(Fortitude Half) Your touch causes horrible agony in a creature's vital area.
You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10).
In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits.
The creature still takes the spell damage even if it does not take the sneak attack damage.
Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.
(Fortitude Negates) The plates and joints of your opponent's armor become as rigid as stone, encumbering his movement. You cause the target's armor to swell and stiffen, slowing the wearer's movement and trapping him within.
The target's land speed is reduced to 10 feet.
If the target has a burrow, climb, or swim speed, these are also reduced to 10 feet.
The target also loses any Dexterity bonus to AC for the duration of the spell.
While affected by this spell, the target cannot remove his armor, its joints are too tight and restrictive to escape from.
This spell has no effect on unarmored opponents, creatures with only natural armor or an AC bonus from items other than armor, or those using only shields.
You conjure a cloud of sharp knives around you.
The knives float in the air around your upper body, pointing in the direction you look.
Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see.
This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier.
Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20.
Damage reduction applies to knife attacks from this spell.
The knives are treated as magic for the purpose of overcoming damage reduction.
(No Save) As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range.
You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls.
Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target.
The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Focus: A slashing melee weapon that the caster hurls.