Level 0: Create Water Cure Minor Wounds Dawn Detect Magic Detect Poison Flare Guidance Know Direction Light Mending Naturewatch Purify Food and Drink Read Magic Resistance Virtue
Level 1: Animate Fire Animate Water Animate Wood Aspect of the Wolf Aura Against Flame Babau Slime Beast Claws Beastland Ferocity Beget Bogun Branch to Branch Breath of the Jungle Buoyant Lifting Calm Animals Camouflage Charm Animal Claws of the Bear Climb Walls Cloudburst Cold Fire Crabwalk Cure Light Wounds Deep Breath Delay Disease Detect Animals or Plants Detect Snares and Pits Endure Elements Enrage Animal Entangle Eyes of the Avoral Faerie Fire Foundation of Stone Goodberry Hawkeye Healthful Rest Hide from Animals Horrible Taste Jump Longstrider Low-Light Vision Magic Fang Magic Stone Obscuring Mist Omen of Peril Pass without Trace Produce Flame Raging Flame Ram’s Might Rapid Burrowing Remove Scent Resist Planar Alignment Sandblast Shillelagh Silvered Claws Slow Burn Snake’s Swiftness Snowshoes Speak with Animals Summon Nature’s Ally I Surefooted Stride Traveler’s Mount Updraft Vigor, Lesser Vine Strike Wall of Smoke Wings of the Sea Winter Chill Wood Wose
Level 2: Align Fang Animal Messenger Animal Trance Avoid Planar Effects Balancing Lorecall Barkskin Bear’s Endurance Binding Winds Bite of the Wererat Blinding Spittle Blood Frenzy Body of the Sun Brambles Briar Web Bull’s Strength Burrow Cat’s Grace Chill Metal Cloud Wings Countermoon Creeping Cold Daggerspell Stance Decomposition Delay Poison Earthbind Earthen Grace Earthfast Easy Trail Embrace the Wild Estanna's Stew Fins to Feet Fire Trap Flame Blade Flaming Sphere Fog Cloud Frost Breath Gust of Wind Healing Lorecall Healing Sting Heartfire Heat Metal Hold Animal Kelpstrand Listening Lorecall Mark of the Outcast Master Air Mountain Stance Nature’s Favor One with the Land Owl’s Wisdom Reduce Animal Remove Addiction Resist Energy Restoration, Lesser Saltray Scent Share Husk Snake’s Swiftness, Mass Soften Earth and Stone Spider Climb Splinterbolt Summon Nature’s Ally II Summon Swarm Swim Tiger’s Tooth Train Animal Tree Shape Warp Wood Wings of Air Winter’s Embrace Wood Shape Wracking Touch
Level 3: Affliction Air Breathing Align Fang, Mass Attune Form Bite of the Werewolf Blindsight Bottle of Smoke Call Lightning Capricious Zephyr Charge of the Triceratops Circle Dance Contagion Corona of Cold Creaking Cacophony Crumble Cure Moderate Wounds Daylight Dehydrate Diminish Plants Dominate Animal Downdraft Energize Potion Energy Vortex Entangling Staff Fire Wings Fly, Swift Forestfold Giant’s Wrath Girallon’s Blessing Heatstroke Hypothermia Icelance Infestation of Maggots Jagged Tooth Junglerazer Lion’s Charge Magic Fang, Greater Meld into Stone Nature’s Balance Nature’s Rampart Neutralize Poison Plant Growth Poison Primal Form Protection from Energy Quench Quillfire Remove Disease Resist Energy, Mass Sink Sleet Storm Snakebite Snare Snowshoes, Mass Speak with Plants Spiderskin Spike Growth Spikes Spirit Jaws Standing Wave Stone Shape Summon Nature’s Ally III Thornskin Thunderhead Treasure Scent Tremor Vigor Vigor, Mass Lesser Vine Mine Water Breathing Weather Eye Wind Wall
Level 4: Air Walk Antiplant Shell Arc of Lightning Bite of the Wereboar Blight Blinding Beauty Blindsight, Greater Burrow, Mass Chain of Eyes Command Plants Contagious Touch Contingent Energy Resistance Control Water Creeping Cold, Greater Cure Serious Wounds Dispel Magic Enhance Wild Shape Essence of the Raptor Eye of the Hurricane Flame Strike Freedom of Movement Giant Vermin Ice Storm Jaws of the Wolf Land Womb Languor Last Breath Lay of the Land Magic Fang, Superior Miasma of Entropy Moon Bolt Murderous Mist Perinarch Planar Tolerance Poison Vines Reincarnate Repel Vermin Resistance, Greater Rushing Waters Rusting Grasp Scrying Shadowblast Sheltered Vitality Spark of Life Spike Stones Starvation Sudden Stalagmite Summon Elementite Swarm Summon Nature’s Ally IV Surefooted Stride, Mass Swim, Mass Vortex of Teeth Wall of Water Wild Runner Wind at Back Wings of Air, Greater Wood Rot
Level 5: Animal Growth Anticold Sphere Atonement Awaken Baleful Polymorph Bite of the Weretiger Call Lightning Storm Cloak of the Sea Cold Snap Commune with Nature Contagion, Mass Control Winds Cure Critical Wounds Dance of the Unicorn Death Ward Dire Hunger Echo Skull Fireward Hallow Heal Animal Companion Ice Flowers Inferno Insect Plague Jungle’s Rapture Mantle of the Icy Soul Memory Rot Owl’s Insight Panacea Phantom Stag Plant Body Poison Thorns Quill Blast Rejuvination Cocoon Stone Shape, Greater Stoneskin Summon Nature’s Ally V Swamp Stride Transmute Mud to Rock Transmute Rock to Mud Tree Stride Unhallow Wall of Fire Wall of Sand Wall of Thorns Wind Tunnel
