll through the list of skills above until you find the skill you want to buy ranks in. Class skills are highlighted in white, while cross-class skills are gold. Class skills require one point to purchase one rank, while cross-class skills require two points to buy one rank. You may purchase half-ranks.
TAG_CHARGEN_SPELLS	TAG_CHARGEN	TAG_CHARGEN_SKILLS		Character Generation: Spells	If your character has spells as a class feature, you may select from among the list of spells above for your character. Click and drag the spell into the slot to the right. If you are unhappy with a spell selection, click and drag a different spell over the one you want to remove.
TAG_CHARGEN_PORTRAIT	TAG_CHARGEN	TAG_CHARGEN_SPELLS		Character Generation: Portrait	Select a portrait from the selections above to represent your character. The icon for this portrait will be used for selecting your character and to show initiative in combat.
TAG_CHARGEN_VOICE	TAG_CHARGEN	TAG_CHARGEN_PORTRAIT		Character Generation: Voice / Name	Select from a list of voice types for the one you feel will be appropriate for your character. Your character will use this voice to respond to you when given orders, during combats, or randomly throughout your adventure.Finally, type in a name for your character.
TAG_FORTITUDE	TAG_SAVING_THROW_DESC			Fortitude	These saves measure your ability to stand up to massive physical punishment or attacks against your vitality and health.  Apply your ~Constitution~[TAG_CONSTITUTION] modifier to your Fortitude saving throws (1d20 + base save bonus + Constitution modifier).Fortitude saves can be made against attacks or effects such as poison, disease, paralysis, petrification, energy drain, Destruction, and Disintegrate.
TAG_REFLEX	TAG_SAVING_THROW_DESC			Reflex	These saves test your ability to dodge area attacks.  Apply your Dexterity modifier to your Reflex saving throws (1d20 + base save bonus + Dexterity modifier).  Reflex saves can be made against attacks or effects such as pit traps, catching on fire, ~Fireball~[TAG_SPELLS_FIREBALL], ~Lightning Bolt~[TAG_SPELLS_LIGHTNING_BOLT], and red dragon breath.
TAG_WILL	TAG_SAVING_THROW_DESC			Will	These saves reflect your resistance to mental influence and domination as well as many magical effects.  Apply your ~Wisdom~[TAG_WISDOM] modifier to your Will saving throws (1d20 + base save bonus + Wisdom modifier).  Will saves can be made against attacks or effects such as ~Charm Person~[TAG_SPELLS_CHARM_PERSON], ~Hold Person~[TAG_SPELLS_HOLD_PERSON], and most illusion spells.
TAG_CHARGEN_GENDER_MALE	TAG_CHARGEN			Character Generation: Gender-Male	You are male.
TAG_CHARGEN_GENDER_FEMALE	TAG_CHARGEN	TAG_GENDER_MALE		Character Generation: Gender-Female	You are female.
TAG_CLASS_FEATURES_DESC	TAG_LEVEL_BONUSES			Class Features	Class features are special characteristics that belong exclusively to that class.  When applicable, restrictions and disadvantages will also be described.  Class features include aspects such as Weapon and Armor Proficiency, special skills, or spells.
TAG_FLAT_FOOTED	TAG_CHARACTER_CONDITIONS			Flat-Footed	A character who has not yet acted during combat is flat-footed and is especially vulnerable to attacks.  Characters remain flat-footed until their first turn in the initiative cycle.   A flat-footed character loses his ~Dexterity~[TAG_DEXTERITY] bonus to ~AC~[TAG_ARMOR_CLASS] (if any) and cannot make attacks of opportunity.     Special:  Barbarians and rogues have the ~Uncanny Dodge~[TAG_CLASS_FEATURES_BARBARIAN_UNCANNY_DODGE] extraordinary ability, which allows them to avoid losing their AC due to being flat-footed.
TAG_MELEE_ATTACKS	TAG_COMBAT			Melee Attack	With a normal melee weapon, you can strike any opponent within 5 feet.  (Opponents within 5 feet are considered adjacent to you).  Some melee weapons have reach.  With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet).  A melee attack is a standard action.In order to damage your opponent you must succeed at an ~attack roll~[TAG_ATTACK_ROLL]
TAG_5_FOOT_STEP	TAG_COMBAT			5-foot Step	A small position adjustment that does not count as an action.  Usually, a 5-foot step is permitted at any point in the round (such as before or after a ~full-round action~[TAG_FULL_ROUND_ACTION], between attacks in a full attack, between a ~standard action~[TAG_STANDARD_ACTION] and a ~move action~[TAG_MOVEMENT_ACTION], or between two move actions).  You can't take a 5-foot step:-in the same round that you move any distance-if your movement is hampered, such as into a square of difficult terrain, in darkness, or when blindedTaking a 5-foot step does not provoke an ~attack of opportunity~[TAG_AOO].
TAG_EXOTIC_WEAPONS	TAG_WEAPONS			Exotic Weapons	Light Melee Weapons~Kama~[TAG_WEAPONS_KAMA]~Sai~[TAG_WEAPONS_SAI]~Siangham~[TAG_WEAPONS_SIANGHAM]One-Handed Melee Weapons~Bastard Sword~[TAG_WEAPONS_SWORD_BASTARD]~Dwarven Waraxe~[TAG_WEAPONS_WARAXE_DWARVEN]Ranged Weapons~Repeating Crossbow~[TAG_WEAPONS_CROSSBOW_REPEATING]~Shuriken~[TAG_WEAPONS_SHURIKEN]
TAG_MAGIC_SCHOOLS_ABJURATION	TAG_MAGIC			Abjuration	Abjurations are protective spells.  They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.  Representative spells include  ~Protection From Evil~[TAG_SPELLS_PROTECTION_FROM_EVIL] and ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC].     If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures.
TAG_MAGIC_SCHOOLS_CONJURATION	TAG_MAGIC			Conjuration	Each conjuration spell belongs to one of five subschools.Calling: Can transport creatures from another plane of existence to your plane.  The spell grants the creature the one-time ability to return to its plane of origin.  Creatures who are called actually die when they are killed; they don't just disappear and reform.  The duration of a calling spell is instantaneous.Creation: Can create objects or effects on the spot.  If the spell's duration is not instantaneous, magic will hold the creation together, and when the spell ends, the conjured creature or object vanishes without a trace.  If the spell's duration is instantaneous, the created object or creature is merely assembled through magic, and will last indefinitely, as it does not depend on magic for its existence.Healing: Certain divine conjurations heal creatures or even bring them back to life.  These include Cure spells (for example, ~Cure Minor Wounds~[TAG_SPELLS_CURE_MINOR_WOUNDS]), which good ~clerics~[TAG_CLERICS] can cast spontaneously.Teleportation: Can transport one or more creatures or objects a great distance.  The most powerful of these spells can cross planar boundaries.  Teleportation is one-way and not dispellable.  It is instantaneous travel through the Astral Plane; therefore, anything that blocks astral travel also blocks teleportation.Summoning: Can bring manifestations of objects, creatures, or some form of energy to you.  When the spell ends or is dispelled, a summoned creature is instantly sent back, but only if the spell description indicates this.  A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead.  It will reform in 24 hours and can't be summoned again during this time.
TAG_MAGIC_SCHOOLS_DIVINATION	TAG_MAGIC			Divination	Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.  Representative spells include ~Identify~[TAG_SPELLS_IDENTIFY], ~Clairaudience/Clairvoyance~[TAG_SPELLS_CLAIRAUDIENCE_CLAIRVOYANCE], and ~True Seeing~[TAG_SPELLS_TRUE_SEEING].Scrying: A scrying spell creature is an invisible magical sensor that sends you information.  Unless noted otherwise, the sensor has the same powers of any sensory acuity that you possess.  This level of acuity includes any spells or effects that target you (such as ~See Invisibility~[TAG_SPELLS_SEE_INVISIBILITY]), but not spells that emanate from you (such as ~Detect Evil~[TAG_SPELLS_DETECT_EVIL]).  However, the sensor functions as an independent organ, so it will continue to work even if you are blinded, deafened, etc.
TAG_MAGIC_SCHOOLS_ENCHANTMENT	TAG_MAGIC			Enchantment	Enchantment spells affect the minds of others, influencing or controlling their behavior.  Representative spells include ~Charm Person~[TAG_SPELLS_CHARM_PERSON].  All enchantments are mind-affecting spells.  Two types of enchantment spells grant you influence over a subject creature:Charm: A charm spell changes how the subject views you, typically in a positive manner, ensuring that they see you as a good friend.Compulsion: A compulsion spell forces the subject to act in some manner or changes the way his mind works.  Some compulsion spells determine the subject's actions or the effects on the subject, some allow you to determine the subject's actions when you cast the spell, and others give you ongoing control over the subject.
TAG_MAGIC_SCHOOLS_EVOCATION	TAG_MAGIC			Evocation	Evocation spells manipulate energy or tap an unseen source of power to produce a desired end.  In effect, they create something out of nothing.  Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.  Representative spells include ~Magic Missile~[TAG_SPELLS_MAGIC_MISSILE], ~Fireball~[TAG_SPELLS_FIREBALL], and ~Lightning Bolt~[TAG_SPELLS_LIGHTNING_BOLT].
TAG_MAGIC_SCHOOLS_ILLUSION	TAG_MAGIC			Illusion	Illusion spells deceive the senses or minds of others.  They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.  Representative illusions include ~Invisibility~[TAG_SPELLS_INVISIBILITY].  Illusions come in the following five types:Figments: These spells create a false sensation, one that is the same regardless of who experiences it.  Figments are unable to make something seem to be something else.  For example, a figment spell with audible effects cannot duplicate intelligible speech unless the spell specifically says it can.  Figments cannot produce real effects, and therefore, are useless for directly attacking foes.Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.Pattern: This creates an image that others can see and also affects the minds of those who see it or are caught in it.  Phantasm: Creates a mental image that usually only the caster and the subject(s) of the spell can perceive.  This image is totally within the minds of the subjects and is a personalized mental impression.  Third parties don't notice the phantasm.Shadow: Creates something that is partially real.  The caster weaves it from extradimensional energies.  Such illusions can have real effects.  If a creature takes damage from a shadow illusion, that damage is real.Saving Throws and Illusions (Disbelief): Creatures encountering an illusion effect usually do not receive ~saving throws~[TAG_SAVING_THROW_DESC] to recognize it as illusory until they study it carefully or interact with it in some fashion.  A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.  A failed saving throw indicates that a character fails to notice something is amiss.
TAG_MAGIC_SCHOOLS_NECROMANCY	TAG_MAGIC			Necromancy	Necromancy spells manipulate the power of death, unlife, and the life force.  Spells involving undead creatures make up a large part of this school.  Representative spells include ~Cause Fear~[TAG_SPELLS_CAUSE_FEAR] and ~Animate Dead~[TAG_SPELLS_ANIMATE_DEAD].
TAG_MAGIC_SCHOOLS_TRANSMUTATION	TAG_MAGIC			Transmutation	Transmutation spells change the properties of some creature, thing, or condition.  Representative spells include ~Reduce Person~[TAG_SPELLS_REDUCE_PERSON].
TAG_SPELLS_BEAR'S_ENDURANCE	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2 TAG_RANGER_2 TAG_SORCERER_2 TAG_WIZARD_2	Bear's Endurance	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 2, ~Rgr~[TAG_RANGERS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesThe affected creature gains greater vitality and stamina.  The spell grants the subject a +4 enhancement bonus to ~Constitution~[TAG_CONSTITUTION], which adds the usual benefits to hit points, ~Fortitude~[TAG_FORTITUDE] saves, Constitution checks, and so forth.  Hit points gained by a temporary increase in Constitution score are not ~temporary hit points~[TAG_TEMPORARY_HIT_POINTS].  They go away when the subject's Constitution drops back to normal.  They are not lost first as temporary hit points are.
TAG_SPELLS_BEAR'S_ENDURANCE_MASS	TAG_SPELLS		TAG_CLERIC_6 TAG_DRUID_6 TAG_SORCERER_6 TAG_WIZARD_6	Bear's Endurance, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 6, ~Drd~[TAG_DRUIDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min/levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes Mass bear's endurance works like ~bear's endurance~[TAG_SPELLS_BEAR'S_ENDURANCE], except that it affects multiple creatures.
TAG_SPELLS_HIDE_FROM_ANIMALS	TAG_SPELLS		TAG_DRUID_1 TAG_RANGER_1	Hide From Animals	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Drd~[TAG_DRUIDS] 1, ~Rgr~[TAG_RANGERS] 1Components: SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: One creature touched / levelDuration: 10 min. / levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesAnimals cannot see, hear, or smell the warded creatures (or recipients) of this spell. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, Hide from Animals will be disrupted and the spell is over.
TAG_SPELLS_HIDE_FROM_UNDEAD	TAG_SPELLS		TAG_CLERIC_1	Hide From Undead	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Clr~[TAG_CLERICS] 1Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTargets: One creature touched / levelDuration: 10 min. / levelSaving Throw: ~Will~[TAG_WILL] negates (harmless); see textSpell Resistance: YesUndead cannot see, hear, or smell the warded creatures (or recipients) of this spell. Undead creatures simply act as though the warded creatures are not there. Nonintelligent undead creatures are automatically affected and act as though the warded creatures do not exist. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the creatures.    If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
TAG_SPELLS_REDUCE_PERSON	TAG_SPELLS		TAG_SORCERER_1 TAG_WIZARD_1	Reduce Person	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 1Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./ 2 levels)Target: One humanoid creatureDuration: 1 min./ levelSaving Throw: ~Fortitude~[TAG_FORTITUDE] negatesSpell Resistance: YesThis spell causes instant diminution of a humanoid creature, halving its height, length, and width, and dividing its weight by 8.  This decrease changes the creature's size category to the next smaller one.  The target gains a +2 size bonus to ~Dexterity~[TAG_DEXTERITY], a -2 size penalty to ~Strength~[TAG_STRENGTH] (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.  A creature's size will be reduced to one category below the size that they were previously.  For example, a Large humanoid creature will decrease to a Medium humanoid creature and then have a space of 5 feet and a natural reach of 5 feet (previously, the Large creature would have had a 10 foot reach; now it's 5, as a Medium creature).  This spell doesn't change the target's speed.  All equipment worn or carried by a creature is similarly reduced by the spell.  Melee and projectile weapons deal less damage.  For example, if the victim of the spell formerly had attack damage of 4d8, it will decrease to 4d6.  Any reduced weapon that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.  But the reduced weapon will continue to deal less damage until the attack is complete.   Multiple magical effects that reduce size do not stack, which means (among other things) that you can't use a second casting of this spell to further reduce the size of a humanoid that's still under the effect of the first casting.  Reduce Person counters and dispels ~Enlarge Person~[TAG_SPELLS_ENLARGE_PERSON].
TAG_OUT_OF_COMBAT	TAG_COMBAT			Out of Combat	Out of Combat describes a casting time that is anything longer than a round during combat.
TAG_STONECUNNING	TAG_DWARVES			Stonecunning	Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like.
TAG_LEVEL_LOSS	TAG_CHARACTER_CONDITIONS			Level Loss	In ToEE, Level Loss is experienced by the character as a draining of experience points, instead of simply losing a level.  For example, if a 6th-level fighter dies during combat, she will not automatically be dropped to 5th-level, but rather will lose an appropriate amount of XP.    This character condition can be countered with ~Restoration~[TAG_SPELLS_RESTORATION], which will restore the character with enough XP to put them at the minimum amount of their previous level.
TAG_COMBAT_AND_GAME_PLAY	TAG_COMBAT			Combat and Game Play	When entering combat, a row of character and monster portraits will appear at the top of the screen, in order of initiative, which is determined by the computer.  On the left side of the screen, a bar will appear.  The combat system in the game translates the actions you have available into a numerical score and displays that score as a bar, with three colors.  The action bar, path movement, and the entries on the radial menu are all color coded as follows:  Green:  An action can be performed, and you will still be able to attackafterward (for ~move actions~[TAG_MOVEMENT_ACTION]) or move afterward (for attacks).Yellow: An action can be performed, but you will not be able to attack afterward (for move actions) or move much (for attacks).Red: An action cannot be performed.Combat options that fall into the categories of ~full~[TAG_FULL_ROUND_ACTION], ~standard~[TAG_STANDARD_ACTION], ~movement~[TAG_MOVEMENT_ACTION], and ~free~[TAG_FREE_ACTION] actions can be selected in the radial menu, provided you are still able to perform these actions (otherwise, they will be "greyed out" and you cannot select them).   If you choose not to select anything from the radial menu, the only remaining option is simply to move the distance that the characters are allowed (for example, humans can move a maximum of 30 feet in a single move).    
TAG_SPELLS_CATS_GRACE	TAG_SPELLS		TAG_BARD_2 TAG_DRUID_2 TAG_RANGER_2 TAG_SORCERER_2 TAG_WIZARD_2	Cat's Grace	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] Level: ~Brd~[TAG_BARDS] 2, ~Drd~[TAG_DRUIDS] 2, ~Rgr~[TAG_RANGERS] 2, ~Sor~[TAG_SORCERERS],/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesThe transmuted creature becomes more graceful, agile, and coordinated.  The spell grants a +4 enhancement bonus to ~Dexterity~[TAG_DEXTERITY], adding the usual benefits to AC, ~Reflex~[TAG_REFLEX] saves, and other uses of the Dexterity modifier.
TAG_SPELLS_CATS_GRACE_MASS	TAG_SPELLS		TAG_BARD_6 TAG_DRUID_6 TAG_SORCERER_6 TAG_WIZARD_6	Cat's Grace, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] Level: ~Brd~[TAG_BARDS] 6, ~Drd~[TAG_DRUIDS] 6, ~Sor~[TAG_SORCERERS],/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./2 levels)Target: One creature/level, no two of which can be more than 30 ft. apartDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesThis spell functions like ~cat's grace~[TAG_SPELLS_CATS_GRACE], except that it affects multiple creatures.
TAG_NO_GOD	TAG_RELIGION			None	Your character has no patron deity and has no particular religion or religious beliefs. Note that this option is NOT available for clerics, and a character with no deity will never be able to select a level of cleric as a multi-class.
