The shroud grants the subject a +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 7th (for a total of +5 at 10th level, +6 at 13th, +7 at 16th, to a maximum of +8 at 19th level). The subject can see through the armor as if it did not exist and is also afforded darkvision out to 60 feet. The subject gains a +2 saving throw bonus against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
Arrow hits & bypass as +3 w/ called shot as normal TH. (rare) psc1:258
Negates called shot -4 TH & +1 initiative penalties. (Solonor Thelandira) psc2:364
Dark flames appear in your hand. You can hurl them or use them to touch enemies. The flames appear in your open hand and harm neither you nor your equipment. They emit no light but produce the same amount of heat as an actual fire.
Beginning the following round, you can strike opponents with a melee touch attack, dealing 1d6 points of damage per 2 caster levels (maximum 5d6. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you make 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.
The spell does not function underwater.
This spell lasted for at least three minutes, with more experienced casters able to add more minutes to the duration. When cast, one of the caster's arms became stretchable out to a distance of 10 ft (3 m) and the hand became a talon with sharp nails. The caster could extend or retract this appendage at will to attack a foe. The talon could do a small amount of both physical damage and magical cold damage on a successful attack. A victim had a chance to resist the cold portion and took only half the damage if successful. Undead creatures were immune to the chilling damage.
While this spell was in effect, the caster was unable to cast any spell that required a somatic component.
Rubbery arm +1 TH & 1d4 damage +1d4 cold, ½ cold if sv. (FR Cyric) psc1:69
You fill your allies with glorious honor and a thirst for battle using triumphant song. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell. For the duration, each creature you choose within 30 feet of you (including you) gains a bonus to attack and damage rolls equal to half the number of rounds you have maintained concentration on this spell (rounded up, minimum 1). You cannot cast another spell through your spellcasting focus while concentrating on this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can maintain concentration on this spell for an additional round for each slot level above 3rd.
A creature of your choice that you can see within range must make a Dexterity saving throw. On a failure, it falls prone. On a successful Dexterity saving throw, the target is not affected, and you cannot use this cantrip against it again for 24 hours.
You can target additional creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
The spell does not detect complex traps, including trapdoor traps.
Detect snares and pits does detect certain natural hazards—
quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall).
However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant.
The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring, see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
If struck against a foe, handfire caused a little damage to living creatures, and slightly more damage to undead, though it had no effect against constructs and others that were not living but not undead.
2 touches for 1d4+3 (2d4+4 vs und.), or 1 & 1d4 cure. (FR Sune, rare) psc2:321
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
The spell does not detect complex traps, including trapdoor traps.
Detect snares and pits does detect certain natural hazards—
quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall).
However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant.
The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring, see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
Makes speech unintelligible, interrupts & prevents casting spells. (DS) psc1:174
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.