Level 6: Anger of the Noonday Sun Animate Snow Antilife Shell Aspect of the Earth Hunter Bear’s Endurance, Mass Bite of the Werebear Blood Sirocco Bull’s Strength, Mass Cat’s Grace, Mass Cometfall Cure Light Wounds, Mass Dinosaur Stampede Dispel Magic, Greater Drown Energy Immunity Enveloping Cocoon Extract Water Elemental Find the Path Fire Seeds Fires of Purity Freeze Hide the Path Hungry Gizzard Ironwood Liveoak Miasma Move Earth Owl’s Wisdom, Mass Phantasmal Disorientation Repel Wood Resistance, Superior Spellstaff Stone Tell Stonehold Summon Greater Elemental Summon Nature’s Ally VI Sympathetic Vibration Thunderous Roar Tortoise Shell Transport via Plants Vigorous Circle Wall of Stone
Level 7: Animate Plants Aura of Vitality Brilliant Blade Changestaff Cloud-Walkers Control Weather Creeping Doom Cure Moderate Wounds, Mass Fire Storm Heal Master Earth Scrying, Greater Slime Wave Storm of Elemental Fury Storm Tower Summon Nature’s Ally VII Sunbeam Swamp Lung Transmute Metal to Wood True Seeing Waterspout Word of Balance
Level 8: Animal Shapes Awaken, Mass Bombardment Brilliant Aura Cocoon Control Plants Cure Serious Wounds, Mass Deadfall Earthquake Finger of Death Maelstrom Phantom Wolf Red Tide Repel Metal or Stone Reverse Gravity Stormrage Summon Nature’s Ally VIII Sunburst Unyielding Roots Whirlwind Word of Recall
Level 9: Antipathy Cast in Stone Cure Critical Wounds, Mass Death Ward, Mass Drown, Mass Elemental Swarm Foresight Nature’s Avatar Perinarch, Planar Phantom Bear Regenerate Shadow Landscape Shambler Shapechange Storm of Vengeance Summon Elemental Monolith Summon Nature’s Ally IX Sympathy Transmute Rock to Lava Tsunami Undermaster Whirlwind, Greater

Level 0

Create Water
Conjuration(Creation) [Water]
Level: Cleric 0 , Druid 0 , Paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
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 can’t 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.
Cure Minor Wounds
Conjuration(Healing)
Level: Cleric 0 , Druid 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage. 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.
Dawn
Abjuration
Level: Druid 0 , Ranger 1
Components: V
Casting Time: 1 swift action
Range: 15 ft.
Targets: All creatures in a 15-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage wake up and are staggered. This spell does not affect dying creatures.
Detect Magic
Divination
Level: Bard 0 , Cleric 0 , Druid 0 , Sorcerer 0 , Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
--------- Aura Power ---------
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. 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. Detect magic can be made permanent with a permanency spell.
Detect Poison
Divination
Level: Cleric 0 , Druid 0 , Paladin 1 , Ranger 1 , Sorcerer 0 , Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature, one object, or a 5-ft. Cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
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.
Flare
Evocation [Light]
Level: Bard 0 , Druid 0 , Sorcerer 0 , Wizard 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Guidance
Divination
Level: Cleric 0 , Druid 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Know Direction
Divination
Level: Druid 0 , Ranger 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: Instantaneous
Saving Throw: null
Spell Resistance: null
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
Light
Evocation [Light]
Level: Bard 0 , Cleric 0 , Druid 0 , Sorcerer 0 , Wizard 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.
Mending
Transmutation
Level: Bard 0 , Cleric 0 , Druid 0 , Sorcerer 0 , Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Targets: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Naturewatch
Necromancy
Level: Druid 0 , Ranger 1
Components: S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Naturewatch lets you determine the condition of animals and plants near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points)or undead. In addition, it also allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth). Deathwatch sees through any spell or ability that allows creatures to feign death.
Purify Food and Drink
Transmutation
Level: Cleric 0 , Druid 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Targets: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Read Magic
Divination
Level: Bard 0 , Cleric 0 , Druid 0 , Paladin 1 , Ranger 1 , Sorcerer 0 , Wizard 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 min./level
Saving Throw: null
Spell Resistance: null
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.
Focus: A clear crystal or mineral prism.
Resistance
Abjuration
Level: Bard 0 , Cleric 0 , Druid 0 , Paladin 1 , Sorcerer 0 , Wizard 0
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.
Virtue
Transmutation
Level: Cleric 0 , Druid 0 , Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 min.
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.

