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Eldritch Altar of Fecundity

150 recipes
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You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 8 to 12 points of bludgeon damage for every 2 caster levels. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.

D&D Dice: Deals 2d3+6 bludgeon damage per 2 caster levels.
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Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout.
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You turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25% Incorporeality, and damage from all sources (except for Untyped/Bane damage) is reduced by 50%. Attacking enemies or interacting with objects will revert you to normal form.
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The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.
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Your target's currently equipped weapons gain the ability to bypass Evil damage reduction. An item can have only one temporary item enchantment at a time.
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Creates 50 flaming arrows within your inventory. This spell requires and consumes 1 normal or masterwork arrow. Flaming arrows do an extra 1 to 6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.
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Activate this ability to cause 1d8+2 Intelligence damage to your opponent. You gain an Insight bonus of 10 Intelligence for 20 seconds.
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Your target's currently equipped weapons gain the ability to bypass Good damage reduction. An item can have only one temporary item enchantment at a time.
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Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
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Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.
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Your target's currently equipped weapons gain the ability to bypass Lawful damage reduction. An item can have only one temporary item enchantment at a time.
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Grants a resistance bonus to saves and protection from magic missiles.
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Channels powerful positive energy into a target to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions.
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Deals 4 to 6 cold damage per caster level (up to a max of 100 to 150 at caster level 25) to an enemy with a powerful ray of freezing ice and air.

D&D Dice: Deals 1d3+3 cold damage per caster level (max 25d3+75).
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Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
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A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and recieve a +15 enhancement bonus to fire resistance. Your enemies recieve a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 at caster level 12. They last one minute.

Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.
D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.
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Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.
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Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score bonuses and penalties to the target.
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Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
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Inscribes a runic sigil on the ground where you designate. It remains there for 1 minute and adds 30 Spell Power to you and any allies standing within its radius. Casting this spell erases any Sigils you have already placed.
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