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.
By laying hands on your ally and saying a brief prayer; you convince a higher power to grant him a second chance.
The subject of a resurgence spell can make a second attempt to save against an ongoing spell; spell like ability; or supernatural ability; such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect; the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt; the effect ends immediately. Resurgence never restores hit points or ability score damage; but it does eliminate any conditions such as shaken; fatigued; or nauseated that were caused by a spell; spell like ability; or supernatural ability.
If a spell; spell like ability; or supernatural ability doesnt allow a save (such as power word stun); then resurgence wont help the subject recover.
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper; the whispered message is audible to all targeted creatures within range. Magical silence; 1 foot of stone; 1 inch of common metal (or a thin sheet of lead); or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject; and the paths entire length lies within the spells range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound; not meaning. It doesnt transcend language barriers.
Note: To speak a message; you must mouth the words and whisper; possibly allowing observers the opportunity to read your lips.
A short piece of copper wire.
You determine whether a creature; object; or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails; or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers; but 1 foot of stone; 1 inch of common metal; a thin sheet of lead; or 3 feet of wood or dirt blocks it.
By means of read magic; you can decipher magical inscriptions on objects; books; scrolls; weapons; and the like; that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing; although it may do so in the case of a cursed scroll. Furthermore; once the spell is cast and you have read the magical inscription; you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check; a greater glyph of warding with a DC 16 Spellcraft check; or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
A clear crystal or mineral prism.
This spell generates wholesome; drinkable water; just like clean rain water. Water can be created in an area as small as will actually contain the liquid; or in an area three times as large; possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells cant create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.