Your blood thickens to becomes a glue-like substance upon contact with air.
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Once during this spell's duration, you can spit a viscous liquid as a standard action.
This spell functions as disguise self, except as a swift action you can alter the disguise (within the limitations of disguise self).
This spell functions as alter self, except you can as a swift action alter the disguise (within the limitations of alter self).
A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes.
This spell functions as aggressive thundercloud, except it deals 6d6 points of electricity damage to any creature it strikes.
You create a powerful blast of air capable of flinging an opponent upward.
This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground.
This spell functions as align weapon, except you divide the duration in 1-minute increments between any number of touched weapons.
You alter an instrument so it sounds like a different kind of instrument you are familiar with.
Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will.
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except combat training-fighting, guarding, heavy labor, hunting, performance, or riding.
You cause the targets to forget all but the most general information about you.
You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter.
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you.
You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage.
Barrow haze creates a bank of fog similar to that created by fog cloud, except that the vapors are black and they have a necromantic link to you.
When you're in the form of an animal (such as when you are using wild shape or are affected by a polymorph effect), you can speak normally, including when you cast spells with verbal components, and you sound like your n
You transfer one or more of your paladin or antipaladin auras (such as aura of courage and aura of resolve) to another creature.
Your weapon elongates and becomes whiplike.
You create a spectrum of multicolored solid light that can be used for one of two effects.
The target is considered to be armed even when unarmed, so it doesn't provoke attacks of opportunity when it attacks foes with unarmed strikes.
The target creature dies if it fails a Fortitude saving throw and its Hit Dice are no more than half your caster level.
Your blood becomes as hard as iron upon contact with air.