TAG_RADIAL_MENU_NONLETHAL_DAMAGE	TAG_INGAME			Nonlethal Damage	Sometimes you get roughened up or weakened, such as by getting clocked in a fistfight or tired out by a forced march.  This sort of trauma won't kill you, but it can knock you out or make you fatigued.  If you take sufficient nonlethal damage, you fall unconscious but you don't die.  Nonlethal damage goes away much faster than lethal damage does.Dealing Nonlethal Damage:    Certain attacks deal nonlethal damage, such as a human's ~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED].  Other effects, such as heat or being exhausted, also deal nonlethal damage.  Technically, nonlethal damage is not "real" damage (meaning it's not deducted from your current hit points).  Instead, when your nonlethal damage equals your current hit points, you're ~staggered~[TAG_STAGGERED], and when it exceeds your current hit points, you fall ~unconscious~[TAG_UNCONSCIOUS].  Nonlethal Damage with a Weapon that Deal Lethal Damage:   You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a -4 penalty on your attack roll because you have to use the flat of the blade, strike at nonvital areas, or check your swing.Lethal Damage with a Weapon that Deals Nonlethal Damage:  You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a -4 penalty on your attack roll because you have to strike only in the most vulnerable areas to inflict lethal damage.
TAG_RADIAL_MENU_AUTOEND_TURN	TAG_INGAME			AutoEnd Turn	AutoEnd Turn will conclude your turn if a ~5-foot step~[TAG_5_FOOT_STEP] is your only remaining option.  If you would like to take a 5-foot step as your last action in combat, be sure not to enable this option.
TAG_RADIAL_MENU_CAST_DEFENSIVELY	TAG_INGAME			Cast Defensively	You may attempt to cast a spell while paying attention to threats and avoiding blows.  In this case, you are no more vulnerable to attack than you would be if you were just standing there, so casting a spell while on the defensive does not provoke an ~attack of opportunity~[TAG_AOO].  It does, however, require a ~Concentration~[TAG_CONCENTRATION] check to pull off.  Failure means that you lose the spell.
TAG_RADIAL_MENU_READY	TAG_INGAME			Ready	You may also choose to Ready an action, dependent on something that the enemy does, such as prepare to cast a spell or shoot a bow. In this case, as soon as the condition is achieved, the character will immediately enact his readied action. If the condition is not achieved, then that character fails to act in that round.
TAG_RADIAL_MENU_COUP_DE_GRACE	TAG_INGAME			Coup de Grace	As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent.  You automatically hit and score a ~critical hit~[TAG_CRITICAL_HIT].  If the defender survives the damage, he must make a Fortitude save (DC 10 + the damage delt) or die.Asleep, paralyzed or unconscious opponents are all considered helpless.Delivering a coup de gras provokes ~attacks of opportunity~[TAG_AOO] from threatening opponents.A coup de gras is the best way to kill ~regenerating~[TAG_REGENERATION] monsters once they have become unconscious.
TAG_RADIAL_MENU_TOTAL_DEFENSE	TAG_INGAME			Total Defense	You can defend yourself as a ~standard action~[TAG_STANDARD_ACTION].  You get a +4 dodge bonus to your AC for 1 round.  Your AC improves at the start of this action, so it helps you against any ~attacks of opportunity~[TAG_AOO] you incur during the round.  You can't combine total defense with ~fighting defensively~[TAG_RADIAL_MENU_FIGHT_DEFENSIVELY] or with the benefit of the ~Combat Expertise~[TAG_COMBAT_EXPERTISE] feat (since both of those require you to declare an attack or ~full attack~[TAG_FULL_ATTACK]).  You can't make attacks of opportunity while using total defense.
TAG_RADIAL_MENU_FIGHT_DEFENSIVELY	TAG_INGAME			Fight Defensively	As a ~standard action~[TAG_STANDARD_ACTION]:     You can choose to fight defensively when attacking.  If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.  This bonus stacks with the AC bonus granted by the ~Combat Expertise~[TAG_COMBAT_EXPERTISE] feat.As a ~full round action~[TAG_FULL_ROUND_ACTION]:     You can choose to fight defensively when taking a full attack action.  If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
TAG_RADIAL_MENU_SNEAK	TAG_INGAME			Sneak	Sneak is an action that allows you to actively ~Move Silently~[TAG_MOVE_SILENTLY] and ~Hide~[TAG_HIDE] at the same time.  In order for someone to see you while you are sneaking, a ~Spot~[TAG_SPOT] check is needed.  The higher that your Hide skill is, the less likely they will be able to spot you.  Likewise, the lower your Hide skill, the more likely they will be able to spot you.  The same is true of moving silently while you're sneaking; a Listen check is needed to hear any of your movement and the skill level is measured accordingly.  While in Sneak mode in the game, you visually appear to move slower, as if you are prowling.
TAG_SPELLS_ACID_SPLASH	TAG_SPELLS		TAG_SORCERER_0 TAG_WIZARD_0	Acid Splash	~Conjuration~[TAG_MAGIC_SCHOOLS_CONJURATION] (Creation) AcidLevel: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 0Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Close (25 ft. + 5 ft./ 2 levels)Effect: One missile of acidDuration: Instantaneous~Saving Throw~[TAG_SAVING_THROW_DESC]: NoneSpell Resistance: NoYou fire a small orb of acid at the target. You must succeed on a ranged touched attack to hit your target. The orb deals 1d3 points of acid damage.
TAG_SPELLS_CALL_LIGHTNING_STORM	TAG_SPELLS		TAG_DRUID_5	Call Lightning Storm	~Evocation~[TAG_MAGIC_SCHOOLS_EVOCATION] ElectricityLevel: ~Drd~[TAG_DRUIDS] 5Range: Long (400 ft. + 40 ft./ level)This spell functions like ~Call Lightning~[TAG_SPELLS_CALL_LIGHTNING], except that each bolt deals 5d6 points of electricity damage (or 5d8 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
TAG_SPELLS_DAZE_MONSTER	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Daze Monster	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Range: Medium (100 ft. + 10 ft./ level)Target: One living creature of 6 HD or lessThis spell functions like ~Daze~[TAG_SPELLS_DAZE], but Daze Monster can affect any one living creature of any type. Creatures of 7 or more Hit Dice are not affected.
TAG_SPELLS_DEEP_SLUMBER	TAG_SPELLS		TAG_BARD_3 TAG_SORCERER_3 TAG_WIZARD_3	Deep Slumber	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 3, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Range: Close (25 ft. + 5 ft./ 2 levels)This spell functions like ~Sleep~[TAG_SPELLS_SLEEP], except that it affects 10 HD of creatures.
TAG_SPELLS_EAGLE'S_SPLENDOR	TAG_SPELLS		TAG_BARD_2 TAG_CLERIC_2 TAG_PALADIN_2 TAG_SORCERER_2 TAG_WIZARD_2	Eagle's Splendor	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 2, ~Clr~[TAG_CLERICS] 2, ~Pal~[TAG_PALADINS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesThe transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to ~Charisma~[TAG_CHARISMA], adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
TAG_SPELLS_EAGLE'S_SPLENDOR_MASS	TAG_SPELLS		TAG_BARD_6 TAG_CLERIC_6 TAG_SORCERER_6 TAG_WIZARD_6	Eagle's Splendor, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 6, ~Clr~[TAG_CLERICS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes This spell functions like ~eagle's splendor~[TAG_SPELLS_EAGLE'S_SPLENDOR], except that it affects multiple creatures.
TAG_SPELLS_FALSE_LIFE	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	False Life	~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 hour/level or until discharged; see textYou harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain ~temporary hit points~[TAG_TEMPORARY_HIT_POINTS] equal to 1d10 + 1 per caster level (maximum +10).
TAG_SPELLS_FOX'S_CUNNING	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_2 TAG_WIZARD_2	Fox's Cunning	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesThe transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to ~Intelligence~[TAG_INTELLIGENCE], adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.
TAG_SPELLS_FOX'S_CUNNING_MASS	TAG_SPELLS		TAG_BARD_6 TAG_SORCERER_6 TAG_WIZARD_6	Fox's Cunning, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes This spell functions like ~fox's cunning~[TAG_SPELLS_FOX'S_CUNNING], except that it affects multiple creatures.
TAG_SPELLS_GLIBNESS	TAG_SPELLS		TAG_BARD_3	Glibness	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Brd~[TAG_BARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 10 min. / levelYour speech becomes fluent and more believable. You gain a +30 bonus on ~Bluff~[TAG_BLUFF] checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
TAG_SPELLS_HEROISM	TAG_SPELLS		TAG_BARD_2 TAG_SORCERER_3 TAG_WIZARD_3	Heroism	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
TAG_SPELLS_HEROISM_GREATER	TAG_SPELLS		TAG_BARD_5 TAG_SORCERER_6 TAG_WIZARD_6	Heroism, Greater	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 5, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 10 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes (harmless)This spell imbues a single creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks.
TAG_SPELLS_LESSER_CONFUSION	TAG_SPELLS		TAG_BARD_1	Lesser Confusion	~Enchantment~[TAG_MAGIC_SCHOOLS_ENCHANTMENT] (Compulsion) Mind-AffectingLevel: ~Brd~[TAG_BARDS] 1Components: V, SRange: Close (25 ft. + 5 ft. / 2 levels)Target: One living creatureDuration: 1 roundThis spell causes a single creature to become confused for 1 round. See the spell ~Confusion~[TAG_SPELLS_CONFUSION] to determine the exact effect on the subject.
TAG_SPELLS_LONGSTRIDER	TAG_SPELLS		TAG_DRUID_1 TAG_RANGER_1 TAG_TRAVEL_D	Longstrider	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 1, ~Rgr~[TAG_RANGERS] 1, ~Travel~[TAG_TRAVEL_D]Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: PersonalTarget: YouDuration: 1 hour/ levelThis spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus).
TAG_SPELLS_OWL'S_WISDOM	TAG_SPELLS		TAG_CLERIC_2 TAG_DRUID_2 TAG_PALADIN_2 TAG_RANGER_2 TAG_SORCERER_2 TAG_WIZARD_2	Owl's Wisdom	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 2, ~Drd~[TAG_DRUIDS] 2, ~Pal~[TAG_PALADINS] 2, ~Rgr~[TAG_RANGERS] 2, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: YesThe transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to ~Wisdom~[TAG_WISDOM], adding the usual benefits to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive Owl's Wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
TAG_SPELLS_OWL'S_WISDOM_MASS	TAG_SPELLS		TAG_CLERIC_6 TAG_DRUID_6 TAG_SORCERER_6 TAG_WIZARD_6	Owl's Wisdom, Mass	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Clr~[TAG_CLERICS] 6, ~Drd~[TAG_DRUIDS] 6, ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 6Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: Creature touchedDuration: 1 min./ levelSaving Throw: ~Will~[TAG_WILL] negates (harmless)Spell Resistance: Yes This spell functions like ~owl's wisdom~[TAG_SPELLS_OWL'S_WISDOM], except that it affects multiple creatures.
TAG_SPELLS_QUENCH	TAG_SPELLS		TAG_DRUID_3	Quench	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: Medium (100 ft. + 10 ft./ level)Area or Target: One 20-ft. cylinder/ level or one fire-based magic itemDuration: InstantaneousSaving Throw: None Spell Resistance: No Quench results in damage to fire elementals within the area of the spell. Fire elementals take 1d6 points of damage per caster level (maximum 10d6, no save allowed.)
TAG_SPELLS_REDUCE_ANIMAL	TAG_SPELLS		TAG_DRUID_2 TAG_RANGER_3 	Reduce Animal	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION]Level: ~Drd~[TAG_DRUIDS] 2, ~Rgr~[TAG_RANGERS] 3Components: V, SCasting Time: 1 ~standard action~[TAG_STANDARD_ACTION]Range: TouchTarget: One willing animal of Small, Medium, Large, or Huge sizeDuration: 1 hour/ level~Saving Throw~[TAG_SAVING_THROW_DESC]: NoneSpell Resistance: NoThis spell functions like ~Reduce Person~[TAG_SPELLS_REDUCE_PERSON], except that it affects a single willing animal (not one with which you are engaged in combat, for instance). The damage that is normally dealt by the animal's natural attacks is reduced, as shown below.Old Damage          New Damage4d8 or 6d6              @t4d63d8 or 4d6              @t3d62d8 or 3d6              @t2d62d6                          @t1d81d8                           @t1d61d6                           @t1d41d4                           @t1d31d3                           @t1d21d2                           @t11                               @t0
TAG_ACROBATIC	TAG_FEATS_DES			Acrobatic	You have excellent body awareness and coordination.     Benefit: You get a +2 bonus on all ~Sleight of Hand~[TAG_SLEIGHT] and ~Tumble~[TAG_TUMBLE] checks.
TAG_AUGMENT_SUMMONING	TAG_FEATS_DES			Augment Summoning	Your summoned creatures are more powerful than normal.     Prerequisite: ~Spell Focus~[TAG_SPELL_FOCUS] (conjuration)     Benefit: Each creature you conjure with any Summon spell gains a +4 enhancement bonus to ~Strength~[TAG_STRENGTH] and ~Constitution~[TAG_CONSTITUTION] for the duration of the spell that summoned it.
TAG_IMPROVED_FEINT	TAG_FEATS_DES			Improved Feint	You are skilled at misdirecting your opponent's attention in combat.     Prerequisite: ~Int~[TAG_INTELLIGENCE] 13, ~Combat Expertise~[TAG_COMBAT_EXPERTISE].     Benefit: You can make a ~Bluff~[TAG_BLUFF] check to feint in combat as a ~move action~[TAG_MOVEMENT_ACTION].     Normal: Feinting in combat is a ~standard action~[TAG_STANDARD_ACTION].     A ~fighter~[TAG_FIGHTERS] may select Improved Feint as one of her fighter bonus feats.
TAG_DIEHARD	TAG_FEATS_DES			Diehard	You can remain conscious after attacks that would fell others.     Prerequisite: ~Great Fortitude~[TAG_GREAT_FORT]     Benefit: When reduced to between -1 and -9 hit points, you automatically stabilize.       When reduced to negative hit points, you may choose to act as if you were ~disabled~[TAG_DISABLED], rather than ~dying~[TAG_DYING].  You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.       When using this feat, you can take either a single move or ~standard action~[TAG_STANDARD_ACTION] each turn, but not both, and you cannot take a ~full-round action~[TAG_FULL_ROUND_ACTION]. You can take a ~move action~[TAG_MOVEMENT_ACTION] without further injuring yourself, but if you perform any standard action, you take 1 point of damage after completing the act.  If you reach -10 hit points, you immediately die.     Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
TAG_IMPROVED_COUNTERSPELL	TAG_FEATS_DES			Improved Counterspell	You understand the nuances of magic to such an extent that you can counter your opponent's spells with great efficiency.     Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.     Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
TAG_IMPROVED_TURNING	TAG_FEATS_DES			Improved Turning	Your turning or rebuking attempts are more powerful than normal.     Prerequisite: Ability to turn or rebuke creatures.     Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
TAG_INVESTIGATOR	TAG_FEATS_DES			Investigator	You have a knack for finding information.     Benefit: You get a +2 bonus on all ~Gather Information~[TAG_GATHER_INFORMATION] checks and ~Search~[TAG_SEARCH] checks.
TAG_MAGICAL_AFFINITY	TAG_FEATS_DES				You have a knack for magical endeavors.     Benefit: You get a +2 bonus on all ~Spellcraft~[TAG_SPELLCRAFT] checks and ~Use Magic Device~[TAG_UMD] checks.
TAG_NATURAL_SPELL	TAG_FEATS_DES			Natural Spell	You can cast spells while in a wild shape.     Prerequisites: ~Wis~[TAG_WISDOM] 13, wild shape ability.     Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
TAG_NEGOTIATOR	TAG_FEATS_DES			Negotiator	You are good at gauging and swaying attitudes.     Benefit: You get a +2 bonus on all ~Diplomacy~[TAG_DIPLOMACY] checks and ~Sense Motive~[TAG_SENSE_MOTIVE] checks.
TAG_NIMBLE_FINGERS	TAG_FEATS_DES			Nimble Fingers	You are adept at manipulating small, delicate objects.     Benefit: You get a +2 bonus on all ~Disable Device~[TAG_DISABLE_DEVICE] checks and ~Open Lock~[TAG_OPEN_LOCK] checks.
TAG_PERSUASIVE	TAG_FEATS_DES			Persuasive	You have a way with words and body language.     Benefit: You get a +2 bonus on all ~Bluff~[TAG_BLUFF] checks and ~Intimidate~[TAG_INTIMIDATE] checks.
TAG_MANYSHOT	TAG_FEATS_DES			Manyshot	You can fire multiple arrows as a single attack against a nearby target.     Prerequisites: Dex 17, ~Point Blank Shot~[TAG_POINT_BLANK], ~Rapid Shot~[TAG_RAPID_SHOT], base attack bonus +6.     Benefit: When making a ~standard attack~[TAG_STANDARD_ACTION] with a bow against an opponent within 30 feet, you fire two arrows at once. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally.    Precision-based damage (such as ~sneak attack~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK] damage) is applied only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.     Damage reduction and other resistances apply separately against each arrow fired. 
TAG_RAPID_RELOAD	TAG_FEATS_DES			Rapid Reload	     You can reload a crossbow of type ~heavy~[TAG_WEAPONS_CROSSBOW_HEAVY] or ~light~[TAG_WEAPONS_CROSSBOW_LIGHT] more quickly than normal.       Prerequisite: Weapon Proficiency (heavy or light).     Benefit: The time required for you to reload your chosen type of crossbow is reduced to a ~free action~[TAG_FREE_ACTION] (for a light crossbow) or a ~move action~[TAG_MOVEMENT_ACTION] (for a heavy crossbow). Reloading a crossbow still provokes an ~attack of opportunity~[TAG_AOO].     If you have selected this feat for light or hand crossbow, you may fire that weapon as many times in a ~full attack~[TAG_FULL_ATTACK] action as if you could attack if you were using a bow.     Normal: A character without this feat needs a move action to reload a light crossbow, or a full-round action to reload a heavy crossbow.     A ~fighter~[TAG_FIGHTERS] may select Rapid Reload as one of her fighter bonus feats.
TAG_SELF_SUFFICIENT	TAG_FEATS_DES			Self-Sufficient	You can take care of yourself in harsh environments and situations.     Benefit: You get a +2 bonus on all ~Heal~[TAG_HEAL] checks and ~Survival~[TAG_SURVIVAL] checks.