Level 1

Animate Fire
Transmutation [Fire]
Level: Druid 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Small fire
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental (MM 98), and attacks as you direct. It cannot move beyond the range of its source fire (25 ft. + 5 ft./2 levels).
Material Component: A handful of charcoal, sulfur, and soda ash.
Animate Water
Transmutation [Water]
Level: Druid 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Cube of water up to 5 ft. on a side
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You animate a quantity of water of at least 4 cubic feet. The animated water has the statistics of a Small water elemental (MM 100), and attacks as you direct. It cannot move beyond the range of its source water (25 ft. + 5 ft./2 levels).
Material Component: A vial of pure spring water mixed with cinnabar oil.
Animate Wood
Transmutation
Level: Druid 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Targets: One Small or smaller wooden object
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes it to immediately attack whomever or whatever you initially designate. Statistics for the animated wood are as for a Small animated object (MM 13). Wooden objects animated by this spell have hardness 5. The spell cannot animate objects carried or worn by a creature.
Material Component: A mixture of powdered cinnabar and ground peach pit.
Aspect of the Wolf
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: null
Spell Resistance: null
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf (MM 283). While under the effect of the spell, your creature type changes to animal, and your size changes to Medium. You have the space and reach of a wolf (5 ft./5 ft.). You gain the Strength, Dexterity, and Constitution of an average wolf (Str 13, Dex 15, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain low-light vision and scent. You gain a bite attack, which is a primary natural attack that deals 1d6+1 points of damage with each successful hit. Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in wolf form. However, if you have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +2, regardless of any natural armor bonus from your normal form. While in wolf form, you gain the wolf’s trip extraordinary attack form, allowing you to make a free trip attempt against any opponent that you hit with your bite attack. Your equipment melds into your new form and becomes nonfunctional.
Material Component: A whisker from a wolf.
Aura Against Flame
Abjuration
Level: Cleric 2 , Druid 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You create an aura of blue mist that protects you against fire, absorbing the first 10 points of fire damage as a resist energy (fire) spell (PH 272). In addition to the resist energy (fire) effect, the spell can be used to snuff out fires. Any nonmagical flame that the aura contacts is immediately extinguished if the flame’s maximum damage is 10 or fewer points per round. This means that torches, small fires, and hurled alchemist’s fire are snuffed out and cause no damage if used against you or if you touch them. You can use a standard action to touch an existing magical fire (such as a flaming sphere or a wall of fire) and attempt to dispel it as if using a dispel magic spell against it (use the caster level of aura against flame for the caster level check). If you succeed, you take no damage from the touch and the magical fire and aura both vanish. If you fail, you take damage from the magical fire source normally (reduced by your aura against flame), and both spells remain. With a readied action, you can use the aura as a dispel magic effect to counterspell a magical fire attack against you. If successful, the spell is counterspelled and the aura disappears. If you fail the dispel check, or if the attack is not a fire attack, the aura remains.
Babau Slime
Transmutation
Level: Druid 1 , Sorcerer 1 , Wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats its skin, armor, and equipment. A creature that strikes a slime-protected subject with an unarmed strike, a touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning of its turn.
Arcane Material Component: A drop of babau slime.
Beast Claws
Transmutation
Level: Druid 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level
Saving Throw: null
Spell Resistance: null
You gain two claw attacks that act as slashing melee weapons, dealing 1d4 points of damage with a threat range of 19–20. Attacks with your transformed hands do not provoke attacks of opportunity. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus. If you attack with a manufactured weapon or another natural attack, you can’t make any claw attacks in that round. The claws do not hinder your manual dexterity or spellcasting.
Material Component: The claw of a bird of prey, such as an eagle or falcon.
Beastland Ferocity
Enchantment(Compulsion) [Mind-Affecting]
Level: Bard 1 , Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying. While between –1 and –9 hit points, the creature gains a +4 enhancement bonus to Strength. If the creature is reduced to –10 hit points, it dies normally.
Beget Bogun
Conjuration(Creation)
Level: Druid 1
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Effect: Tiny construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter. This is the final spell in the process of creating a bogun. See the bogun’s description for further details.
