s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Aura Of Cannibalism | 0 | 1 | evil | -1 | -1 | -1 | 1 standard action | 0 | V, S, M (a piece of flesh from another creature of your species) | 0 | yes | 0 | -1 | 0 | -1 | 0 | 0 | 0 | cleric/oracle 3, sorcerer/wizard 3, witch 3 | 20-ft.-radius emanation centered on you | Monster Codex | 0 | 1 | 1 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | You emanate an aura that saps the strength of others of your kind and channels their energy into you. Each round that a creature starts its turn in the spell's area and shares both your creature type and at least one subtype you possess (if any), that creature must succeed at a Fortitude save or take 1d4 points of damage. You gain a number of temporary hit points equal to the amount of damage you deal with this spell (maximum 10 + your caster level). These temporary hit points go away when the spell ends. As long as you have at least 5 temporary hit points while this spell is in effect, you gain a +1 competence bonus on attack rolls, saving throws, and skill checks. If you have 15 or more temporary hit points, this competence bonus increases to +2. | 0 | 0 | 0 | 0 | 1 minute/level (D) | -1 | 0 | -1 | personal | Aura Of Cannibalism School necromancy [evil]; Level cleric/oracle 3, sorcerer/wizard 3, witch 3CASTINGCasting Time 1 standard actionComponents V, S, M (a piece of flesh from another creature of your species)EFFECTRange personalArea 20-ft.-radius emanation centered on youDuration 1 minute/level (D)Saving Throw Fortitude negates; Spell Resistance yesDESCRIPTIONYou emanate an aura that saps the strength of others of your kind and channels their energy into you. Each round that a creature starts its turn in the spell's area and shares both your creature type and at least one subtype you possess (if any), that creature must succeed at a Fortitude save or take 1d4 points of damage. You gain a number of temporary hit points equal to the amount of damage you deal with this spell (maximum 10 + your caster level). These temporary hit points go away when the spell ends. As long as you have at least 5 temporary hit points while this spell is in effect, you gain a +1 competence bonus on attack rolls, saving throws, and skill checks. If you have 15 or more temporary hit points, this competence bonus increases to +2. | NULL | -1 | 0 | 0 | 3 | 0 | 3 | -1 | -1 | necromancy | -1 | 0 | 0 | 3 | -1 | 0 | -1 | 0 | 0 | -1 | 3 | 3 | 1 | -1 | -1 | -1 | NULL | Fortitude negates | 0 | -1 | 0 | 1 | You emanate an aura that saps the strength of others of your kind and channels their energy into you. Each round that a creature starts its turn in the spell's area and shares both your creature type and at least one subtype you possess (if any), that creature must succeed at a Fortitude save or take 1d4 points of damage. You gain a number of temporary hit points equal to the amount of damage you deal with this spell (maximum 10 + your caster level). These temporary hit points go away when the spell ends. As long as you have at least 5 temporary hit points while this spell is in effect, you gain a +1 competence bonus on attack rolls, saving throws, and skill checks. If you have 15 or more temporary hit points, this competence bonus increases to +2. | 0 | 3 | 0 |
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