TAG_GREATER_SPELL_FOCUS	TAG_FEATS_DES			Greater Spell Focus	Choose a ~school of magic~[TAG_MAGIC_SCHOOLS] to which you have already applied the ~Spell Focus~[TAG_SPELL_FOCUS] feat.  Your spells of that schools are now even more potent than before.     Benefit: Add +1 to the Difficulty Class for all ~saving throws~[TAG_SAVING_THROW_DESC] against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.     Special: You can gain this feat multiple times.  Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
TAG_GREATER_SPELL_PENETRATION	TAG_FEATS_DES			Greater Spell Penetration	Your spells are remarkably potent, breaking through ~spell resistance~[TAG_SPELLS_SPELL_RESISTANCE] more readily than normal.     Prerequisite: ~Spell Penetration~[TAG_SPELL_PENETRATION].     Benefit: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance.  This bonus stacks with the one from Spell Penetration.
TAG_STEALTHY	TAG_FEATS_DES			Stealthy	You are particularly good at avoiding notice.     Benefit: You get a +2 bonus on all ~Hide~[TAG_HIDE] checks and ~Move Silently~[TAG_MOVE_SILENTLY] checks.
TAG_TWO_WEAPON_DEFENSE	TAG_FEATS_DES			Two-Weapon Defense	Your two-weapon fighting style bolsters your defense as well as your offense.     Prerequisite: Dex 15, ~Two-Weapon Fighting~[TAG_TWO_FIGHTING].     Benefit: When wielding two weapons (not including natural weapons or ~unarmed strikes~[TAG_WEAPONS_STRIKE_UNARMED]), you gain a +1 shield bonus to your AC.     When you are ~fighting defensively~[TAG_RADIAL_MENU_FIGHT_DEFENSIVELY] or using the ~total defense~[TAG_RADIAL_MENU_TOTAL_DEFENSE] action, this shield bonus increases to +2.     Special: A ~fighter~[TAG_FIGHTERS] may select Two-Weapon Defense as one of his fighter bonus feats.
TAG_GREATER_WEAPON_FOCUS	TAG_FEATS_DES			Greater Weapon Focus	Choose one type of weapon, such as ~greataxe~[TAG_WEAPONS_GREATAXE], for which you have already selected ~Weapon Focus~[TAG_WEAPON_FOCUS]. You can also choose ~unarmed strike~[TAG_WEAPONS_STRIKE_UNARMED] or ~grapple~[TAG_GRAPPLE] as your weapon for the purpose of this feat. You are especially good at using this weapon.     Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, ~fighter~[TAG_FIGHTERS] level 8th.     Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.     Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.     A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
TAG_EXTEND_SPELL	TAG_FEATS_DES			Extend Spell	You can cast spells that last longer than normal.     Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, an instantaneous spell, or a permanent spell is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
TAG_DISEASED	TAG_CHARACTER_CONDITIONS			Diseased	When a character is injured by a contaminated attack, touches an item smeared with disease matter, or consumes disease-tainted food or drink, he or she must make an immediate ~Fortitude~[TAG_FORTITUDE] saving throw.  If the person succeeds, the disease has no effect--their immune system fought off the infection. If the saving throw is failed, they take damage after an incubation period. Once per day afterward, the character must make a successful Fortitude saving throw to avoid repeated damage.  Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.Typical diseases include the following:Blinding Sickness: Spread in tainted water.Cackle Fever: Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as "the shrieks".Demon Fever: Night hags spread it. Can cause permanent ability drain.Devil Chills: Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills.Filth Fever: Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.Mindfire: Feels like your brain is burning. Causes stupor.Mummy Rot: Spread by mummies. Successful saving throws do not allow the character to recover (though they do prevent damage normally).Red Ache: Skin turns red, bloated, and warm to the touch.The Shakes: Causes involuntary twitches, tremors, and fits.Slimy Doom: Victim turns into infectious goo from the inside out. Can cause permanent ability drain.Disease                              DC          DamageBlinding Sickness             @t16       @t1d4 ~Str~[TAG_STRENGTH]Cackle fever                    @t16           @t1d6 ~Wis~[TAG_WISDOM]Filth fever                            @t12           @t1d3 ~Dex~[TAG_DEXTERITY]                                                           @tand 1d3 ~Con~[TAG_CONSTITUTION]Mindfire                               @t12           @t1d4 ~Int~[TAG_INTELLIGENCE]Red ache                            @t15           @t1d6 StrShakes                               @t13           @t1d8 DexSlimy doom                        @t14           @t1d4 Con
TAG_SLEEPING	TAG_CHARACTER_CONDITIONS			Sleeping	If you are the recipient of a Sleep spell, you fall into a magical slumber. As a sleeping creature, you are helpless and normal noise cannot be used to wake you.
TAG_TEMPORARY_HIT_POINTS	TAG_CHARACTER_CONDITIONS			Temporary Hit Points	Certain effects, such as the ~Aid~[TAG_SPELLS_AID] spell, give a character temporary hit points. When a character gains temporary hit points, he should take note of his current hit point total. When the temporary hit points go away, such as at the end of the Aid spell's duration, the character's hit points drop to his current hit point total. If the character's hit points are below his current hit point total at that time, all the temporary hit points have already been lost and the character's hit point total does not drop further.  When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.
TAG_CHARMED	TAG_CHARACTER_CONDITIONS			Charmed	As the subject of a Charm spell (either ~Charm Animal~[TAG_SPELLS_CHARM_ANIMAL] or ~Charm Person~[TAG_SPELLS_CHARM_PERSON]), you essentially retain some form of free will, but make choices according to the suggestive powers of the spell. Your mind may be clouded and you may suddenly be unable to tell friend from foe. However, the spells do not render you helpless and there are restrictions to what can be done, including the following.     -A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the creature who charmed him as a dear friend.     -A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal.     -A charmed character is entitled to an opposing ~Charisma~[TAG_CHARISMA] check against his master in order to resist instructions or commands that would make him do something he wouldn't do even for a close friend. If he succeeds, he decides not to follow that order but remains charmed.     -A charmed character never obeys a command that is obviously suicidal or grievously harmful to him.     -A charmed character who is openly attacked by the creature who charmed him or by that creature's apparent allies is automatically freed of the spell or effect.
TAG_HOLDING_A_CHARGE	TAG_CHARACTER_CONDITIONS			Holding a Charge	As a spellcaster, if you don't discharge a touch spell on the round that you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. You can touch one friend (or yourself) as a ~standard action~[TAG_STANDARD_ACTION] or as many as six friends as a ~full-round action~[TAG_FULL_ROUND_ACTION]. If you touch anything with your hand while holding a charge, the spell discharges. If you cast another spell, the touch spell dissipates.
TAG_SILENT_SPELL	TAG_FEATS_DES			Silent Spell	You can cast spells silently.     Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.     Special: ~Bard~[TAG_BARDS] spells cannot be enhanced by this metamagic feat.
TAG_STILL_SPELL	TAG_FEATS_DES			Still Spell	You can cast spells without gestures.     Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.
TAG_WIDEN_SPELL	TAG_FEATS_DES			Widen Spell	You can increase the area of your spells.     Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. For example, a ~Fireball~[TAG_SPELLS_FIREBALL] spell (which normally produces a 20-ft.-radius spread) that is widened now fills a 40-ft.-radius spread. A widened spell uses up a spell slot three levels higher than the spell's actual level.     Spells that do not have an area of one of these four sorts are not affected by this feat.
TAG_SNATCH_ARROWS	TAG_FEATS_DES			Snatch Arrows	You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.     Prerequisites: ~Dex~[TAG_DEXTERITY] 15, ~Deflect Arrows~[TAG_DEFLECT_ARROWS], ~Improved Unarmed Strike~[TAG_IMPROVED_UNARMED].     Benefit: When using the Snatch Arrows feat, you catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, are immediately thrown back at the original attacker (even though it isn't your turn).     You must have at least one hand free (holding nothing) to use this feat.     Special: A ~fighter~[TAG_FIGHTERS] may select Snatch Arrows as one of his fighter bonus feats.
TAG_CHARGEN_PARTY_POOL	TAG_CHARGEN			Party Pool	The character pool interface is used for the creation and organization of your party. Once you create a character, the character may be added and listed on screen, with their portrait, name, and main information. There are four buttons lining the top portion of the interface--create, view, modify, and delete. Create will bring you to the character creation interface, where you will roll stats and choose your character's class, race, and other attributes. Clicking on View will bring up a small window that holds information about a particular character in your party (the basic defining traits like class and race, as well as their character stats, etc.) Choosing the button Modify will allow you to change certain aspects of a character. Delete permanently erases the selected character from the party. Toward the bottom of the interface is a button that will either read as Add or Remove, depending on the appropriate action needed. Once a new character is created and listed in the interface, you will need to select Add in order for the character to actually be included in the party. First, click on the desired character's portrait located in the row directly underneath the Add button (the character will be highlighted in blue to indicate the selection), then click Add.If the character's alignment or class does not conflict with the party alignment that was chosen, he or she will be added to the party and highlighted in green to indicate the successful addition. If the character's alignment does conflict, then the character will be highlighted in red, indicating that it is not possible to add that character to the party. Likewise, if there is a conflict regarding class and the alignment of the party (specifically, with ~Paladins~[TAG_PALADINS], as they cannot be added to any parties with evil characters) then that character will not be added.If you would like to exclude a character from your party but not permanently delete them, click on their picture in the portrait row and select Remove. The character will no longer be highlighted in green and is removed from the party, but it will still be listed among the other party members, if you wish to add them again at a later time.
TAG_CLASS_FEATURES_BARBARIAN_TRAP_SENSE	TAG_BARBARIANS			Trap Sense	Starting at 3rd level, a ~barbarian~[TAG_BARBARIANS] has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on ~Reflex~[TAG_REFLEX] saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (at 6th and 9th level). Trap sense bonuses gained from multiple classes stack.
TAG_CLASS_FEATURES_BARBARIAN_IMPROVED_UNCANNY_DODGE	TAG_BARBARIANS			Improved Uncanny Dodge	At 5th level and higher, a barbarian can no longer be ~flanked~[TAG_FLANKING]; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a ~rogue~[TAG_ROGUES] the ability to ~sneak attack~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK] the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.  If a character already has ~uncanny dodge~[TAG_CLASS_FEATURES_BARBARIAN_UNCANNY_DODGE] from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
TAG_CLASS_FEATURES_BARBARIAN_DAMAGE_REDUCTION	TAG_BARBARIANS			Damage Reduction	At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. 1 point of damage is subtracted each time a barbarian is dealt damage from a weapon or natural attack. At 10th level, the damage reduction rises by 1 point, so 2 points of damage total is subtracted at that level. Damage reduction can reduce damage to 0 but not below 0.
TAG_CLASS_FEATURES_BARD_SPELLS	TAG_BARDS			Spells	A bard casts ~arcane spells~[TAG_ARCANE_SPELLS] (the same type of spells available to sorcerers and wizards) which are drawn from the bard spell list. A bard can cast any spell he or she knows without preparing for it ahead of time. Every bard spell has a verbal component. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-Level spells, Cha 11 for 1st-level spells, and so forth). 
TAG_CLASS_FEATURES_CLERIC_SPELLS	TAG_CLERICS			Spells	A cleric casts ~divine~[TAG_DIVINE_SPELLS] spells (the same type of spells available to the ~druid~[TAG_DRUIDS], ~paladin~[TAG_PALADINS], and ~ranger~[TAG_RANGERS]) which are drawn from the cleric spell list. However, a cleric's alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs.To prepare or cast a spell, a cleric must have a ~Wisdom~[TAG_WISDOM] score equal to 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).
TAG_CLASS_FEATURES_FIGHTER_BONUS_FEATS	TAG_FIGHTERS			Bonus Feats	At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, and 10th). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels.
TAG_CLASS_FEATURES_MONK_BONUS_FEAT	TAG_MONKS			Monk: Bonus Feat	1st level: may select ~Stunning Fist~[TAG_STUNNING_FIST]2nd level: may select either ~Combat Reflexes~[TAG_COMBAT_REFLEXES] or ~Deflect Arrows~[TAG_DEFLECT_ARROWS]6th level: may select ~Improved Trip~[TAG_IMPROVED_TRIP]A monk need not have any of the prerequisites normally required for these feats to select them.
TAG_CLASS_FEATURES_PALADIN_AURA_OF_GOOD	TAG_PALADINS			Aura of Good	The power of a paladin's aura of good (see the ~Detect Good~[TAG_SPELLS_DETECT_GOOD] spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
TAG_CLASS_FEATURES_RANGER_COMBAT_STYLE	TAG_RANGERS			Combat Style	At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. If the ranger selects archery, he is treated as having the ~Rapid Shot~[TAG_RAPID_SHOT] feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the ~Two-Weapon Fighting~[TAG_TWO_FIGHTING] feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
TAG_CLASS_FEATURES_RANGER_ANIMAL_COMPANION	TAG_RANGERS			Animal Companion	At 4th level, a ranger gains an animal companion selected from the following list: dire rat, dog, chicken, lizard, jackal, brown bear, polar bear, panda bear, or wolf.  This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its species.
TAG_CLASS_FEATURES_RANGER_SWIFT_TRACKER	TAG_RANGERS			Swift Tracker	Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty.
TAG_CLASS_FEATURES_RANGER_EVASION	TAG_RANGERS			Evasion 	At 9th level, a ranger can avoid even magical and unusual attacks with great agility.  If he makes a successful ~Reflex~[TAG_REFLEX] saving throw against an attack that normally deals half damage on a successful save (such as a Fireball), he instead takes no damage.  Evasion can be used only if a ranger is wearing light armor or no armor.  A ~helpless~[TAG_HELPLESS] ranger (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
TAG_CLASS_FEATURES_ROGUE_EVASION	TAG_ROGUES			Evasion	A rogue of 2nd level and higher can avoid even magical and unusual attacks with great agility.  If she makes a successful ~Reflex~[TAG_REFLEX] saving throw against an attack that normally deals half damage on a successful save (such as a Fireball), she instead takes no damage.  Evasion can be used only if a rogue is wearing light armor or no armor.  A ~helpless~[TAG_HELPLESS] rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
TAG_CLASS_FEATURES_ROGUE_IMPROVED_UNCANNY_DODGE	TAG_ROGUES			Improved Uncanny Dodge	A rogue of 8th level or higher can no longer be ~flanked~[TAG_FLANKING]; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to ~sneak attack~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK] the rogue by flanking her, unless the attacker has at least four more rogue levels than the target does.  If a character already has ~uncanny dodge~[TAG_CLASS_FEATURES_ROGUE_UNCANNY_DODGE] from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
TAG_CHARGEN_CLERIC_DOMAIN_SELECTION	TAG_CHARGEN			Cleric Domain Selection	In the process of creating a character who is a cleric, you will be asked to select cleric domains suitable for this character's alignment and chosen deity. The domains selected will provide your cleric with domain powers and spells. In the cleric domain selection interface, the available domains will be listed on the left, with a space for multiple selections on the right. You will need to select and drag two domains into the space shown, which is a small box with the heading "Domains:".      If the character is a neutral cleric who worships a neutral deity, additional information is needed, and a question will appear asking if your cleric character will be more proficient in wielding positive or negative energy. Only a neutral cleric of a neutral deity will be asked to provide this information. Click on the button that reads either "positive" or "negative" to make your decision.      Once the player makes this choice, it cannot be reversed. This decision will determine whether the cleric will spontaneously cast Cure or Inflict spells and will also dictate whether the cleric turns or commands undead. In other words, a cleric who chooses to wield positive energy will spontaneously cast Cure spells and turn undead, while a cleric who decides to wield negative energy will spontaneously cast Inflict spells and command undead.
TAG_CHARGEN_WIZARD_SPECIALIZATION	TAG_CHARGEN			Wizard Specialization	A school is one of eight groupings of spells, each defined by a common theme, such as ~Illusion~[TAG_MAGIC_SCHOOLS_ILLUSION] or ~Necromancy~[TAG_MAGIC_SCHOOLS_NECROMANCY]. If desired, a wizard may specialize in one school of magic. Specialization allows a wizard to cast extra spells from her chosen school, but then she never learns to cast spells from some other schools. Essentially, the wizard gains exceptional mastery over a single school by neglecting the study of other schools.  A specialist wizard can prepare one additional spell of her specialty per school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.  The wizard must choose whether to specialize and, if she does so, choose her specialty. At this time, she must also give up two other schools of magic which become her prohibited schools. In the character creation interface, under features, a wizard has the option of choosing such a school by selecting from the list entitled Available Schools. You will drag this school into the box with the heading "Specialized School" and then choose two other schools to be dragged into the Prohibited Schools box that is outlined in red.   An exception to the rules noted above is the school of divination. If divination is chosen as the school that the wizard character will specialize in, then only one school must be selected for the Prohibited Schools box.
TAG_SIZE_MODIFIER	TAG_COMBAT			Size Modifiers	The smaller you are, the bigger other creatures are relative to you. A human is a big target to a halfling, just as an ogre is a big target to a human. Since this same size modifer applies to Armor Class, two creatures of the same size strike each other normally, regardless of what size they actually are.Size /Size Modifier:Fine  (+8)Diminutive (+4)Tiny  (+2)Small  (+1)Medium (+0)Large  (-1)Huge (-2)Gargantuan (-4)Colossal (-8)
TAG_RANGE_PENALTY	TAG_COMBAT			Range Penalty	The range penalty for a ranged weapon depends on the weapon and the distance to the target. All ranged weapons have a range increment, such as 10 feet for a thrown dagger or 120 feet for a heavy crossbow. Any attack from a distance of less than one range increment is not penalized for range, so an arrow from a shortbow (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment cases a cumulative -2 penalty on the attack roll. A shortbow archer firing at a target 200 feet away takes a -6 penalty on his attack roll (because 200 feet is at least three range increments, but not four increments).
TAG_MELEE_SHOOTING	TAG_COMBAT			Shooting Into a Melee	If you shoot or throw a ranged weapon at a target that is engaged in melee with a friendly character, you take a -4 penalty on your attack roll because you have to aim carefully to avoid hitting your friend. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.If you have the ~Precise Shot~[TAG_PRECISE_SHOT] feat, you don't take this penalty.
TAG_MULTIPLE_ATTACKS	TAG_COMBAT			Multiple Attacks	If you get more than one attack per round because your base attack bonus is high enough, because you fight with ~two weapons~[TAG_TWO_WEAPONS] or a double weapon, or for some special reason (such as a feat or a magic item), you must use a ~full-round action~[TAG_FULL_ROUND_ACTION] to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.Each attack gets it's own ~attack roll~[TAG_ATTACK_ROLL].