Bogun CR 1
N, CN, LN, NE, or NG Tiny construct
Init +3
Senses darkvision 60 ft., low-light vision; Listen +1,Spot +1
Languages telepathic link with master
AC 15, touch 15, flat-footed 12
hp 11 (2 HD)
Fort +0, Ref +3, Will +1
Speed 20 ft. (4 squares), fly 50 ft. (good)
Melee nettles +1 (1d4-2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +1; Grp -5
Atk Options poison (nettles, DC 11, 1d6 Dex/1d6 Dex)
Abilities Str 7, Dex 16, Con -, Int 8, Wis 13, Cha 10
SQ construct traits (MM 307)
Feats Stealthy
Skills Hide +10, Move Silently +9
A bogun is a small nature servant created by a druid. Like a homunculus, it is an extension of its creator, sharing the same alignment and link to nature. A bogun does not fight particularly well, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window. For the most part, a bogun simply carries out its creator's instructions. Because it is self-aware and somewhat willful, however, its behavior is not entirely predictable. On rare occasions (5% of the time), a bogun might refuse to perform a particular task. In that case, the creator must make a DC 11 Diplomacy check to convince the creature to cooperate. Success means the bogun performs the task as requested; failure indicates that it either does exactly the opposite or refuses to do anything at all for 24 hours (DM's option as to which). A bogun cannot speak, but the process of creating one links it telepathically with its creator. It knows what its creator knows and can convey to him or her everything it sees and hears, up to a range of 500 yards. A bogun never travels beyond this range willingly, though it can be removed forcibly. In that case, it does everything in its power to regain contact with its creator. An attack that destroys a bogun also deals its creator 2d10 points of damage. If its creator is slain, a bogun also dies, and its body collapses into a heap of rotting vegetation. A bogun looks like a vaguely humanoid mound of compost. The creator determines its precise features, but a typical bogun stands about 18 inches tall and has a wingspan of about 2 feet. Its skin is covered with nettles and branches. Combat: A bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison. Construction: Unlike a homunculus, a bogun is created from natural materials available in any forest. Thus, there is no gold piece cost for its creation. All materials used become permanent parts of the bogun. The creator must be at least 7th level and possess the Craft Wondrous Item feat to make a bogun. Before casting any spells, the creator must weave a physical form out of living (or once-living) vegetable matter to hold the magical energy. A bit of the creator's own body, such as a few strands of hair or a drop of blood, must also be incorporated into this crude mannequin. The creator can assemble the body personally or hire someone else to do it. Creating this mannequin requires a DC 12 Craft (basketweaving or weaving) check. Once the body is finished, the creator must animate it through an extended magical ritual that requires a week to complete. The creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic. If the creator is personally weaving the creature's body, that process and the ritual can be performed together. When not actively working on the ritual, the creator must rest and can perform no other activities except eating, sleeping, or talking. Missing even one day causes the process to fail. At that point, the ritual must be started anew, though the previously crafted body and the grove can be reused. On the final day of the ritual, the creator must personally cast control plants, wood shape, and beget bogun. These spells can come from outside sources, such as scrolls, rather than being prepared, if the creator prefers.
Material Component: The mannequin from which the bogun is created.
XP Cost: 25 XP.
Branch to Branch
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level (D)
Saving Throw: null
Spell Resistance: null
You gain a +10 competence bonus on Climb checks made in trees. As long as you remain at least 10 feet above the ground, you can brachiate (swing by branches and vines) in medium or dense forest, but not in sparse forest. When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features. You can charge while brachiating, but you can’t run. Naturally, some local conditions, such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy, might force you to return to the ground.
Breath of the Jungle
Transmutation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Mist spreads in a 40-ft. radius, 20 ft. High
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The DC of any saving throw made within the mist against poison or disease increases by 2. The mist does not provide concealment.
Buoyant Lifting
Evocation
Level: Druid 1
Components: S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level, no two of which are more than 20 ft. Apart
Duration: 1 minute/level (D); see text
Saving Throw: None
Spell Resistance: No
The subjects of this spell are borne toward the surface at 60 feet per round until they are floating on it. The subject then rests at the top of the liquid (rescuing it from drowning if it was a sinking air-breather) and can swim away under its own power or be moved by others (such as with a rope). If the subject is removed from the liquid, the spell ends.
Calm Animals
Enchantment(Compulsion) [Mind-Affecting]
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Camouflage
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level
Saving Throw: null
Spell Resistance: null
Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.
Charm Animal
Enchantment(Charm) [Mind-Affecting]
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One animal
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes an animal regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must speak the animal’s language to communicate your commands, or else be good at pantomiming.
Claws of the Bear
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.
Climb Walls
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Unlike with spider climb, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed.
Material Component: A drop of tree sap or equally sticky material.
Cloudburst
Evocation [Water]
Level: Druid 1
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius emanation
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a –4 penalty. Fire damage in this spell’s area is reduced by 1 point per die of damage. This spell does not function indoors, underground, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10 minutes. The water created with this spell does not slake thirst or provide any nourishment to plants.
Cold Fire
Transmutation [Cold]
Level: Cleric 1 , Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One fire source (up to a 20-ft. cube) or one creature; see text
Duration: 1 minute/level (D) (fire source) or Instantaneous (creature)
Saving Throw: No (fire source) or Fortitude half (creature)
Spell Resistance: No (fire source) or Yes (creature)
You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a wall of fire, provided the affected fire is small enough. Cold fire flames burn blue and white for the duration of the spell. If the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two caster levels (maximum 5d6) to the creature, but has no further effect.
Crabwalk
Transmutation
Level: Bard 1 , Druid 1 , Ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to Armor Class. This benefit replaces the normal +2 bonus on attack rolls and –2 penalty to AC that a charge attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with the pounce ability, the bonus applies only to the first attack.
Material Component: A crab’s leg.
Cure Light Wounds
Conjuration(Healing)
Level: Bard 1 , Cleric 1 , Druid 1 , Paladin 1 , Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
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.