TAG_FLANKING	TAG_COMBAT			Flanking	When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent's opposite side or opposite corner.When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters' centers. If the line passes through opposite sides of the opponent's space (including corners of those sides), then the opponent is flanked.Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.Only a creature or character that threatens the defender can help an attacker get a flanking bonus.Creatures with a reach of 0 feet can't flank an opponent.
TAG_HELPLESS	TAG_COMBAT			Helpless	An opponent who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy is considered helpless. A helpless character takes a -4 penalty to AC against melee attacks, but no penalty to AC against ranged attacks. A helpless defender can't use any Dexterity bonus to AC. In fact, his Dexterity score is treated as if it were 0 and his Dexterity modifier to AC as if it were -5 (and a rogue can sneak attack him).As a ~full-round action~[TAG_FULL_ROUND_ACTION], you can use a melee weapon to deliver a ~coup de grace~[TAG_RADIAL_MENU_COUP_DE_GRACE] to a helpless opponent.
TAG_COVER	TAG_COMBAT			Cover	Targets which take cover behind a low obstacle or another creature get a +4 bonus to their AC.You can view which creatures or objects are providing cover by holding down the left mouse button when attacking.  Cover is indicated by a red circle.
TAG_CLASS_FEATURES_MONK_AC_BONUS	TAG_MONKS			Monk AC Bonus	A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks.  When unarmored and unencumbered, the monk adds her ~Wisdom~[TAG_WISDOM] bonus (if any) to her AC.  In addition, a monk gains a +1 bonus to AC at 5th level.  This bonus increases by 1 for every 5 levels thereafter.  These bonuses to AC apply even against touch attacks or when the monk is ~flat-footed~[TAG_FLAT_FOOTED].  She loses these bonuses when she is immobilized or ~helpless~[TAG_HELPLESS], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
TAG_THIEVES_TOOLS	TAG_TOOLS			Thieves' Tools	This kit contains the tools you need to use the ~Disable Device~[TAG_DISABLE_DEVICE] and ~Open Lock~[TAG_OPEN_LOCK] skills.  The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw and a small wedge and hammer.  Without these tools, you must improvise tools, and you take a -2 circumstance penalty on Disable Device and Open Lock checks.
TAG_THIEVES_TOOLS_MASTERWORK	TAG_TOOLS			Thieves' Tools, Masterwork	This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on ~Disable Device~[TAG_DISABLE_DEVICE] and ~Open Lock~[TAG_OPEN_LOCK] checks.
TAG_ITEM_COMPOSITE_BOW	TAG_WEAPONS			Composite Bows	All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to wuse with proficiency).  If your Strength bonus is lower than the strength rating of the composite bow, you take a -2 penalty on attacks with it.Composite bows allow you to add your Strength bonus to damage, up to the bow's strength rating.For example, Tordek has a 15 strength, which gives him a +2 strength modifier.  With a regular shortbow, he gets no damage modifier.  With a composite shortbow (+1 strength bonus) he gets a +1 on his damage rolls.  With a composite shortbow (+2 strength bonus) he gets to use his full +2 bonus on damage rolls.  If he were to use a composite shortbow (+3 strength bonus) he would still only get a +2 on damage rolls and would take a -2 penalty on his to hit rolls because his Strength is insufficient to use the weapon to it's best advantage.[CMD_CHILDREN]
TAG_ENLARGE_SPELL	TAG_FEATS_DES			Enlarge Spell	You can cast spells farther than normal.  Benefit: You can alter a spell with a range of close, medium, or long to double the range of the spell. An enlarged spell uses up a spell slot one level higher than the spell's actual level.  Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
TAG_REGENERATION	TAG_SPECIAL_ABILITIES			Regeneration	Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed limbs.  Damage dealt to this creature is treated as ~nonlethal damage~[TAG_RADIAL_MENU_NONLETHAL_DAMAGE] and the creature automatically cures itself of nonlethal damage at a fixed rate (for example, 5 points per round for a troll).  Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn't convert to nonlethal damage and so doesn't go away.  Delivering a ~coup de grace~[TAG_RADIAL_MENU_COUP_DE_GRACE] has a chance of severing the creature's head, killing the creature instantly.
TAG_SPECIAL_ABILITIES_ABILITY_SCORE_LOSS 	TAG_SPECIAL_ABILITIES			Ability Score Loss	Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spell ~Lesser Restoration~[TAG_SPELLS_LESSER_RESTORATION] offsets ability damage as well. Ability drain, however, is permanent, though ~Restoration~[TAG_SPELLS_RESTORATION] can restore even those lost ability points.   Having a score of 0 in an ability is different from having no ability score whatsoever. For example, a wraith has no ~Strength~[TAG_STRENGTH] score, not a Strength score of 0. The wraith can move, it just can't act physically on other objects.   Some spells or abilities impose an effective ability score reduction, which is different than ability score loss. Any such reduction disappears at the end of the spell's or ability's duration, and the ability score immediately returns to its former value.  If a character's ~Constitution~[TAG_CONSTITUTION] score drops, then he or she loses 1 hit point per Hit Die for every point by which his or her Constitution modifier drops.
TAG_SPECIAL_ABILITIES_DAMAGE_REDUCTION	TAG_SPECIAL_ABILITIES			Damage Reduction	Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable.  The numerical part of a creature's damage reduction is the amount of hit points the creature ignores from normal attacks. Thus, a creature with a damage reduction number of 5 that is struck for 8 points of damage will ignore 5 points and take only 3 points of damage.  Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction by a slash. For example, a salamander's damage reduction is 10/magic, meaning the salamander ignores the first 10 points of damage from every normal attack unless it is made with a magic weapon. If a dash follows the slash (for example, a Large Air Elemental has a DR of 5/-), then the damage reduction is effective against any attack that does not ignore damage reduction. 
TAG_SPECIAL_ABILITIES_ENERGY_DRAIN_AND_NEGATIVE_LEVELS	TAG_SPECIAL_ABILITIES			Energy Drain and Negative Levels	Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim's life force from him.  Most energy drain attacks require a successful melee attack roll--mere physical contact is not enough. Monks, for instance, can pound such creatures with their fists without risking their life energy.   Each successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.      -1 on all skill checks and ability checks.     -1 on attack rolls and saving throws.     -5 hit points.     -1 effective level   Negative levels remain for 24 hours or until removed with a spell, such as ~Restoration~[TAG_SPELLS_RESTORATION]. After 24 hours, the afflicted creature must attempt a Fortitude save. If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature's level is also reduced by one.
TAG_SPECIAL_ABILITIES_FAST_HEALING	TAG_SPECIAL_ABILITIES			Fast Healing	A creature may have the extraordinary ability to regain hit points at an exceptional rate.   At the beginning of each of the creature's turns, it heals a certain number of hit points.  Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.  A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.  
TAG_SPECIAL_ABILITIES_RESISTANCE_TO_ENERGY	TAG_SPECIAL_ABILITIES			Resistance to Energy	A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type (such as cold, electricity, or fire) each round, but it does not have total immunity.  Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. For example, a janni has resistance to fire 10. A janni can ignore the first 10 points of fire damage it takes each attack. It doesn't matter whether the damage has a mundane or magical source.  When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell.  This resistance does not stack with the resistance that a spell, such as ~Endure Elements~[TAG_SPELLS_ENDURE_ELEMENTS], might provide.
TAG_SPECIAL_ABILITIES_SPELL_RESISTANCE	TAG_SPECIAL_ABILITIES			Spell Resistance 	Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance).  To affect a creature that has spell resistance, a spellcaster must make a caster level check at least equal to the creature's spell resistance. If the caster fails the check, the spell doesn't affect the creature.   Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A cleric's spells are subject to spell resistance, but his use of positive or negative energy is not.
TAG_SPECIAL_ABILITIES				Creature Special Abilities	A special ability is either extraordinary, spell-like, or supernatural in nature.   -Extraordinary abilities are nonmagical. A monk's ability to evade attacks and a barbarian's uncanny dodge are extraordinary abilities.  -Spell-like abilities, as the name implies, are spells and magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC].  -Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated. [CMD_CHILDREN]
TAG_HMU_ROOT	TAG_ROOT			Interface Help (Specific Interfaces)	[CMD_CHILDREN_SORTED] 
TAG_HMU_CAMPING_UI	TAG_HMU_ROOT			Camping UI	The Rest/Camp icon lets "fast-forward" time, either a set amount, in days and hours, or until a condition is met. Click on the Pass Time or Rest button after making your selection, or click on Cancel to go back to the game.Note: While you can pass time anywhere, you are only allowed to rest in certain locations (usually at inns, if you pay first, or in the wilderness or in dungeons). If the Rest/Camp icon looks like a watch, you can only pass time. If it looks like a tent, you can rest. You must rest to heal and recover spells. Before resting, look carefully at the tent icon. If the background is green, you can rest safely without interruption. However, if it is yellow, you may have a random encounter while you rest. The type of encounter you have will depend on your location, and you cannot avoid it with the Survival skill.
TAG_CHAR_ABILITIES_UI	TAG_HMU_ROOT			Abilities UI	The interface specifically for your character or characters can be viewed by right-clicking on the character portrait displayed on the bottom of the game screen. In the middle of the interface, you will see a large box with a series of tabs lining the top. The last tab on the right, the one that features a figure with arms spread open, is the Abilities tab. Hovering over the tab itself with your mouse will produce a description of Abilities and then clicking on the tab will open that part of the interface. Here, you will see the following list:Kill Count: the number of enemies that the character has killedDeath Count: the number of times the character has diedCharacter Generation Method (# of Rolls)Mode (will read either Normal or Ironman) 
TAG_CHAR_FEATS_UI	TAG_HMU_ROOT			Feats UI	The Feats interface can be found by either right-clicking on the character portrait in the bottom left-hand side of the game screen, or right-clicking on the character itself, which will bring up the radial menu. With your mouse, hover over the backpack icon, and you will see "Inventory". Selecting this will also open the character interface. Once opened, Feats are located in the row of tabs or icons above the box in the center of the interface, and the tab has a hand pictured on it. Clicking on this tab will open the Feats section of the interface, where the character's feats will be listed, both those that have already been selected in character creation and those that remain future options. If you slide the cursor/arrow over a feat, a short description and any prerequisites required for that feat will be displayed in a text box at the bottom of the interface.
TAG_HMU_CHAR_INVENTORY_UI	TAG_HMU_ROOT			Inventory UI	Character inventory may be found either by right-clicking on the character portrait at the bottom left corner of the game screen or by right-clicking on the character itself, which will bring up the radial menu. Selecting the backpack icon and then the tab that says "Inventory" will open the interface as well. Available items and armor will be displayed on the left side of the interface, with different colored tabs lining the top. The four tabs along the top allow access to different equipped item configurations, which you can set up in advance and then quickly swap configurations using the tabs. To create a configuration, simply drag items into its positions. When you switch away from a configuration, all equipped items return to your inventory. When you switch back to a configuration, all of its previously equipped items are re-equipped.When hovering on any item, a description will pop up in the blank text box on the bottom of the main interface, which states important characteristics like weight, AC bonuses, damage, etc.Directly to the right is the inventory grid, with the backpack icon on the left side. Click the backpack icon to open the usable inventory screen. To use an item, whether that involves putting new armor on a character or changing a weapon, click in the box on the left that holds the item and drag it into the larger box to the right into any open space. Then, at the bottom, you will see an icon/tab with a hand holding an object. Scrolling over this button will indicate that it is the "use an item" button. Next to this button is another with a hand letting go of an object; this is the "drop an item" button. Drag an item to the Use Item icon and the window will close, then the game acts as if you had selected the item to use from the radial menu. If you drag an item to the Drop Item icon, the item is removed from that character's inventory and placed on the ground at the character's location.Next to these two buttons is a blue box that reads "Total Weight" with a text box displaying the amount of weight that the character currently holds. Scrolling over this number will result in a text message that states whether or not you are ~encumbered~[TAG_ADVENTURING_ENCUMBRANCE].The Inventory interface also shows the amount of money that your character has in his or her possession, directly above the listing of character stats.
TAG_HMU_CHAR_LOOTING_UI	TAG_HMU_ROOT			Looting UI	The Looting interface is very similar to the ~Bartering~[TAG_HMU_CHAR_BARTERING_UI] interface, with a few exceptions. Instead of an Identify button, there is a TAKE ALL button that enables your character to grab all items off another creature. Also, when scrolling over items that have been looted, there will be no prices listed, as they were not bought.
TAG_HMU_CHAR_PORTRAIT_UI	TAG_HMU_ROOT			Portrait UI	The Portrait interface is one section of the Character Interface and can be found on the top left side. The Portrait interface has three main parts with corresponding buttons. These buttons are directly underneath the blank box in the top left-hand corner; each displays text when the mouse hovers over to give a short description of its function. First, there is the button that shows the character's 3D model, which is shown in the blank box. Second, there is a button that when clicked, will show the character's portrait picture. Lastly, you can click the button that shows the character's item-wield slots. 
TAG_HMU_CHAR_SKILLS_UI	TAG_HMU_ROOT			Skills UI	Character skills may be found either by right-clicking on the character portrait at the bottom left corner of the game screen or by right-clicking on the actual character, which will bring up the radial menu. Selecting the backpack icon in the radial menu and then the tab that says "Inventory" will open the interface as well. Skills can be found in the character interface, above the large grid in the middle of the interface, by clicking on the tab showing a hammer and anvil. There you will see a list of this particular character's skills and the amount of points in each one. To the right, you can view stats for skill rank,  the key ability and ability modifier, miscellaneous, and the total. Hovering on a skill will result in these numbers showing up in their corresponding boxes, or in the case of a key ability,  the name of the ability will be displayed to the left of the ability modifier. For example, Dexterity is the key ability for Move Silently, and this will appear in a gray box to the left of the modifier. For further detail about the skills, scrolling over a skill name with your mouse will provide a short description of the skill in the text box directly below. 
TAG_HMU_CHAR_STATS_UI	TAG_HMU_ROOT			Stats UI	Personal stats in the character interface may be found either by right-clicking on the character portrait at the bottom left corner of the game screen or by right-clicking on the actual character, which will bring up the radial menu. Selecting the backpack icon in the radial menu and then the tab that says "Inventory" will open the interface as well. Character ability stats are listed on the bottom left side of the interface, along with experience points, level, hit points, AC, bonuses to saves, bonuses to attacks, initiative, speed, and height and weight.
TAG_HMU_CHAR_UI	TAG_HMU_ROOT			Character Screen UI	Here you may view your character's inventory, portrait, stats, skills, feats, spells and abilities of the character. For more information, please see the help text provided specifically for each one of these aspects in the character interface. [CMD_CHILDREN]
TAG_HMU_CHAR_EDITOR_CLASS_UI	TAG_HMU_ROOT			Level Up (Class) UI	Once a character gains enough experience points (XP) to level up, a small icon will appear on their character portrait. Click on this icon to open the level up interface. The Class portion of the interface is similar to Class in character creation, with two rows of buttons listing each class. You will choose which class you would like to level up in and click that button.
TAG_HMU_CHAR_EDITOR_FEATS_UI	TAG_HMU_ROOT			Level Up (Feats) UI	Once a character gains enough experience points (XP) to level up, a small icon will appear on their character portrait. Click on this icon to open the level up interface. If it is time for your character to gain another feat, this option will be available to you in the Feats section of the Level Up interface. For most characters, this occurs at 3rd, 6th, and 9th levels. ~Fighters~[TAG_FIGHTERS] gain an additional bonus feat at 2nd, 4th, 6th, 8th, and 10th levels. In the Level Up interface, the layout and functionality of the feats section is basically the same as it was in the ~character creation~[TAG_CHAR_FEATS_UI] interface for feats. Select a feat from the list on the left and drag it into the empty box or boxes on the right.
TAG_HMU_CHAR_EDITOR_FEATURES_UI	TAG_HMU_ROOT			Level Up (Features) UI	Some classes get special abilities (sometimes optional) at certain levels. The interfaces vary according to class, but all are fairly similar to the character creation interfaces. For example, a level 1, 5 or 10 ranger must pick a favored enemy and a level 2 ranger must pick a combat style.
TAG_HMU_CHAR_EDITOR_SKILLS_UI	TAG_HMU_ROOT			Level Up (Skills) UI	Once a character gains enough experience points (XP) to level up, a small icon will appear on their character portrait. Click on this icon to open the level up interface. The Skills segment of the Level Up interface resembles that of the Skill section in the character interface. On the right side, you will see the number of skill points that you are able to spend, while on the left is the list of skills that you can put points into. As before, click the up arrow to the right of the skill name to add points into any skill. Spend your new skill points for your character at a cost of 1 point per class skill and 2 points per cross-class skill.
TAG_HMU_CHAR_EDITOR_STATS_UI	TAG_HMU_ROOT			Level Up (Stats) UI	Within the Level Up interface, the section on Stats is a display of the six ~abilities~[TAG_ABILITIES]. Every fourth level, you can raise an ability score by one point. Click on any one of the stats in the row of buttons and one point will be added to that ability.
TAG_HMU_COMBAT_INITIATIVE_UI	TAG_HMU_ROOT			Combat Initiative UI	Listed in Initiative order are the participants of the current combat.  The blue border indicates who is currently acting.Hovering over a portrait displays the creature's vital stats.You may click on each portrait to center the game screen on that creature.You may drag portraits around to indicate your desired position in the Initiative order.Initiative Portraits are also selectable targets, e.g. you may target a portrait as the recipient of an Action, and it will select the appropriate creature in the combat.Creatures gray out when they are Unconscious or Dying, and eventually are removed when they die.
TAG_HMU_COMBAT_UI	TAG_HMU_ROOT			Combat UI	When entering combat, a row of character and monster portraits will appear at the top of the screen, in order of initiative. On the left side of the screen, a bar will appear. The combat system in the game translates the actions you have available into a numerical score and displays that score as a bar, with three colors. The action bar, path movement, and the entries on the radial menu are all color coded as follows:  Green:  An action can be performed, and you will still be able to attackafterward (for ~move actions~[TAG_MOVEMENT_ACTION]) or move afterward (for attacks).Yellow: An action can be performed, but you will not be able to attack afterward (for move actions) or move much (for attacks).Red: An action cannot be performed.
TAG_HMU_D20_ROLLS_UI	TAG_HMU_ROOT			D20 Rolls History UI	The Die History icon brings up a scrollable history of all die rolls in the game. Combat attack rolls, damage rolls, saving throws, and skill and ability checks are all in there. The roll history can be found at the bottom right corner of the game screen, on the main icon bar. Above icons for help, townmap, etc., you will see a small crystal-shaped icon, on the extreme right of the bar. Click on that and a window will open, which shows your roll history.
TAG_HMU_DLG_UI	TAG_HMU_ROOT			Dialog UI	The Dialog window opens whenever you talk to an NPC. The top pane of the window shows the conversation thread so far, alternating between lines the NPC has said and lines your character has said. The bottom pane displays all of the current PC responses. Note: An icon appears to the left of any line that uses a dialog skill, such as Diplomacy.The Dialog History button in the upper right displays a record of several previous conversations.
TAG_HMU_FORMATION_UI	TAG_HMU_ROOT			Formation UI	This interface allows you to create up to four party formations and select an active formation. The formation icon is a triangle, found on the main icon bar. Click on this icon to open the formation interface. Use the numbered tabs along the top to select the active formation, and change a formation by clicking and dragging the character portraits to different locations. The game will initialize your formations to several standard formations, including the two-column formation, the T formation, and the V formation.
TAG_HMU_HELP_UI	TAG_HMU_ROOT			Help UI	The Help icon activates the in-game help system. In this interface, you can access nearly every facet of the game, including the 3.5 D&D rules and definitions. The interface works like a browser, and links show as blue text. Click on any blue text to access more detailed information on that topic.The six blue buttons along the bottom allow you to move through the database. The first two buttons are similar to a browser's back and next buttons. The third button is a home button and takes you to the topmost page of the database. The last three buttons move you to the topic before, above, or after the current topic.
TAG_HMU_ITEM_CREATION_UI	TAG_HMU_ROOT			Item Creation UI	If your character has an ~item creation feat~[TAG_FEAT_TYPES], such as ~Craft Wondrous Item~[TAG_CRAFT_WONDROUS] or ~Scribe Scroll~[TAG_SCRIBE_SCROLL], they can open the Item Creation interface by right-clicking on their character to display the radial menu. In the radial menu, click on the backpack icon and select the item creation feat you would like your character to use. Once the feat is selected, the item creation interface will open. On the left side, choose the item you would like to create. If an item is dark gray, your character cannot create that item because necessary prerequisites are missing. If an item is red, your character does not have the needed value to create that item. On the top right side, the following aspects are listed:-the item's name-the XP cost that is required to create this item-the monetary value of creating this item-the prerequisite that is needed to create this itemOn the bottom, the name of your character, the remaining XP available for using, and the money that is left to spend is listed. Once your item is selected from the left, click the Create button. 
TAG_HMU_LOADGAME_UI	TAG_HMU_ROOT			Load Game UI	Load Game is a choice listed on the main menu at the beginning of the game. Clicking on Load Game will bring up on interface in which all previously saved games are listed by the names you have given them, the location of your party, and a date. Select a game and then click the Load button in the bottom right corner of the interface.
TAG_HMU_LOGBOOK_UI	TAG_HMU_ROOT			Logbook UI	The Logbook icon will bring up the logbook interface, which is broken into five sections, accessible by the tab at the top of the Logbook: Quests, Reputations, Ego, Keys, and Rumors.
TAG_HMU_LOGBOOK_UI_EGO	TAG_HMU_ROOT			Logbook Ego UI	The Ego section of the Logbook keeps track of various party data, including combat stats, damage ranges and similar information. These data are arranged on the left page, with tabs to switch to different ego subsections. The right page shows the actual information. For example, you can select "Creatures Killed" under the Combat tab on the left side of the Ego page. The right side will then list every monster type that you have killed in the game, and tabs on that page will let you sort these monsters by CR, Hit Dice or Name.
TAG_HMU_LOGBOOK_UI_EGO_COMBAT	TAG_HMU_ROOT			Logbook Ego Combat UI	In the Ego section of the Logbook, there are three different tabs displayed on the left side, at the top of the book. The first is Combat. Clicking on this tab will reveal various stats that your character has accrued during combat, including the following:-Creatures Killed-Most Experience from 1 Combat Session-Most Critical Hits-Most Consecutive Misses-Most Kills-Most DeathsThat information can be sorted on the right side of the logbook, according to CR, Hit Dice, or Name of the creatures. There is a matching tab along the top that lists these three categories. Clicking on any of the tabs will sort the combat statistics in that manner.
TAG_HMU_LOGBOOK_UI_EGO_DAMAGE	TAG_HMU_ROOT			Logbook Ego Damage UI	In the Ego section of the Logbook, the second tab listed on the top of the left side of the book is Damage. Here, there are statistics that are calculated based on different aspects of damage that the character could either be responsible for administering or situations in which they were the victim. The stats fall under these categories:-Most Weapon Damage Taken in a Single Attack-Most Weapon Damage Dealt in a Single Attack-Most Spell Damage Taken in a Single Attack-Most Spell Damage Dealt in a Single Attack Clicking on any of these categories will bring up the desired information.
TAG_HMU_LOGBOOK_UI_EGO_MISC	TAG_HMU_ROOT			Logbook Ego Misc UI	After clicking on the logbook icon on the main icon bar, open the Ego section by selecting the corresponding tab. On the left side, the third tab along the top is the Misc tab. Here, you will find an assortment of statistics based on the skills and actions of the characters in your party, including:-Most Traps Disarmed-Most Traps Set Off-Most Uses of Diplomacy-Most Uses of Bluff-Most Uses of Intimidate-Most Uses of Gather InformationClicking on any of these headings will result in more specific information appearing about each category.
TAG_HMU_LOGBOOK_UI_KEYS	TAG_HMU_ROOT			Logbook Keys UI	The Keys section is similar to the quest and reputation sections in that it shows all keys you have found on the left, and information on the particular selected key on the right. Note: Unlike all other items in the game, keys do not go into personal character inventories, but instead become group communal property listed here in the Logbook.
TAG_HMU_LOGBOOK_UI_QUESTS	TAG_HMU_ROOT			Logbook Quests UI	The Quests section keeps track of all quests you have accepted or even heard mentioned. The quests are arranged by the location where you received them, and these locations appear as tabs on the top of the left page. Each quest is listed on the left page - you may need to scroll if you have a lot of quests in that location. Select a quest to see its status and a description on the right page. The status of a quest is either Mentioned (you heard about the quest), Accepted (you have agreed to undertake the quest), Completed (you have finished the quest), or Botched (the quest is in a state where you can no longer complete it). You receive experience for a completed quest, and sometimes you can "unbotch" a botched quest. For example, if you are supposed to rescue someone and they are killed, that quest is botched. But if you resurrect the person, the quest will be unbotched and you can try to complete it.
TAG_HMU_LOGBOOK_UI_REPUTATIONS	TAG_HMU_ROOT			Logbook Reputations UI	The Reputations section is similar to the quest section, in that reputations you have acquired on displayed on the left, and information about the reputation on the right. The Logbook tracks when and where the reputation was received and what effect the reputation has on gameplay.
TAG_HMU_LOGBOOK_UI_RUMORS	TAG_HMU_ROOT			Logbook Rumors UI	The Rumors sections of your logbook records rumors that you pick up through conversations with certain people which may serve as useful hints in the game.
TAG_HMU_MM_UI	TAG_HMU_ROOT			Main Menu UI	When the game begins, you will see the Main Menu, which contains the following options:New Game: Start a new game. You will choose between Ironman and Normal mode.Load Game: Load a previously saved game.Options: Adjust graphics, controls, and sound options.Credits: See the names of the people who helped make this game.Quit: Quit to Windows.Left-click on any of the above to select what you would like in the Main Menu.
TAG_HMU_OPTIONS_UI	TAG_HMU_ROOT			Options UI	The Options menu allows you to change your video, audio and preferences settings. You can change options either from the Main Menu, before starting a game, or from within a game using the Options icon on the main icon bar. Note that the Video and Audio settings are configuration settings and therefore are set for every game, while Preferences settings apply just to the game you are playing (or the next game you start, if you are at the Main Menu).
TAG_HMU_PARTY_POOL_UI	TAG_HMU_ROOT			Party Pool UI	The character pool interface is used for the creation and organization of your party. Once you create a character, the character may be added and listed on screen, with their portrait, name, and main information. There are four buttons lining the top portion of the interface--create, view, modify, and delete. Create will bring you to the character creation interface, where you will roll stats and choose your character's class, race, and other attributes. Clicking on View will bring up a small window that holds information about a particular character in your party (the basic defining traits like class and race, as well as their character stats, etc.) Choosing the button Modify will allow you to change certain aspects of a character. Delete permanently erases the selected character from the party. Toward the bottom of the interface is a button that will either read as Add or Remove, depending on the appropriate action needed. Once a new character is created and listed in the interface, you will need to select Add in order for the character to actually be included in the party. First, click on the desired character's portrait located in the row directly underneath the Add button (the character will be highlighted in blue to indicate the selection), then click Add.If the character's alignment or class does not conflict with the party alignment that was chosen, he or she will be added to the party and highlighted in green to indicate the successful addition. If the character's alignment does conflict, then the character will be highlighted in red, indicating that it is not possible to add that character to the party. Likewise, if there is a conflict regarding class and the alignment of the party (specifically, with ~Paladins~[TAG_PALADINS], as they cannot be added to any parties with evil characters) then that character will not be added.If you would like to exclude a character from your party but not permanently delete them, click on their picture in the portrait row and select Remove. The character will no longer be highlighted in green and is removed from the party, but it will still be listed among the other party members, if you wish to add them again at a later time.
TAG_HMU_PARTY_UI	TAG_HMU_ROOT			Party UI	These portraits represent the controllable characters currently in the party.  If your character is currently under the effects of a condition, you may see Buff indicators above and Ailment indicators below the portrait.  You will also be able to see the character's current Hit Point total in the form of the HP bar.  If you left-click the HP bar, you will see a numerical representation of the character's current and maximum Hit Points on top of the portrait.  Your character's portrait flashes briefly whenever he/she takes damage.Left-clicking a portrait changes the currently selected character (modifiable with the SHIFT key [default key]).Left-clicking a portrait will also change the focus of the Inventory, if the Inventory screen is showing.Left-clicking a Buff or Ailment indicator will open the Help UI to the appropriate topic.By left-clicking and dragging the portraits, you may change the party marching order.By right-clicking a portrait, you may access/close Inventory for that character.These portraits are selectable in combat as targets, much like the portraits in the Combat Initiative UI.If a character is able to level up, due to experience, an indicator will appear to bring up the Level Up UI.If a character in the party dies, an indicator will appear to bring up a Party Dismissal UI.
TAG_HMU_PARTY_UI_HP_BAR	TAG_HMU_ROOT			Party HP Bar UI	Left-clicking on the HP bar will cause the character portrait to display the character's current HP/maximum HP.
TAG_HMU_PC_CREATION_UI	TAG_HMU_ROOT			PC Creation UI	To create a new character, click on the Create button on the Party Pool screen. Character creation requires a series of steps, which you progress through by clicking on buttons on the right side of the screen. As you complete each creation step, the next button will light up, indicating you can click on it and advance to the next stage. At any time during creation, you may back up to an earlier step by clicking on the appropriate button. You will need to repeat any intermediate stages. For example, if you are picking your class and want to change your race, click on the Race button. You will then need to reselect your gender and height again before selecting class.
TAG_HMU_PC_CREATION_ABILITIES_UI	TAG_HMU_ROOT			PC Creation Abilities UI	You need to select for your character the values of six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. These values are normally generated with four six-sided dice, with the lowest die roll discarded, for a range of 3 to 18. In Normal mode, you can choose to roll (and re-roll) your scores or to buy them directly. Point-buying allows you to customize your character's scores, but random rolling will eventually generate better scores. If you roll, then six values are randomly generated, and you can arrange them any way you like by dragging a number from the right column into an ability score box on the left side. If you don't like the numbers, you can reroll until you're satisfied. However, the game keeps track of the number of rolls you make and displays this number on your character's Info Sheet.You can also buy your ability scores directly in Normal mode. When you use this system, your character begins with all abilities at 8 and you are given 25 points to spend on raising your abilities. Abilities cost 1 point to raise for each score up to 14, 2 points for scores 15 and 16, and 3 points for scores 17 and 18. In Ironman mode, you can only roll your scores (no point buying is available), and you must accept the first roll. You can still choose how to arrange the scores, however.
TAG_HMU_PC_CREATION_ALIGNMENT_UI	TAG_HMU_ROOT			PC Creation Alignment UI	The Alignment interface is basically a boxed grouping of buttons that list the nine different alignments. When creating a party of player characters, the party alignment will limit which characters may adventure together. In selecting one alignment, others that would potentially work with that party alignment will light up. For example, in selecting True Neutral, all of the following alignments light up: Neutral Good, Neutral Evil, Lawful Neutral, and Chaotic Neutral. So in selecting that party alignment, you may only add characters to your party that fall under one of those alignment categories. Once your decision is made, simply click on the chosen button, and then click on the green Accept button. If you change your mind, click the red Cancel button.
TAG_HMU_PC_CREATION_CLASS_UI	TAG_HMU_ROOT			PC Creation Class UI	Clicking on the Class button in the character creation interface will lead to the display of all 11 class buttons. Scrolling over any Class button will result in a text description of that corresponding class in the text box directly below. In the event that your party's alignment does not match the required alignment for a class (specifically, Paladins can only be lawful good, with no evil alignments in their party), that alignment will be grayed out and you will be unable to select it. Once the desired class for your character has been chosen, click the appropriate button and move on to the next stage. 
TAG_HMU_PC_CREATION_DEITY_UI	TAG_HMU_ROOT			PC Creation Deity UI	A list of deity buttons will be available in the Deity section of the character creation interface. Only deities appropriate to your character's class, race and alignment are available (the remaining choices are grayed out). As with the rest of the character creation interface, hovering on a selection or button will bring up a help description in the text box below. Click on one of these buttons to select a Deity.
TAG_HMU_PC_CREATION_FEATS_UI	TAG_HMU_ROOT			PC Creation Feats UI	Select the one or more feats available to your character. Drag feats from the list is on the left into the slots on the right. Some classes, such as fighters, have specific bonus feats available. These extra feats are colored gold and you may drag them into the similarly colored slot on the right. You may not choose the regular white-colored as these special feats. Also, some feats have prerequisites and you may only select them when your character has achieved those prerequisites (usually another feat, skill or minimum ability score). These feats are colored gray if they are unavailable.
TAG_HMU_PC_CREATION_GENDER_UI	TAG_HMU_ROOT			PC Creation Gender UI	Left click on either the Male or Female button to select your character's gender.
TAG_HMU_PC_CREATION_HAIR_UI	TAG_HMU_ROOT			PC Creation Hair UI	Choose a hair style from among those provided and then select a hair color from among the listed choices. Although hair choice will not affect game play, it will affect your character's appearance.
TAG_HMU_PC_CREATION_HEIGHT_UI	TAG_HMU_ROOT			PC Creation Height UI	Select a height, which will vary depending on your character's race and gender, by dragging the scroll bar provided until finding what you think is the optimal height for your character.  Height will vary depending on your character's race and gender, but has no affect on your character's abilities.
TAG_HMU_PC_CREATION_NAME_VOICE_UI	TAG_HMU_ROOT			PC Creation Name UI	Create a name for your character and type into the blank box provided, in the interface for Voice and Name. Next, scroll through the available choices that will list different types of male or female names, such as Charismatic or Naturalist.
TAG_HMU_PC_CREATION_PORTRAIT_UI	TAG_HMU_ROOT			PC Creation Portrait UI	Left-click and choose from among the character portraits provided in the interface. You may scroll down further to in order to view all of them. When selected, a larger version of the portrait that you click on will appear in a window on the left side of the interface, which enables you to view the portrait more closely.
TAG_HMU_PC_CREATION_RACE_UI	TAG_HMU_ROOT			PC Creation Race UI	Pick one of the seven races for your character by left-clicking and selecting the desired button. You may choose from Humans, Elves, Half-Elves, Halflings, Half-Orcs, Gnomes, and Dwarves. Race affects some ability scores and determines a favored class.  It will also change the way your character looks in the game.[CMD_CHILDREN]
TAG_HMU_PC_CREATION_SKILLS_UI	TAG_HMU_ROOT			PC Creation Skills UI	Use your character's skill points (dependent on the character's Intelligence score, class, and race), to purchase ranks in various skills, at the rate of one rank per point for class skills (white), and one-half rank per point for cross-class skills (gold).The right side of the interface will show the skill points available. You will start out with a number which will decrease with each additional skill point gained until it reaches 0. In order to obtain skills and add skill points, click on the up arrow directly to the right of a skill. If you want to subtract a skill point, click on the down arrow directly to the right, and the appropriate amount of skill points will be added back on to your total.  Use the scroll bar to the right of all the skills to scan down and view the entire list.
TAG_HMU_PC_CREATION_SPELLS_UI	TAG_HMU_ROOT			PC Creation Spells UI	If applicable to your character's class, select spells from the list on the left, and either drag them into a space on the blank lines on the right or you can right-click on the spell and it will appear in the blank list. If you hover over the spell name with your mouse, a description of each spell will appear in the box on the bottom of the interface. Spells must be selected according to Spell Level; so, for example, a 1st-level spell like Burning Hands cannot be dragged into a 0-level space.  Fill in all the spaces available with the spells of your liking.
TAG_HMU_PC_CREATION_STATS_UI	TAG_HMU_ROOT			PC Creation Stats UI	By clicking on the ROLL button in the interface, six numbers will be generated in the boxes on the left by the computer rolling four six-sided dice and eliminating the lowest single die roll. Additionally, scores with ability bonuses that total less than 0 or scores with no number greater than 13 will automatically be rerolled. If you are still unhappy with the outcome, the option is available to reroll as many times as you would like.      You assign the six scores to the ability of your choice by clicking and dragging the number to the box next to the ability name. Once all ability scores have been dragged to their desired places, you can reassign them, reroll them, or move on to the next stage of character creation.
TAG_HMU_RANDOM_ENCOUNTER_UI	TAG_HMU_ROOT			Random Encounter UI	When your party uses the WorldMap interface to travel from one location to another, there is a chance that they may have a random encounter. This is measured against a Wilderness Lore check and the computer will then calculate the likelihood. If this does occur, a new interface will pop up in WorldMap, that reads "Wilderness Lore" on the very top. Then, usually, it will have either the type of creature or the type of battle that your party is up against listed directly underneath that. Below this will be a picture icon of the creature and how many creatures are there. (For example, it could have a picture of a Shadow, then say x3 shadow, which indicates there are three of these creatures). At the bottom of the interface will be two buttons; the one on the left reads "Engage", the other says "Avoid". You must decide whether to enter your party into combat in this random encounter. If you accept, your party will automatically be transferred to the encounter. If you choose to avoid it, you will continue traveling to your original destination.