Deep Breath
Conjuration(Creation) [Air]
Level: Druid 1 , Ranger 1 , Sorcerer 1 , Wizard 1
Components: V
Casting Time: 1 immediate action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the spell’s duration expires, you can continue
Delay Disease
Conjuration(Healing)
Level: Cleric 1 , Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The progress of any nonmagical disease that already afflicts the target is halted for the duration of the spell. Delay disease allows the subject to skip the required saving throw against the disease for the day that the spell is in effect. During this period, the subject accrues no further ability damage from the disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery from the disease. Furthermore, the incubation period of any disease to which the subject is exposed during the spell’s duration does not begin until the spell expires. Delay disease does not cure any damage that a disease might already have dealt, and it has no effect on magical or supernatural diseases.
Detect Animals or Plants
Divination
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. 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.
Detect Snares and Pits
Divination
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Spell Resistance: No
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. 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. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to detect snares and pits in a new area. 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.
Endure Elements
Abjuration
Level: Cleric 1 , Druid 1 , Paladin 1 , Ranger 1 , Sorcerer 1 , Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Enrage Animal
Enchantment(Compulsion) [Mind-Affecting]
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One animal
Duration: Concentration +1 round/level
Saving Throw: None
Spell Resistance: Yes
Enrage animal affects only creatures of the animal type and bestows a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a –2 penalty to Armor Class. This effect is otherwise identical to a barbarian’s rage (PH 25), except that the animal is not fatigued at the end of the rage.
Entangle
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
Eyes of the Avoral
Transmutation
Level: Apostle of Peace 1 , Beloved of Valarian 1 , Cleric 1 , Druid 1 , Sorcerer 1 , Wizard 1
Components: S
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains an Avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.
Faerie Fire
Evocation [Light]
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within a 5-ft.-radius burst
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Foundation of Stone
Transmutation [Earth]
Level: Cleric 1 , Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped. If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.
Goodberry
Transmutation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: One day/level
Saving Throw: None
Spell Resistance: Yes
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Hawkeye
Transmutation
Level: Druid 1 , Ranger 1
Components: V
Casting Time: 1 standard action
Range: 1 standard action
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: null
Spell Resistance: null
10 minutes/level (D)
Healthful Rest
Conjuration(Healing)
Level: Bard 1 , Cleric 1 , Druid 1
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Healthful rest doubles the subjects’ natural healing rate. Each affected creature regains twice the hit points and ability damage it otherwise would have regained during that day, depending on its activity level (PH 76).
Hide from Animals
Abjuration
Level: Druid 1 , Ranger 1
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature touched/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Horrible Taste
Transmutation
Level: Druid 1 , Ranger 1 , Sorcerer 1 , Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature or object touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Any creature that bites the spell’s subject must succeed on a Fortitude saving throw or be nauseated until the end of its next turn. If a creature of animal Intelligence (2 or lower) fails its saving throw, it will not willingly bite the subject a second time; someone trying to direct the creature to bite the subject again must make a Handle Animal check as if he was trying to “push” the creature. This check must be made every time he tries to make the creature bite. Creatures that are immune to poison or that lack the ability to taste are unaffected by this spell.
Material Component: A pinch of rotten meat.
Jump
Transmutation
Level: Druid 1 , Ranger 1 , Sorcerer 1 , Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Material Component: A grasshopper’s hind leg, which you break when the spell is cast.
Longstrider
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level (D)
Saving Throw: null
Spell Resistance: null
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Material Component: A pinch of dirt.
Low-Light Vision
Transmutation
Level: Assassin 1 , Druid 1 , Ranger 1 , Sorcerer 1 , Wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject creature gains low-light vision.
Arcane Material Component: A small candle.
Magic Fang
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.) Magic fang can be made permanent with a permanency spell.
Magic Stone
Transmutation
Level: Cleric 1 , Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.
Obscuring Mist
Conjuration(Creation)
Level: Cleric 1 , Druid 1 , Sorcerer 1 , Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. High
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Omen of Peril
Divination
Level: Cleric 1 , Druid 1 , Ranger 1
Components: V, F
Casting Time: 1 round
Range: Personal
Targets: You
Duration: Instantaneous
Saving Throw: null
Spell Resistance: null
Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour’s journey: safety, peril, or great danger. The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly. If the omen of peril is successful, you get one of three visions, which lasts just a second or two. • Safety: You aren’t in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so. • Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so. • Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour. If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly. Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses of action and what dangers they’re likely to face. The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger. Unlike the more powerful augury spell (PH 202), an omen of peril doesn’t respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.
Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.
Pass without Trace
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Produce Flame
Evocation [Fire]
Level: Druid 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with 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. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
Raging Flame
Transmutation [Fire]
Level: Druid 1 , Sorcerer 1 , Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
This spell inflames existing fire, giving it a passion to burn. All normal fires within the affected area flare up, burning twice as hot and twice as bright. The illumination radii of all nonmagical fires double (so a torch casts bright illumination in a 40-foot radius), and all nonmagical fires deal double damage (so a creature that catches on fire takes 2d6 points of fire damage per round). Fire that leaves the area remains affected by the spell. Fire affected by this spell burns out twice as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of the normal hour. Magical fire in the area, such as from a produce flame or fireball spell, burns hotter, dealing +1 point of fire damage per die. Raging flame counters or dispels the effect of slow burn (page 192).