TAG_HMU_SAVEGAME_UI	TAG_HMU_ROOT			Savegame UI	To save the game you are currently playing, hit the Esc key and a menu will appear on the game screen. One of the options is Save Game. Clicking on Save Game will bring up an interface in which there is a blue outlined box that says "Empty". Delete this and type in the name of the game you would like to save. Click on the Save button on the bottom side of the interface and you will then be brought back to the part of the game you were playing previously.
TAG_HMU_SKILL_MASTERY_UI	TAG_HMU_ROOT			Skill Mastery UI	Once a rogue reaches 10th level and begins going through the leveling up process, he or she has the option of choosing ~skill mastery~[TAG_CLASS_FEATURES_ROGUE_SKILL_MASTERY] as a special ability. If this decision is made, the skill mastery interface will appear, in which the rogue needs to choose which skills he or she will "master". On the left side of the interface is a list of skills from which the rogue will select. On the right, is a list of the skills that have already been mastered, followed by a certain number of blank spaces. The number of blank spaces determines how many skills can be mastered at this time. Simply click on a skill on the left side and it will be moved into a blank space. To complete, click on the Accept button at the button; otherwise, you may click Cancel if you would rather not continue.
TAG_HMU_TOWNMAP_UI	TAG_HMU_ROOT			Townmap UI	The Town/World Map interface gives you access to an overview of your current location and other locations you have visited, as well as a world map. The location maps, often called town maps, show the location you are in - areas you have not seen are blacked-out on the map. Select different locations using the menu on the right side. Use the buttons along the bottom right to manipulate any town map. To center the map on your party (drawn as blue circles on the map), press the first button. The second button lets you place note flags on the map. Simply click anywhere on the map and then type in a note to be attached to that flag. Hovering on the flag will display the note. You can delete note flags by clicking the third button and then clicking on any note flag you want to delete. Click on the fourth button to zoom in and out of the town map by left-click dragging up an down or by using your mousewheel.The current map button below the world map button will take you back to the town map for your current location. The iconic button on the bottom will do that, and center the town map on your party's location.In order to exit, click on the red arrow button at the bottom right corner of the interface. 
TAG_HMU_TRACK_UI	TAG_HMU_ROOT			Track UI	If your character has ~Track~[TAG_TRACK] as a feat, right-click on the character to make the radial menu appear. At this point, click on the feats icon, which is pictured as a hand, and choose Track. The Track interface will appear. The left column is for Enemies Tracked, as is noted by the heading on top. If you are able to track a creature, it is here that the name of the general type of creature will be displayed. This merely presents the creatures that are in the area. On the right side of the interface, a compass is featured, with a heading above that reads "Enemy Direction". The red arrow on the compass will point in the general direction of the creature that has been tracked. At the bottom, there will be the standard red Exit button to return to the game screen.
TAG_HMU_UTILITY_BAR_UI	TAG_HMU_ROOT			Utility Bar UI	The main icon bar, or utility bar, appears in the lower-right corner of the screen. It contains eight icons, most of which bring up a new interface: Select All, Formation, Logbook, TownMap / World Map, Rest/Camp, Help, Options, and Die History. The bottom of the icon bar contains a clock, which graphically displays the time of day, or, when you hover the mouse cursor over it, the exact time and date.[CMD_CHILDREN]
TAG_HMU_WORLDMAP_UI	TAG_HMU_ROOT			Worldmap UI	First, to display the interface where Worldmap can be found, click on the rolled-up map icon at the bottom right corner of the game screen. This will open the map interface for both the ~Townmap~[TAG_HMU_TOWNMAP_UI] and WorldMap.Click on the button at the top right of the map interface to display the world map.  Select a location, either by clicking on it ion the world map (such places appear as labeled red circles) or by selecting one of the location names on the list on the right. Your party will then travel to that location, and their path of travel will be drawn as a series of dots. Each dot represents 15 minutes and around a third of a mile of travel. You may have ~random encounters~[TAG_HMU_RANDOM_ENCOUNTER_UI] while traveling, and you may avoid these if one of your characters' Survival skill is high enough. When you arrive safely at your destination, the game will drop back to the main interface, centering on the party at the entrance point of the new location.
TAG_ADVENTURING_MOVE	TAG_ADVENTURING			Move	Humans, Elves, Half-Elves, and Half-Orcs move at a base speed of 30 feet, while Gnomes, Dwarves, and Halflings move at a base speed of 20 feet. A single move for a character means that the character will move this amount.[CMD_CHILDREN]
TAG_ADVENTURING_DOUBLE_MOVE	TAG_ADVENTURING			Double Move	A double move is fairly self-explanatory; your character is allowed to move twice the distance than he or she normally would.
TAG_ADVENTURING_ENCUMBRANCE	TAG_ADVENTURING			Encumbrance	Encumbrance rules determine how much a character's armor and equipment slow him or her down. There are three general weight categories for encumbrance: light, medium, and heavy. The computer will calculate your character's carrying capacity based on his or her Strength score and the amount of weight being carried. The chart below can be used as a basic guideline for encumbrance.Load     Max Dex     Check Penalty     Speed (30 ft.)     Speed (20 ft.)     Run Medium     +3               -3                              20 ft.                    15 ft.                x4Heavy         +1               -6                              20 ft.                    15 ft.                x3In ToEE, if a character's encumbrance level does exceed a heavy load, they will still be allowed to accrue more items. However, their movement will drop to a rate of 5.A dwarf is immune to encumbrance penalties until he or she begins carrying a heavy load. So, a dwarf will continue having a ~movement rate~[TAG_MOVEMENT_RATE] of 20 ft. until they reach this level. However, once they begin carrying a heavy load, dwarves will only be allowed the usual movement rate of 5 for those encumbered at that level.
TAG_HMU_CHAR_BARTERING_UI	TAG_HMU_ROOT			Bartering UI	The bartering interface looks very similar to the character inventory with an extra pane on the left side for the NPC's inventory. Hovering over any item in your character's inventory will display the price that the NPC will buy it for, and hovering over any item in the NPC's inventory will tell you what the NPC will sell it for. To buy or sell an item, simply drag it from one inventory to the other. In some cases, the NPC will refuse to buy or sell an item, and he will tell you if that is the case.All shopkeepers can identify magic items, for a price. Simply click the Identify button and you will get a special identify cursor. Click on any unidentified magic item in your inventory and for 100gp the shopkeeper will identify it.
TAG_TUT_ROOT	TAG_ROOT			Tutorial	This is the information viewed in the tutorial.[CMD_CHILDREN]
TAG_TUT_REST_CAMP	TAG_TUT_ROOT			Tutorial: Rest/Camp	You need to rest now so that Ariel has time to memorize her spells. Look at the utility bar in the lower right hand corner of the game screen. There is an icon that looks like a tent.  This is the Rest Icon.  Pressing this will bring up the rest interface.  Resting will allow you to regain your health, memorize spells, or just let time pass.  You can choose to rest for any amount of time.The rest icon changes colors to indicate if resting is possible or not.  Red means you cannot rest here.  Yellow means you may rest here, but it is dangerous and you might get attacked while you are sleeping.  Green means that this is a safe place and you may rest for any amount of time.Sometimes the rest icon will change from a tent to a stop-watch.  The stop-watch icon indicates that you can only pass-time here.  While passing time you will not regain spells or health, but you will not get attacked either.Spellcasters like Ariel need 8 hours of rest in order to regain their spells.  The rest icon is green, indicating we are in a safe area, so let's rest.  Here is how to accomplish this:-Left-Click the rest icon.-It is automatically set to 8 hours, so click "rest" to begin.  After clicking "rest", 8 hours will elapse instantly.
TAG_TUT_PORTRAITS	TAG_TUT_ROOT			Tutorial: Portraits	In the bottom left corner of the game screen, there will be a row of portraits, which represent each member of your party. Left-clicking on a portrait will center the game on that character and select him/her. Right-clicking on a portrait will bring up that character's Inventory interface, which contains their stats, and a 3D model of the character, as well as information about their skills, feats, and spells (if applicable).Each portrait displays that character's health as a red bar that decreases as that character takes damage. If the red bar ever reaches zero and disappears, your character is staggered.
TAG_TUT_OPEN_DOOR	TAG_TUT_ROOT			Tutorial: Open Door	To open a locked door using a key, having the correct key in your party's Logbook is all that is necessary.If you have looted the key, you can just click on the door and it will open.
TAG_TUT_OPEN_CHEST	TAG_TUT_ROOT			Tutorial: Open Chest	With your character selected, left-click on the chest and you will walk over and try to open it.
TAG_TUT_DIALOGUE	TAG_TUT_ROOT			Tutorial: Dialogue	You have discovered another adventurer in the dungeon.  This particular one wants to talk to you immediately, so the dialogue interface will come up right away.  Normally, you would have to select a party member, and then left-click on the person/creature you wish to talk to.This interface has two windows.  The top is what the other person is saying, and the bottom is your list of potential responses.  Left-click on a line of dialogue to respond.
TAG_TUT_MOVEMENT	TAG_TUT_ROOT			Tutorial: Movement	In combat, movement is color-coded. When you click to move different places, you will see these colors, which will help you understand what you can and cannot do.Green: You can still move and perform an action.Yellow: Moving is your action and you are unable to do any other actions. Once you can move no further, your character will stop, regardless of where you try to click.
TAG_TUT_COMBAT_ACTION_BAR	TAG_TUT_ROOT			Tutorial: Combat and the Action Bar	The Action Bar, on the left side of the game screen, shows how much time you have to perform actions during your turn.  Every action costs a certain amount of "time".If you move your cursor along the ground, you can see how much time that move will cost if you choose to left-click and walk there.  If you hover over an enemy, your cursor will change to an attack cursor and the action bar will display how much time it would it take to left-click and attack them.In general, if you keep the bar in the green (above the middle line) you will be able to attack or cast a spell.  If you go into the yellow (below the middle line) you are choosing to do nothing but move the rest of your turn.If the bar is red, it means that this action would take more time than you currently have available.If you use all of your time up, your turn will end automatically.  If you still have some time left and wish to end your turn, you can click on the "end turn button" beneath the action bar or just hit the "enter" key on your keyboard.
TAG_TUT_SELECT_CHARACTER	TAG_TUT_ROOT			Tutorial: Select Character	You can create up to 5 adventurers for your party.  In this tutorial, you only have one... for now.  When a character is selected, you will see a blue selection ring around him and his portrait beneath.  To select a character within your party, you can:-Press numbers 1-5. Each number corresponds with a specific character in the party.-Left-click and drag to form a square around the character or characters.-Left-click on the character.To move your character:-Left-click anywhere on the ground and your character will move there.  If you have clicked on a location that he cannot find a path to, you will see a flashing circle where you have clicked.
TAG_TUT_CAST_SPELLS	TAG_TUT_ROOT			Tutorial: Choosing Spell to Cast	You don't have to wait for a creature to see you in order for combat to begin.  Sometimes it is best to draw first blood!  If Ariel has memorized her magic missile, now would be a perfect time to cast it.  Make sure Ariel has a clear line of site to the zombies and then do the following: -Left-click on Ariel once to make sure she alone is selected. -Right-click to open her radial menu, and then hover over the spell icon that looks like a glowing ball of light. -Hover over the class "wiz" and then spell level, which in this case is level "1".-Left-click on magic missile.If you don't have any spells memorized you can charge in and hope for the best, but I would recommend trying to memorize her magic missile spell.
TAG_TUT_COMBAT_INITIATIVE_BAR	TAG_TUT_ROOT			Tutorial: Combat Initiative Bar	Combat with a giant rat has begun!  Combat is based on turns and the first thing that needs to be determined is who goes first.  This is called "initiative".  A higher initiative score means you will go before someone with a lower score.  At the top of the game screen during combat, there will be a row of portraits consisting of  your party and all other creatures involved in combat.  A blue border highlights the portrait of the character whose turn it is.  The portraits are listed from left to right in order of initiative.  Once the character on the end of the initiative bar takes his turn, the round is over and a new one begins.Creatures will automatically act when they get the chance, but when it comes to your turn, you will have to tell your character where to go and who to attack.Info:  Hovering over the portrait as well as the creature itself, displays the creature's current condition.
TAG_TUT_COMBAT_ATTACKING	TAG_TUT_ROOT			Tutorial: Attacking	If your character is standing away from the creature, you will need to click to move next to the creature. Then, you can click on the creature and your character will attack. If your character is standing beside the creature, click on the creature and your character will perform a full attack.The Action bar will inform you of whether or not these actions are possible. For example, if you move a great distance, you will not be able to attack the creature once you get there, as this will be an action you will have to save for your next turn. 
TAG_TUT_KEYS	TAG_TUT_ROOT			Tutorial:  The Logbook and Your Keys	Unlike all other items in the game, keys do not go into personal character inventories, but instead become group communal property listed in the Logbook. The Logbook keeps your quests, keys, and all kinds of stats about your gameplay.  The Logbook can be found on the utility bar in the bottom right corner of the game screen. It is the icon that shows a book.  To check out where the key went that you just looted from the rat, do the following.-Left-click on the Logbook icon and you will see a few different tabs; one of these is the tab for Keys. -Left-click on the Key tab and it will open the Keys interface, which will show all keys you have found on the left, and information on the particular selected key on the right. -When you want to exit the logbook, just left-click on the red exit arrow in the lower right hand corner of the interface.
TAG_TUT_TRADE_ITEMS	TAG_TUT_ROOT			Tutorial: Trade Items	At this point, you may want to consider giving the wand of fireballs that you found on the corpse to Ariel. She is the spellcaster and you are a fighter. As a fighter, you are unable to use wands. In the game, it will generally be more advantageous for certain classes and types of characters to use specific items and this is one example of that. To trade items between players:-Right click on your character to open the radial menu and then your inventory, or right click on your character portrait to open your inventory, to give the wand of fireballs to Ariel. -Click and drag the wand in your inventory onto Ariel's character portrait so that she will receive the item in her inventory.-Open Ariel's inventory and the wand is now available for her to use.
TAG_TUT_USE_POTION	TAG_TUT_ROOT			Tutorial: Use Potion	One way of healing a character who has taken damage is to use a potion.To use a potion to heal:-Right click on the character who will perform the healing (e.g. a wizard) to open the radial menu.-Click on the Inventory icon (backpack) which will bring up an option for Potions.-Click on Potions and select a potion of healing, such as Cure Light or Cure Moderate.-Then, a target selection circle will appear, and your character will either target someone else to heal or target themselves. -Click on the target and the player's HP will increase accordingly.
TAG_TUT_MEMORIZE_SPELLS	TAG_TUT_ROOT			Tutorial: Memorize Spells	You now have a wizard in your party!  Spellcasters typically have a bank of spells that they can choose from when casting spells.  Every spellcaster only gets a certain amount of those spells to cast in a day.  They have to choose which ones they want to memorize, and then rest 8 hours to learn them.Here is what you need to do have Ariel memorize her spells:-Left-click on Ariel to make sure she is the only character selected.-Right-click to open her radial menu, hover over the backpack icon, and then select Inventory.-On the top right side of the inventory interface, you will see a tab/icon that looks like a glowing spell effect.  -Left-click on this tab. On the left side, is a list of known spells. On the right side, is the list of memorized (and therefore, usable) spells.-Left-click and drag Magic Missile from the left to one of the available Spell Level 1 slots on the right.Left-click the red exit arrow when you are finished.
TAG_TUT_PASSAGE_ICON	TAG_TUT_ROOT			Tutorial: Passage Icon	You will see a small icon near the ladder in the center of the room.  This is known as a passage icon. Left-clicking on this icon will transfer you to another area.You will find these icons by doors, ladders, and passageways.
TAG_TUT_LOOTING	TAG_TUT_ROOT			Tutorial: Looting	You have killed a rat!  To loot items from a dead creature is the same as looting a chest.  Once the creature has been killed, you can click on his dead body to see if he has any items of value.  In this case, our rat has a key that we will need to open the locked door to the northeast.To loot the golden key from the dead rat:-Left-Click on the dead creature and the loot screen will appear that shows all of the items in its posession.-Left-click and drag the key from the rat's inventory to your own. -A window will pop up, informing you that the key is automatically transferred to the party's logbook, where it will be found in the keys section for future use by the entire party.-Close the loot screen by clicking on the red exit arrow in the lower right hand corner of the interface.
TAG_TUT_LOOTING_SWORD	TAG_TUT_ROOT			Tutorial: Looting and Equipping	Now that the chest is open, you will see the looting interface for the chest and your character's inventory interface. The looting interface will be on the left side and you will see a sword and shield filling two of the slots. Left-click on the sword and hold the button down to grab the sword.  Now drag the sword icon to an empty slot in your character's inventory and release the button.  Repeat the process for the shield.To equip your new sword and shield:Left-click the sword and drag it from a slot on the right side of your character's inventory into a weapon slot (which has a greyed out sword in it).  Now grab your shield and place it in the shield slot.  Once you are finished equipping your new items, click the red exit arrow in the lower right-hand corner of the interface.  This will return you to the game.Note:  right-clicking on an item in a chest instantly transfers it to your back-pack.  Right-clicking on an item in your back-pack instantly equips the item for you!
TAG_TUT_MULTIPLE_CHARACTERS	TAG_TUT_ROOT			Tutorial:  Moving Multiple Party Members	Now that Ariel has memorized her spells, you should adventure deeper into the dungeon.  Since you joined forces with Ariel, you have two members in your party instead of one.To select all of your characters and move them at the same time:-Left-Click and drag a selection square around both characters.-You can also left-click the select-all button on your utility bar in the lower right hand corner of the screen.  The button is the large one on the left showing three people surrounded by a circle.Once you have the entire party selected, click on the ground as usual to move them in unison.
TAG_TUT_PICKLOCK	TAG_TUT_ROOT			Tutorial: Picklock the Chest	The chest is locked!  When a chest or door is locked you will see the text "locked" float above it.  Since you don't have a key, you must pick the lock in order to open it.All skills, spells, and other special actions are accessed from the radial menu.  To open the chest you will need to access your open lock skill from the radial menu and then select the chest.  Here is how this is accomplished.-Right-clicking brings up the radial menu. -Hovering over the spokes of the radial menu reveals a new level from which to choose.-Hover over the skills tab (looks like a hammer and an anvil) and then left-click on the skill "open lock".  This will close the radial menu.-Left-click on the chest again and the player will begin trying to pick the lock.A floating message will appear above the chest displaying either your success or failure at picking the lock.  You may not always get it on your first try.  If you have the skill necessary, just keep trying and eventually you will. If you have successfully picked the lock, left-clicking on the chest will open the looting interface and will reveal the chest's contents.
TAG_TUT_ROOM1_OVERVIEW	TAG_TUT_ROOT			Area Information	"You come through the entrance of the cave and the floor quickly turns from dirt to slate. The walls transform from natural rock to layered brick and stone.  The air grows heavier with every step you take.  There is no question that evil lurks here."
TAG_EX_PALADIN	TAG_PALADINS			Ex-Paladins	A paladin who ceases to be ~lawful good~[TAG_LAWFUL_GOOD], who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities.  She may not progress any farther in levels as a paladin.  She regains her abilities and advancement potential if she atones for her violations.  High ranking ~clerics~[TAG_CLERICS] of good gods can help fallen paladins atone for their past deeds.
TAG_TUT_ROOM2_OVERVIEW	TAG_TUT_ROOT			Area Information	"You enter the room and notice a chest against the wall!  You are suprised to see this chest is in such good repair.  You also notice a sturdy door to the northeast, also appearing in much better condition than the walls surrounding it."
TAG_TUT_ROOM3_OVERVIEW	TAG_TUT_ROOT			Area Information	"Just as you round the corner you see a giant rat in the next room!  The creature seems thin and malnourished, even from this distance.  Even though he may not be at full strength, his size and hunger might make him a serious threat."
TAG_HMU_CHAR_EDITOR_WIZARD_SPEC	TAG_HMU_ROOT			Wizard Specialization UI	In this interface, a wizard will be asked to choose a specialized school of magic. A wizard has the option of choosing such a school by selecting from the list entitled Available Schools. You will drag this school into the box with the heading "Specialized School" and then choose two other schools to be dragged into the Prohibited Schools box that is outlined in red.     An exception to the rules noted above is the school of divination. If divination is chosen as the school that the wizard character will specialize in, then only one school must be selected for the Prohibited Schools box. 
TAG_HMU_CHAR_EDITOR_CLERIC_DOMAINS	TAG_HMU_ROOT			Cleric Domains UI	If you select Cleric as your class, in the class features section you will asked to select a Cleric domain. On the left side of the interface is a listing of domains that you can choose from. On the right side is two empty slots where the selected domains can be dragged over. If you are a neutral cleric with a neutral deity, there will be an additional part of the interface present. Two buttons representing affiliation will be in the interface; one reads "Positive" and the other, "Negative". If you select the Positive affiliation, your cleric will turn undead and spontaneously cast Cure spells. If you select the Negative affiliation, your cleric will rebuke undead and spontaneously cast Inflict spells.
TAG_TUT_LOCKED_DOOR_REMINDER	TAG_TUT_ROOT			Locked Door Information	"This door is locked.  The lock looks much too complex to pick; a key will be necessary to get through."
TAG_TUT_ROOM4_OVERVIEW	TAG_TUT_ROOT			Area Information	"You notice a well of some sort in the center of the room.  Leaning against the interior wall of the well you can make out the tip of a ladder."
TAG_TUT_ROOM5_OVERVIEW	TAG_TUT_ROOT			Area Information	"You notice a well of some sort in the center of the room.  Leaning against the interior wall of the well you can make out the tip of a ladder."
TAG_TUT_ROOM6_OVERVIEW	TAG_TUT_ROOT			Area Information	"You see another well and ladder leading even deeper into the earth.  The air coming from the well is heavy with moisture and the smell of rotting flesh."
TAG_TUT_ROOM7_OVERVIEW	TAG_TUT_ROOT			Area Information	"Just as you step off the ladder you see something in the next room.  Even through the dim torchlight, you can make out three creatures with muscle and bone protruding from rotting holes in their skin.  They are tearing furiously at a corpse in front of them."
TAG_TUT_CAST_SPELLS_MAGIC_MISSILE	TAG_TUT_ROOT			Tutorial: Casting Magic Missile	You are now in spell casting mode!  Some spells can have multiple targets, such as Magic Missile, so you will need to select as many targets as your cursor indicates before the spell will be cast. For example, you can left-click on more than one zombie, and designate magic missiles for each of them!  A number will appear on your target when you left-click on them.  This lets you know how many missiles this target will be receiving.  Ariel can cast two missiles simultaneously.  Since there are three zombies, do the following:-Left-click on one zombie.-Left click on a different zombie.Once both of Ariel's missiles have been assigned targets, the spell will automatically fire off!
TAG_TUT_ROOM8_OVERVIEW	TAG_TUT_ROOT			Tutorial:  Attack!	Now take your fighter and rush in to finish them off!
TAG_TUT_LOOT_PREFERENCE	TAG_TUT_ROOT			Tutorial:  Looting Preference	You have found a wand of fireballs!  This is a very powerful item and can be used to damage many targets at once.  It is important to know that some items work best  for different classes.  For instance, a sorcerer wearing plate armor will suffer severe penalties when casting spells.  Plate armor would be best for a barbarian because he isn't concerned with casting spells.Your fighter will most likely fail to use the wand correctly.  The wand should definitely go to Ariel.To put an item in any character's inventory is easy.  Left-click and hold to grab the item and move it over one of your player's portraits along the bottom of the screen.  Simply let go and the item will appear in his/her inventory.You can switch between players when the inventory screen is active by selecting different player portraits. 
TAG_TUT_LOOT_REMINDER	TAG_TUT_ROOT			Tutorial:  Looting Reminder	Now that the zombies are dead, remember to loot their bodies!  There might be items you need for the next encounter.
TAG_TUT_ROOM9_OVERVIEW	TAG_TUT_ROOT			Area Information	"The groaning and shuffling of a large group of zombies can be heard from the room ahead.  The smell is almost unbearable.  Silhouetting the undead figures is a blazing red light coming from just beyond."
TAG_TUT_WAND_USE	TAG_TUT_ROOT			Tutorial:  Using a Wand	This large group of zombies presents a perfect opportunity to have Ariel use the Wand of Fireballs.  Fireball is a spell that deals a large amount of damage to any creature caught in its area of effect.To have Ariel use the wand on the zombies, make sure she alone is selected  by left-clicking on her.  Then access the wand from the radial menu by doing the following:-Right-click  and hover over the inventory tab to reveal all useable objects.-Left-click on the Wand of Fireballs.
TAG_TUT_WAND_FIRE	TAG_TUT_ROOT			Tutorial:  Targeting and Firing the Wand	You now have a large, blue, circular targeting reticle attached to your cursor.  If you move your mouse over the room the zombies are in, you will see an effect ring appear around every zombie within the circular sphere of influence.  This is indicating who will be affected by the spell if it cast in this location.  Make sure that you and Ariel are not within the circle or you will take damage as well!Try to get as many of the zombies in the circle as you can and then left-click to fire the spell!After the wand does its damage, use what you have learned to destroy the rest of the zombies!
TAG_HIT_POINTS	TAG_VITALS			Hit Points	Your hit points (or HP) basically determine how much life your character has. The more hit points a character has, the more difficult they are to kill.
TAG_INITIATIVE	TAG_COMBAT			Initiative	Your character's initiative is a number assigned by the computer that determines when will you take your turn in combat (as well as determining the order that everyone else will take their turns).
TAG_MOVEMENT_RATE	TAG_MOVEMENT_ACTION			Movement Rate	Movement rate is the speed at which your character moves, which may vary according to ~race~[TAG_RACES] and/or level of ~encumbrance~[TAG_ADVENTURING_ENCUMBRANCE]. Dwarves, gnomes, and halflings all move at a base land speed of 20 ft., while humans, elves, half-elves, and half-orcs all move at a base land speed of 30 ft.
TAG_HEIGHT	TAG_VITALS			Height	The height of your character simply provides a more accurate visual representation within the game. For example, if your character is a halfling, he or she will appear significantly shorter than the rest of the party. Other than this, height has no other affect upon anything in the game.
TAG_WEIGHT	TAG_VITALS			Weight	The weight of your character has no affect upon anything in the game. You decide the weight of your character when you choose the height; it is scaled to match height.
TAG_TOOLS	TAG_EQUIPMENT			Tools	~Thieve's Tools~[TAG_THIEVES_TOOLS]~Thieve's Tools, Masterwork~[TAG_THIEVES_TOOLS_MASTERWORK]~Bardic Instrument~[TAG_BARDIC_INSTRUMENT]~Bardic Instrument, Magical~[TAG_BARDIC_INSTRUMENT_MAGICAL]
TAG_WEAPONS_FLAIL	TAG_WEAPONS			Flail	With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy. You can also use this weapon to make trip attacks, but you cannot drop the flail to avoid being tripped.
TAG_WEAPONS_SPIKED_CHAIN	TAG_WEAPONS			Spiked Chain	A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.  Because the chain can wrap around an enemy's leg or other limb, you can make trip attacks with it. However, you cannot drop the chain to avoid being tripped.   When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent.
TAG_IMPROVED_TWO_WEAPON_FIGHTING	TAG_FEATS_DES			Improved Two-Weapon Fighting	You are an expert in fighting two-handed.  Prerequisites: ~Dex~[TAG_DEXTERITY] 17, ~Two-Weapon Fighting~[TAG_TWO_FIGHTING], base attack bonus +6.   Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.  Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.  Special: A ~fighter~[TAG_FIGHTERS] may selected Improved Two-Weapon Fighting as one of her fighter bonus feats.  A 6th-level ~ranger~[TAG_RANGERS] who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
TAG_SPELLS_REINCARNATION	TAG_SPELLS		TAG_DRUID_4	Reincarnation	~Transmutation~[TAG_MAGIC_SCHOOLS_TRANSMUTATION] Level: ~Drd~[TAG_DRUIDS] 4Range: TouchTarget: Dead creature touchedBring back a dead creature, possibly in another body.
TAG_SPELLS_MORDENKAINENS_PRIVATE_SANCTUM	TAG_SPELLS		TAG_SORCERER_2 TAG_WIZARD_2	Mordenkainen's Private Sanctum	~Abjuration~[TAG_MAGIC_SCHOOLS_ABJURATION]Level: ~Sor~[TAG_SORCERERS]/~Wiz~[TAG_WIZARDS] 2Range: Close (25 ft. + 5 ft./ 2 levels)Target: NoneAllows safe resting in otherwise hostile environments.
TAG_ASSASSIN_NOTE	TAG_DUMMY			Note from Smigmal Redhand	To my most trusted assassin,Lareth has been slain. The fool who did so made a grave mistake, his last. Find and kill this person.  When your task is complete, return to the temple for a new assignment. DO NOT FAIL ME!Smigmal Redhand<directions to the temple are scrawled below>
TAG_BURNE_MAP	TAG_DUMMY			Burne's map	This map specifies the location of  Hommlet and a nearby site labeled "the moat house".
TAG_ALIRA_MAP	TAG_DUMMY			Alira's map	This map specifies the location of  Nulb and a nearby site labeled "the temple".
TAG_FAVORED_CLASS	TAG_CLASSES			Favored Class	A character's favored class does not count against him or her when determining experience point penalties for multiclassing. For example, as a halfling rogue, Lidda can add a second class later on (becoming a multiclass character) without worrying about an XP penalty, because rogue is the favored class for halflings. Note that humans and half-elves do not have a favored class. Instead their highest-level class, whatever it may be, is not counted when determining if there is an experience point penalty for that character.
TAG_TOUCH_ATTACK	TAG_COMBAT			Touch Attack	Touch attacks are used with spells that have a range of touch. To use these spells, you cast the spell and then touch the subject. Since you need only touch your enemy, you make a touch attack instead of a regular attack. Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke ~attacks of opportunity~[TAG_AOO] when it is discharged on an armed opponent. However, the act of casting a spell does provoke an attack of opportunity, so you may want to cast the spell and then move to the target instead of vice versa.Touch attacks come in in two types:   -Melee touch attacks: for touches made with your hand   -Ranged touch attacks: for touches made with magic rays, for example.
TAG_NORMAL_DAMAGE	TAG_COMBAT			Normal Damage	When your attack succeeds, whether it be with a weapon, a spell, or another form of combat, you deal damage. Damage reduces a target's current ~hit points~[TAG_HIT_POINTS].
TAG_STOP_CONCENTRATION	TAG_COMBAT			Stop Concentration	You must concentrate to cast a spell. If you are unable to concentrate, the spell can't be cast. If you start casting a spell but something interferes with your concentration, such as a creature taking an ~attack of opportunity~[TAG_AOO]  to hit you with its club, you must make a ~Concentration~[TAG_CONCENTRATION] check or lose the spell.
TAG_RADIAL_MENU_STAFF_OF_STRIKING	TAG_INGAME			Staff of Striking: Set Charge	This staff is the equivalent of a +3 magic weapon. It causes 4-9 points of damage when a hit is scored. This expends a charge. If 2 charges are expended, bonus damage is doubled; if 3 charges are expended, bonus damage is tripled. No more than 3 charges can be expended per strike. In the radial menu, you will be able to select or "set" how many charges you would like to staff to expend. The staff can be recharged.
TAG_RADIAL_MENU_TALK	TAG_INGAME			Talk	Using "Talk" in the radial menu will allow you to speak to NPCs.
TAG_RADIAL_MENU_READY_COUNTERSPELL	TAG_INGAME			Readying to Counterspell	You may ready a counterspell against a spellcaster. In this case, when the spellcaster starts a spell, you get a chance to identify it with a ~Spellcraft~[TAG_SPELLCRAFT]  check (DC 15 + spell level). If you do, and if you can cast that same spell (are able to cast it and have ti prepared, if you prepare spells), you can cast the spell as counterspell and automatically ruin the other's spellcaster's spell.  A spellcaster can use ~Dispel Magic~[TAG_SPELLS_DISPEL_MAGIC] to counterspell, but it doesn't always work.
TAG_RADIAL_MENU_BREAK_FREE	TAG_INGAME			Break Free	You can break free from a grapple by winning an opposed grapple check in place of making an attack. If more than one opponent is grappling you, your grapple check result has to beat all of their individual check results to escape. If you escape, you finish the action by moving into any space adjacent to your opponent or opponents.
TAG_RANGED_ATTACKS	TAG_COMBAT			Ranged Attacks	With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. In order to damage your opponent you must succeed at an ~attack roll~[TAG_ATTACK_ROLL]
TAG_GOLDEN_SKULL	TAG_MAGIC_ITEMS			Golden Skull	The Orb of Golden Death, or the golden skull, will allow you to teleport to the air, earth, fire, and water nodes.
TAG_RADIAL_MENU_READY_APPROACH	TAG_INGAME			Ready to Approach	Readying to Approach means that you will make the attack as soon as someone enters your threatened area.
TAG_RADIAL_MENU_READY_WITHDRAWL	TAG_INGAME			Ready vs. Withdrawl	You may also choose to ready an action, dependent on something that the enemy does, such as prepare to cast a spell or shoot a bow. In this case, as soon as the condition is achieved, the character will immediately enact his readied action. If the condition is not achieved, then that character fails to act in that round.Or you may withdraw, in which uou can move away from an opponent at double your ~movement rate~[TAG_MOVEMENT_RATE], without provoking an ~attack of opportunity~[TAG_AOO], using this as a full round action.
TAG_DISMISS_SPELL	TAG_COMBAT			Dismiss Spell	Dismissing an active spell is a ~standard action~[TAG_STANDARD_ACTION] that does not provoke ~attacks of opportunity~[TAG_AOO].
TAG_THROW_WEAPON	TAG_STANDARD_ACTION			Thrown Weapons	Some weapons can be thrown as an attack.  If you hit, your strength bonus is applied to the damage.  All bonuses and penalties applicable to ranged weapons apply to the thrown weapon.  Throwing a weapon, like any other ranged attack, incurs an attack of opportunity.
TAG_RADIAL_MENU_ACTIVATE_DEFENDING_WEAPON	TAG_INGAME			Activate Defending Weapon	A defending weapon allows the wielder to transfer some or all of the sword's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
TAG_CRAFT_MAGIC_ARMS_ARMOR_POPUP	TAG_DUMMY			Craft Magic Arms and Armor PopUp	You need to have a masterwork item in order to use Craft Magic Arms and Armor.
TAG_TUT_ARIEL_KILL	TAG_TUT_ROOT			Tutorial:  You've Killed Ariel!	Ariel is an extremely helpful spellcaster.  By killing her, you have made it extremely difficult to fight through the rest of this dungeon.  We suggest you begin again, but you may continue on and see how far you can get!
TAG_TUT_LOOT_PREFERENCE_ARIEL_DEAD	TAG_TUT_ROOT			Tutorial:  Looting Preference	You have found a wand of fireballs!  This is a very powerful item and can be used to damage many targets at once.  It is important to know that some items work best  for different classes.  For instance, a sorcerer wearing plate armor will suffer severe penalties when casting spells.  Plate armor would be best for a barbarian because he isn't concerned with casting spells.In the case of wands, fighters are not able to use them at all.  Only if you had a spellcaster with you could you use this extremely powerful item.
TAG_TUT_REST_CAMP_ARIEL_DEAD	TAG_TUT_ROOT			Tutorial: Rest/Camp	Look at the utility bar in the lower right hand corner of the game screen. There is an icon that looks like a tent.  This is the rest icon.  Clicking on this will bring up the rest interface.  Resting will allow you to regain your health, memorize spells, or just let time pass.  You can choose to rest for any amount of time.The rest icon changes colors to indicate if resting is possible or not.  Red means you cannot rest here.  Yellow means you may rest here, but it is dangerous and you might get attacked while you are sleeping.  Green means that this is a safe place and you may rest for any amount of time.Sometimes the rest icon will change from a tent to a stop-watch.  The stop-watch icon indicates that you can only pass-time here.  While passing time you will not regain spells or health, but you will not get attacked either.If you have taken any damage from combat, it is good to rest and regain your health.  Here is how to accomplish this:-Left-Click the rest icon.-It is automatically set to 8 hours, but you want to select the "rest until healed" option.-Click "rest" to begin.  
TAG_ANIMATED	TAG_DUMMY			Animated	An animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time.Prerequisites:CL 12th; Craft Magic Arms and Armor, Price +2 bonus
TAG_ARROW_DEFLECTION	TAG_DUMMY			Arrow Deflection	This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can made a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrows, can't be deflected.Prerequisites:CL 5th; Craft Magic Arms and Armor; Shield; Price +2 bonus.