Ram’s Might
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 minute/level
Saving Throw: null
Spell Resistance: null
You gain a +2 enhancement bonus to Strength, and your unarmed attacks deal lethal instead of nonlethal damage. You are considered armed. The spell has no other effect; you can cast spells and manipulate objects normally.
Rapid Burrowing
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell increases the touched creature’s burrow speed by 20 feet. It has no effect on other modes of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the creature cannot already do so.
Remove Scent
Transmutation
Level: Bard 1 , Druid 1 , Ranger 1 , Sorcerer 1 , Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.
Material Component: A pinch of unscented candle wax.
Resist Planar Alignment
Abjuration
Level: Cleric 1 , Druid 1 , Paladin 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection from a plane’s alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligencebased check penalties associated with strongly aligned planes are halved while the spell’s duration lasts.
Sandblast
Evocation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Creatures in the area take 1d6 points of nonlethal damage. Any creature that fails its Reflex save is also stunned for 1 round. You are not harmed by the spell.
Shillelagh
Transmutation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Silvered Claws
Transmutation
Level: Druid 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows the target to treat all of its natural weapons as silvered weapons. The spell affects slam attacks, fist or claw attacks, bite attacks, and any other natural weapons the target creature possesses. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage, however. Silvered claws can be made permanent with a permanency spell.
Slow Burn
Transmutation [Fire]
Level: Druid 1 , Sorcerer 1 , Wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
This spell lends fuel to existing fires within the spell’s area, allowing them to burn off the intangible power of passion as much as from physical substance. Because these fires consume less of the physical fuel that sustain them, they burn for twice as long without losing any of their intensity, but their illumination radius is halved. In addition, an affected fire is much harder to extinguish. It takes twice as long to put out a fire that is under the effect of this spell, and if a roll is required (such as the Reflex save required to extinguish flames if a creature is on fire), two successful rolls over 2 rounds are required to successfully put out the fire. If one such roll fails, the creature must begin trying to extinguish the flames again as if it had never succeeded on the first roll. Magical fire used against a target in this spell’s area, such as from a produce flame or fireball spell, does not burn as effectively, and fire damage from such sources is reduced by 1 point per die. Slow burn counters or dispels the effect of raging flame (page 164).
Arcane Material Component: An oilfilled hourglass.
Snake’s Swiftness
Transmutation
Level: Druid 1 , Sorcerer 2 , Wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One allied creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.
Snowshoes
Transmutation
Level: Cleric 1 , Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The affected creature can walk lightly over ice and snow without having its speed reduced. The affected creature gains a 10-foot enhancement bonus to speed and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice it walks over, or to avoid falling through cracked ice. In addition, the affected creature does not leave a more readily discernible trail through ice and snow than it does on solid ground, denying trackers potential bonuses to follow the affected creature’s path. (See Weather, DMG 93–95, and Cold Dangers, DMG 302, for more details on the effects of weather and ice.)
Speak with Animals
Divination
Level: Bard 3 , Druid 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 min./level
Saving Throw: null
Spell Resistance: null
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Summon Nature’s Ally I
Conjuration(Summoning)
Level: Druid 1 , Ranger 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature’s Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
Summon Nature's Ally I
1st Level
Dire rat
Eagle (animal)
Monkey (animal)
Octopus 1 (animal)
Owl (animal)
Porpoise 1 (animal)
Snake, Small viper (animal)
Wolf (animal)
1 May be summoned only into an aquatic or watery environment.
Surefooted Stride
Transmutation
Level: Bard 2 , Druid 1 , Ranger 1 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You can move through difficult terrain (PH 163) at full speed for the duration of this spell, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on Climb checks.
Traveler’s Mount
Transmutation
Level: Blackguard 1 , Druid 1 , Paladin 1 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Animal or magical beast touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
The touched animal or magical beast gets a 20-foot enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. While bearing a rider, the mount no longer attacks in combat. The steed willingly bears its rider into battle; it just can’t use its own natural weapons for the duration of the spell.
Updraft
Conjuration(Creation) [Air]
Level: Cleric 1 , Druid 1
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: Instantaneous
Saving Throw: null
Spell Resistance: null
Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back down to the ground. At any point during your descent, you can move up to 5 feet laterally.
Material Component: A miniature propeller or windmill
Vigor, Lesser
Conjuration(Healing)
Level: Cleric 1 , Druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 10 rounds + 1 round/level (max 15 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.
Vine Strike
Divination
Level: Druid 1 , Ranger 1
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: 1 round
Saving Throw: null
Spell Resistance: null
While this spell is in effect, you have a special connection to the forces of nature that allows you to deliver sneak attacks on plant creatures as if they were not immune to sneak attacks. To attack a plant creature in this manner, you must still meet the other requirements for making a sneak attack. This spell applies only to sneak attack damage. It gives you no ability to affect plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of plant creatures.
Wall of Smoke
Conjuration(Creation)
Level: Druid 1 , Sorcerer 1 , Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round. A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round. This spell does not function underwater.
Wings of the Sea
Transmutation
Level: Cleric 1 , Druid 1 , Ranger 1
Components: S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell increases the touched creature’s swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one
Material Component: A drop of water.
Winter Chill
Transmutation [Cold]
Level: Druid 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target creature must succeed on a Fortitude save or take 1d6 points of cold damage and become fatigued. A creature with immunity to cold is not affected by this spell.
Wood Wose
Conjuration(Creation)
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One nature servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
A wood wose is a translucent green nature spirit that you can command to perform simple natural tasks. It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn’t involve knowledge of technology. It cannot, for example, open a latched chest, since it doesn’t know how a latch works. A wood wose can perform only one activity at a time, but it repeats the same activity if told to do so. Thus, if you commanded it to gather leaves, it would continue to do so while you If you are on your home plane when you cast this spell, every lawful good, chaotic good, lawful evil, and chaotic evil elemental and outsider within the area is instantly banished back to its home plane unless it makes a successful Will saving throw at a –4 penalty. Creatures so banished cannot return for at least 24 hours. The banishment effect occurs whether or not the creatures actually hear the word of balance, though those that do also suffer the appropriate effects (see above). Creatures whose HD exceed your caster level are unaffected by word of balance.

Level 2

Align Fang
Transmutation [see text]
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Align fang makes a creature’s natural weapons good-, evil-, lawful-, or chaotic- aligned, as you choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons. You can’t cast this spell on a manufactured weapon, such as a sword. When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align fang is a good, evil, lawful, or chaotic spell, respectively.
Animal Messenger
Enchantment(Compulsion) [Mind-Affecting]
Level: Bard 2 , Druid 2 , Ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: Yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).
Material Component: A morsel of food the animal likes.
Animal Trance
Enchantment(Compulsion) [Mind-Affecting, Sonic]
Level: Bard 2 , Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
Avoid Planar Effects
Abjuration
Level: Cleric 2 , Druid 2 , Sorcerer 3 , Wizard 3
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150). Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a waterdominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects. In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane.
Balancing Lorecall
Divination
Level: Druid 2 , Ranger 2 , Sorcerer 2 , Wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 minute/level (D
Saving Throw: null
Spell Resistance: null
You gain a +4 insight bonus on Balance checks. If you have sufficient ranks in the Balance skill, you can even balance on an otherwise-impossible surface with a DC 20 Balance check. If you have 5 or more ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply. If you balance on a vertical surface, you can move up or down as if you were climbing. However, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill. If you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn’t support your weight. For each consecutive round that you begin balanced on a particular surface of this sort, the DC of your Balance check increases by 5. As with all uses of the Balance skill, you move at half speed unless you decide to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).
Arcane Material Component: A thin, 3-inch-long wooden dowel.
Barkskin
Transmutation
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Bear’s Endurance
Transmutation
Level: Cleric 2 , Druid 2 , Ranger 2 , Sorcerer 2 , Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Binding Winds
Evocation [Air]
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: Concentration
Saving Throw: Reflex negates
Spell Resistance: Yes
The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. This spell distracts spellcasters, and so a Concentration check is required to successfully cast any spell (DC equal to this spell’s DC + the level of the spell being cast). Furthermore, no sonic or languagedependent spells or effects can be cast into or out of the winds (though spells cast by you upon yourself function normally). Ranged attacks made into or out of the winds take a –2 penalty. Binding winds holds flying creatures in midair.
Bite of the Wererat
Transmutation
Level: Druid 2 , Sorcerer 3 , Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a +3 enhancement bonus to natural armor. Your face lengthens into a ratlike snout, and you gain a bite attack that deals 1d4 points of damage (or 1d3 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Weapon Finesse feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A rat’s tail.
Blinding Spittle
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of spit
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You spit caustic saliva into your target’s eyes with a successful ranged touch attack. A –4 penalty applies to the attack roll. The subject is blinded until it can wash its eyes with water or some other rinsing fluid, which requires a standard action. This spell has no effect on creatures without eyes or creatures that don’t depend on eyes for vision.
Blood Frenzy
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Any creature with the rage ability
Duration: Special; see text
Saving Throw: Will negates
Spell Resistance: Yes
The target creature enters a rage, as its rage special ability, but this rage does not count toward the creature’s number of rage attempts per day.
Body of the Sun
Transmutation [Fire]
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 5 ft.
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn.
Brambles
Transmutation
Level: Cleric 2 , Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Wooden weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
Material Component: A small thorn.
Briar Web
Transmutation
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell’s area becomes difficult terrain, and creatures move at half speed within the affected area. Any creature moving through the area also takes 1 point of nonmagical piercing damage for each 5 feet moved. A creature with freedom of movement or the woodland stride ability is unaffected by this spell.
Bull’s Strength
Transmutation
Level: Cleric 2 , Druid 2 , Paladin 2 , Sorcerer 2 , Wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Burrow
Transmutation
Level: Druid 2 , Ranger 2
Components: V, V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can burrow through earth and loose rock (but not solid stone) with a speed of 30 feet (or 20 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
Arcane Focus: A claw from a burrowing creature.
Cat’s Grace
Transmutation
Level: Bard 2 , Druid 2 , Ranger 2 , Sorcerer 2 , Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.