TAG_BASHING	TAG_DUMMY			Bashing	A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability).Prerequisites:CL 8th; Craft Magic Arms and Armor; Searing Light; Price +1 bonus.
TAG_FORTIFICATION_LIGHT	TAG_DUMMY			Fortification, Light	This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.Fortification Type   Chance for Normal Damage   Base Price ModifierLight                                             25%                                          +1 bonusPrerequisites:CL 13th; Craft Magic Arms and Armor; Price +1 bonus.
TAG_SHADOW	TAG_DUMMY			Shadow	This armor is jet black and blurs the wearer whenever he tries to hide, granting a +5 competence bonus on Hide checks. (The armor's AC penalty still applies normally).Prerequisites:CL 5th; Craft Magic Arms and Armor; Invisibility; Price +15,000 gp.
TAG_SLICK	TAG_DUMMY			Slick	Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist check. (The armor's AC penalty still applies normally.)Prerequisites:CL 4th; Craft Magic Arms and Armor; Grease; Price +3, 750 gp.
TAG_MAGIC_ARMOR_SPELL_RESISTANCE	TAG_DUMMY			Magic Armor: Spell Resistance	This property grants the armor's wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.Prerequisites:CL 15th; Craft Magic Arms and Armor; Spell Resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
TAG_ANARCHIC	TAG_DUMMY			Anarchic	An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all lawful alignments. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.Prerequisites:CL 7th; Craft Magic Arms and Armor; Chaos Hammer; creator must be chaotic; Price +2 bonus.
TAG_AXIOMATIC	TAG_DUMMY			Axiomatic	An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition. Prerequisites:CL 7th; Craft Magic Arms and Armor; Order's Wrath; creator must be lawful; Price +2 bonus.
TAG_FLAMING	TAG_DUMMY			Flaming	A flaming weapon is sheathed in fire. The fire does harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.Prerequisites:CL 10th; Craft Magic Arms and Armor; Flame Strike or Fireball; Price +1 bonus.
TAG_FLAMING_BURST	TAG_DUMMY			Flaming Burst	A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability, a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. Prerequisites:CL 12th; Craft Magic Arms and Armor; Flame Strike or Fireball; Price +2 bonus.
TAG_FROST	TAG_DUMMY			Frost	A frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Prerequisites:CL 8th; Craft Magic Arms and Armor; Chill Metal or Ice Storm; Price +1 bonus.
TAG_HOLY	TAG_DUMMY			Holy	A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals +2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in the hand and disappears when the weapon is no longer wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.Prerequisites:CL 7th; Craft Magic Arms and Armor; Holy Smite; creator must be good; Price +2 bonus.
TAG_KEEN	TAG_DUMMY			Keen	This ability doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat range of 19-20), the keen longsword scores a threat on a 17-20. Only piercing or slashing weapons can be keen. This benefit doesn't stack with any other magical effect that expands the threat range of a weapon (such as the Keen Edge spell or the Improved Critical feat).Prerequisites:CL 10th; Craft Magic Arms and Armor; Keen Edge; Price +1 bonus.
TAG_MIGHTY_CLEAVING	TAG_DUMMY			Mighty Cleaving	A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.Prerequisites:CL 8th; Craft Magic Arms and Armor; Divine Power; Price +1 bonus.
TAG_SHOCK	TAG_DUMMY			Shock	A shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.Prerequisites:CL 8th; Craft Magic Arms and Armor; Call Lightning or Lightning Bolt; Price +1 bonus.
TAG_SHOCKING_BURST	TAG_DUMMY			Shocking Burst	A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. A shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.Prerequisites:CL 10th; Craft Magic Arms and Armor; Call Lightning or Lightning Bolt; Price +2 bonus.
TAG_UNHOLY	TAG_DUMMY			Unholy	An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield to it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition. Prerequisites:CL 7th; Craft Magic Arms and Armor; Unholy Blight; creator must be evil; Price +2 bonus.
TAG_SILENT_MOVES	TAG_DUMMY			Silent Moves	This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer's Move Silently checks. (The armor's AC penalty still applies normally.)Prerequisites:CL 5th; Craft Magic Arms and Armor; Silence; Price +15,000 gp.
TAG_DUMMY	TAG_HMU_OPTIONS_UI_END_TURN_DEFAULT			Dummy Node	You shouldn't be reading this!
TAG_TERJON_NOTE	TAG_DUMMY			Ragged Note to Terjon	Dear Terjon,Please accept this Copper Starburst Pendant of St. Cuthbert on your promotion to Chief Cleric of Willip.May St. Cuthbert always guide your path,Your Father
TAG_TATTERED_NOTE	TAG_DUMMY			Tattered Piece of Paper	Dear Zaxis,I pray that you will one day find this note.  It was a mistaketo leave home without you.  I have missed you.  And I miss our parents.  My days shall soon end, I fear.  I can only hope that I will die quickly.  My memories of yourbeautiful songs are all that keep me alive...May Fharlanghn watch over you!Your loving sister,Ima
TAG_RAGGED_PARCHMENT	TAG_DUMMY			Ragged Parchment	On three in six lies nine - but none shall ever seeVile Good cloaked by Fair Evil for eternityWill you answer, Answerer? Where is your power, pray?With the whelp of Mitrik, and there until doomsday.
TAG_ZUG_POEM	TAG_DUMMY			Ragged Parchment	The two united in the past,a place to build and spells to cast.Their power grew and took the land,and people round as they had planned.A key without a lock they made,of gold and gems, and overlaidwith spells, a tool for men to wieldto force the powers of good to yield.But armies came, their weapons bared,while evil was yet unprepared.The Hart was followed by the Crownsand Moon, and people of the towns.The two were split; one got awaybut she, when came the judgment day,did break the key, and sent the rocksto boxes four, with magic locks.In doing so, she fell behindas he escaped. She was confinedamong her own; her very lairbecame her prison and despair.The place was ruined, torn apartand left with chains around the heartof evil power -  but the keywas never found in the debris.He knows not where she dwells today.She set the minions path, the wayto lift her temple high againwith tools of flesh, with mortal men.Many now have gone to diein water, flame, in earth or sky.They did not bear the key of oldthat must be found -  the orb of gold.Beware my friend for you shall fallunless you have the wherewithalto find and search the boxes fourand then escape for evermore.But with the key you might succeedin throwing down her power and greed.Destroy the key when you are doneand then rejoice, the battle won!
TAG_EXTRAPLANAR_NOTE	TAG_DUMMY			Cerulean's Note	Thank you for using Cerulean's Extraplanar Chest.To return the chest to the Ethereal Plane, ues the miniature chest again.Before you do, however, there are two things to keep in mind:Firstly, any and all charged magic items (wands, staves, rods, etc.) put into the chest will be unrecoverable once you send the chest to the Ethereal Plane.DO NOT PUT CHARGED ITEMS INTO THIS CHEST.Secondly, any magic arms and armour with crafted attributes will lose those attributes once the chest is sent to the Ethereal Plane.DO NOT PUT CRAFTED ARMS AND ARMOUR INTO THIS CHEST.Magic arms and armour you find will not suffer this effect, unless you have crafted additonal attributes onto them.At this time we do not know why this is happening, but we suspect that there are some form of magic devouring creatures on the Ethereal Plane that are responsible.The best course of action is to not put those items in the chest.Once again, thank you for using Cerulean's Extraplanar Chest.
TAG_PARCHMENT_OF_CHALLENGE	TAG_DUMMY			Parchment of Challenge	This parchment contains a map to a place called Hickory Branch, somewhere deep in the Gnarly Wood.
TAG_OTIS_LETTER	TAG_DUMMY			A letter from Otis	Dear Mom,Sorry its been so long, I just wanted to let you know I am fine and doing well, I am currently doing some smith-work to make ends meet. I hope things are well at home, and your hobby isn't getting you into trouble... well, you know how I feel about that so I will say no more.I was wondering if you had heard from our darling uncle recently? A woman, a bard, passed through town recently and she said something that... [the letter is unfinished.]
TAG_BARDIC_INSTRUMENT	TAG_TOOLS			Bardic Instrument	This item is used to improve use of  the ~Perform~[TAG_PERFORM] skill.  Like the ~Perform~[TAG_PERFORM] skill itself, bardic instruments are only of use to Bards. The instruments can be used to play music to improve the effect of all  ~Bardic Music~[TAG_CLASS_FEATURES_BARD_BARDIC_MUSIC] abilites. Without these instruments, you must improvise sounds, and you take a -2 circumstance penalty on Perform checks.
TAG_BARDIC_INSTRUMENT_MAGICAL	TAG_TOOLS			Bardic Instrument, Magical	This instrument contains fine materials and components of better make, which grant a +2 or +3 circumstance bonus on ~Perform~[TAG_PERFORM]  checks.
TAG_HMU_OPTIONS_UI_ADAPTOR	TAG_HMU_OPTIONS_UI			Adaptor Option	Allows selection between multiple video cards, if available.
TAG_HMU_OPTIONS_UI_RESOLUTION	TAG_HMU_OPTIONS_UI			Resolution Options	Allows you to seclect between supported game resolutions.
TAG_HMU_OPTIONS_UI_REFRESH	TAG_HMU_OPTIONS_UI			Refresh Rate	Allows selection of the refresh rate of the game.
TAG_HMU_OPTIONS_UI_ANTI_ALIASING	TAG_HMU_OPTIONS_UI			Anti-aliasing option	Antialiasing produces better video quality at a cost in frame rate.
TAG_HMU_OPTIONS_UI_QUAD_BLENDING	TAG_HMU_OPTIONS_UI			Quad Blending Option	Quad Blending produces better video quality at the expense of frame rate on some video cards.
TAG_HMU_OPTIONS_UI_GLOSS_MAPPING	TAG_HMU_OPTIONS_UI			Gloss Mapping Option	Some monsters, such as frogs and slimes, use a technique called gloss mapping to make them look shiny.  Disabling this option could result in a frame rate speed up.
TAG_HMU_OPTIONS_UI_HIGH_QUALITY_CLOTH	TAG_HMU_OPTIONS_UI			High Quality Cloth	If enabled, more processor time is spent making cloth and hair in the game animate realisticly.
TAG_HMU_OPTIONS_UI_PARTICLE_FIDELITY	TAG_HMU_OPTIONS_UI			Particle Fidelity	Some particle systems are scaled depending on the Particle Fidelity setting.  Setting this option to 0 sets the minimum amount of particles used by spells and environmental effects, while a setting of 100 guarantees maximum amount of eye candy.
TAG_HMU_OPTIONS_UI_SHADOW_TYPE	TAG_HMU_OPTIONS_UI			Shadow Type Option	Simple - Shadows for creatures in the game are rendered as a simple circle.Geometry - Shadows for the creatures are rendered as polygons projected onto the ground plane.  Maps - The creatures are rendered onto an off screen buffer and then applied to the scene.Experiment with different options to get the best results for your graphics card.
TAG_HMU_OPTIONS_UI_CONCURRENT_TURNS	TAG_HMU_OPTIONS_UI			Concurrent Turn Options	If this option is enabled, monsters who are able to take turns at the same time will do so. Enabling this option speeds up combat, but may subtlely change certain events.  For example, if you have the combat reflexes feat,  you may not be able to take an attack of opportunity against a second opponent.  Also, if two monsters move into flanking position both may get the bonus while if concurrent turns were disabled only one would get the bonus.
TAG_HMU_OPTIONS_UI_END_TURN_TIME	TAG_HMU_OPTIONS_UI			End Turn with Time Remaining	This option can be enabled in order to speed up combat.Never - If this option is selected, you will have to end each character's turn manually, either by hitting return or by pressing the red next turn button beneath the action bar.5-foot step - A player's turn will end when the character has only a 5 foot step remaining. Move - A player's turn will end if he's only got a move action remaining.  
TAG_HMU_OPTIONS_UI_END_TURN_DEFAULT	TAG_HMU_OPTIONS_UI			End Turn with Default Action	If this option is enabled, the character's turn will end if he has performed a default attack on an opponent.  A default attack is one performed by just clicking on the opponent as opposed to selecting the attack through the radial menu.
TAG_ARCANE_SPELL_FAILURE	TAG_ARCANE_SPELLS			Arcane Spell Failure	Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component.  Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor, so wizards and sorcers usually don't do so.  Bards can wear light armor without incurring any arcane spell failure chance for their bard spells.
TAG_POISON	TAG_SPECIAL_ABILITIES			Poison	When a character comes into contact with poison he must make an initial Fortitude saving throw.  If he fails, he takes the poisons initial damage (usually ~ability damage~[TAG_ABILITY_DAMAGED]).  Even if he succeeds, he typically faces more damage 1 minute later, which he can avoid with a successful Fortitude saving throw.Poisons Arsenic  Type: Ingested DC 13Initial Damage: 1 ConSecondary Damage: 1d8 ConBlack Adder poisonType: Injury DC 11Initial Damage: 1d6 ConSecondary Damage: 1d6 ConBlack Lotus extractType: Contact DC 20Initial Damage: 3d6 ConSecondary Damage: 3d6 ConBloodrootType: Injury DC 12Initial Damage: 0Secondary Damage: 1d4 Con + 1d3 WisBlue WhinnisType: Injury DC 14Initial Damage: 1 ConSecondary Damage: UnconsciousnessBurnt Othur fumesType: Inhaled DC 18Initial Damage: 1 ConSecondary Damage: 3d6 ConCarrion Crawler brain juiceType: Contact DC 13Initial Damage: ParalysisSecondary Damage: 0Dark Reaver juiceType: Ingested DC 18Initial Damage: 2d6 ConSecondary Damage: 1d6 Con + 1d6 StrDeathbladeType: Injury DC 20Initial Damage: 1d6 ConSecondary Damage: 2d6 ConDragon BileType: Contact DC 26Initial Damage: 3d6 StrSecondary Damage: 0Giant Wasp poisonType: Injury DC 18Initial Damage: 1d6 DexSecondary Damage: 1d6 DexGreenblood oilType: Injury DC Initial Damage: 1 ConSecondary Damage: 1d2 ConId MossType: Ingested DC 14Initial Damage: 1d4 IntSecondary Damage: 2d6 IntInsanity MistType: Inhaled DC 15Initial Damage: 1d4 WisSecondary Damage: 2d6 WisLarge Scorpion venomType: Injury DC 18Initial Damage: 1d6 StrSecondary Damage: 1d6 StrLich dustType: Ingested DC 17Initial Damage: 2d6 StrSecondary Damage: 1d6 StrMalyss root pasteType: Contact DC 16Initial Damage: 1 DexSecondary Damage: 2d4 DexMysticalType: Contact DC 10 + 1/2 caster levelInitial Damage: 1d10 ConSecondary Damage: 1d10 ConNitharitType: Contact DC 13Initial Damage: 0Secondary Damage: 3d6 ConOil of TaggitType: Ingested DC 15Initial Damage: 0Secondary Damage: UnconsciousnessPurple Worm poisonType: Injury DC 24Initial Damage: 1d6 StrSecondary Damage: 2d6 StrQuasit poisonType: Injury DC 13Initial Damage: 1d4 DexSecondary Damage: 2d4 DexSassone leaf residueType: Contact DC 16Initial Damage: 2d12 HPSecondary Damage: 1d6 ConShadow essenceType: Injury DC 17Initial Damage: 1 StrSecondary Damage: 2d6 StrSmall Centipede poisonType: Injury DC 11Initial Damage: 1 StrSecondary Damage: 2d6 StrSpider venomType: Injury DC 14Initial Damage: 1d4 StrSecondary Damage 1d4 StrUngol dustType: Inhaled DC 15Initial Damage: 1 ChaSecondary Damage: 1d6 Cha + 1 ChaViolet FungiType: Contact DC 14Initial Damage: 1d4 Str + 1d4 ConSecondary Damage: 1d4 Str + 1d4 ConYellow moldType: Contact DC 15Initial Damage: 1d6 ConSecondary Damage: 2d6 Con
TAG_CONCEALMENT	TAG_COMBAT			Concealment	Concealment encompasses all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy.  If a defender has concealment, the attacker must pass a concealment check before an attacker is even allowed to make an attack roll.  Some magical effects (such as Blur and Displacement) provide concealment.Partial concealment gives the subject of an attack a 20% chance that the attack is an automatic miss.  If the attacker rolls higher than 20 percent, he has passed the concealment check but still has to hit with a standard attack roll.  Total concealment occurs when the attacker can't see the target, for example when the attacker is blinded or the defender is invisible.  An attacker attacking someone with total concealment has a 50% miss chance.If the attacker has the ~Blind-Fight~[TAG_BLIND_FIGHT] feat, he gets two chances to pass any concealment checks.Some creatures, such as undead, are immune to critical hits.
TAG_CRITICAL_HIT	TAG_COMBAT			Critical Hits	When you make an attack roll and get  a natural 20, you hit regardless of your target's ~Armor Class~[TAG_ARMOR_CLASS], and you have scored a threat.  The hit might be a critical hit.  To find out if it's a critical hit, you immediately make a critical roll - another attack roll with all the same modifiers as the attack roll you just made.  If the critical roll also results in a hit against the target's ~AC~[TAG_ARMOR_CLASS], you original hit is a critical hit.    If the critical roll is a miss, then your hit is just a regular hit.  A critical hit means that you roll your damage twice, with all your usual bonuses, and add the rolls together.  Some weapons have a threat range is greater than 20.  That is, you can score a threat on a lower number.  Longswords, for example, give you a threat on a natural attack roll of 19 or 20.  In such cases, a roll of lower than 20 is not an automatic hit.  Any attack roll that doesn't result in a hit is not a threat.Some weapons, such as battle axes and arrows, deal better than double damage on a critical hit.  Bonus damage represented as extra dice, such as from a ~sneak attack ~[TAG_CLASS_FEATURES_ROGUE_SNEAK_ATTACK] or a flaming sword, is not multiplied when you score a critical hit.
TAG_ATTACK_ROLL				Attack Rolls	When making attack, a twenty-sided die is rolled to determine if you hit.  Your attack bonus is added to the roll.  If your roll equals or exceeds your opponents ~armor class~[TAG_ARMOR_CLASS], you score a hit and roll damage.  If you roll a natural twenty, you may score a ~critical hit~[TAG_CRITICAL_HIT] and may inflict double damage or more.
TAG_CRAFT_STAFF	TAG_FEATS_DES			Craft Staff	You can create magical staves.
TAG_FORGE_RING	TAG_FEATS_DES			Forge Ring	You can create magical rings... THE ONE RING TO RULE THEM ALL.