Chill Metal
Transmutation [Cold]
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
RoundMetal TemperatureDamage
1ColdNone
2Icy1d4 points
3–5Freezing2d4 points
6Icy1d4 points
7ColdNone
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal.
Cloud Wings
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell increases the subject’s fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.
Countermoon
Abjuration
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One lycanthrope
Duration: 12 hours
Saving Throw: Will negates (D)
Spell Resistance: Yes
This spell forces a lycanthrope back to its natural form and keeps it from changing form, preventing both voluntary shapechanging through the alternate form ability and involuntary shapechanging because of lycanthropy.
Material Component: A hair, scale, or other cast-off item from the type of creature.
Creeping Cold
Transmutation [Cold]
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 3 rounds
Saving Throw: Fortitude half
Spell Resistance: Yes
The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.
Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
Daggerspell Stance
Abjuration
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, F
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Saving Throw: null
Spell Resistance: null
While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round. The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of spells. When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level. The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the force of most blows away from your body with your daggers. When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5/magic.
Focus: A pair of daggers.
Decomposition
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: Living enemies within a 50-ft. radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Whenever an enemy within the area takes normal (not nonlethal) damage, that wound festers for an additional 3 points of damage at the beginning of its turn each round thereafter for the duration of the spell. A DC 15 Heal check or the application of any cure spell or other healing magic stops the festering. Only one wound festers at a time; additional wounds taken while the first is still festering are not subject to this effect. Once festering has been stopped, however, any new wound taken while the subject is within the area (before the spell expires) begins the process anew. For example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell takes 3 points of damage from the festering wound in the next round, and another 3 points in the round after that. In the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round. In the next round, the subject remains within the emanation and takes another 3 points of damage in battle. The festering begins again, dealing 3 points of festering damage in the following round.
Delay Poison
Conjuration(Healing)
Level: Bard 2 , Cleric 2 , Druid 2 , Paladin 2 , Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
Earthbind
Transmutation [Water]
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You hinder the subject creature’s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).
Earthen Grace
Abjuration [Earth]
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject an affinity for earth and stone. Any damage the subject takes from a stone or earthen source counts as nonlethal damage for the duration of the spell. Natural attacks by creatures made of earth or stone (such as stone golems), natural attacks by creatures of the earth subtype, and attacks by stone weapons (such as a stone hammer or a sling stone) instead deal nonlethal damage, as does falling damage when the subject lands on rock or earth. When the nonlethal damage the subject has taken (from any source) equals the subject’s current hit points, the spell ends, and any further damage from a stone or earthen source causes damage normally.
Material Component: A chunk of granite.
Earthfast
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One stone structure or rock formation, up to 25 cubic ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
You reinforce a rock formation or stone structure. The earthfast spell doubles the structure’s hit points and increases its hardness to 10. This spell does not function on constructs.
Easy Trail
Abjuration
Level: Druid 2 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes
Anyone in the area of the spell (including you) finds the undergrowth held aside while they pass. This effect essentially provides a trail through any kind of undergrowth, and you treat any trackless terrain as having a trail (PH 164). Once the effect of the spell passes, the plants return to their normal shape. The DC to track anyone who traveled within the area of this spell increases by 5 (the equivalent of hiding the trail). This spell has no effect on plant creatures (that is, they aren’t pushed or held aside by its effect).
Embrace the Wild
Transmutation
Level: Druid 2 , Ranger 1
Components: V
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: null
Spell Resistance: null
Upon casting the spell, you gain the senses of animal creatures. You gain low-light vision and either blindsense out to 30 feet or scent (your choice). You also gain a +2 bonus on Listen and Spot checks.
Estanna's Stew
Conjuration(Healing)
Level: Cleric 2 , Druid 2 , Paladin 2
Components: V, S, F
Casting Time: 1 round
Range: 0 ft.
Effect: Fills pot with healing stew (1 serving/2 levels)
Duration: Instantaneous (see text)
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew. The caster must be holding the pot in hand when Estanna’s Stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving per two caster levels (maximum 5). A ingle serving heals 1d6+1 points of damage and requires a standard action to consume. Any portion of the stew that is not consumed disappears after 1 hour. The stew can be splashed onto a single undead creature within 10 feet. If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it. The undead creature can apply spell resistance and can attempt a Will save to take half damage.
Focus: An engraved stewpot worth at least 50 gp.
Fins to Feet
Transmutation
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Willing creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess, but gain a land speed instead. Transmuted Medium creatures have a base land speed of 30 feet, Small and smaller creatures have a base land speed of 20 feet, and Large or larger creatures have a base land speed of 40 feet. The subject loses any natural attacks based on its tail or tentacles.
Fire Trap
Abjuration [Fire]
Level: Druid 2 , Sorcerer 4 , Wizard 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Targets: Object touched
Duration: Permanent until discharged (D)
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed. When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion. A fire trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends. Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
Flame Blade
Evocation [Fire]
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater.
Flaming Sphere
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Fog Cloud
Conjuration(Creation)
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. High
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.
Frost Breath
Evocation [Cold]
Level: Cleric 2 , Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
Material Component: Three drops of water or fragments of ice (which are held in a cupped palm and blown toward the target).
Gust of Wind
Evocation [Air]
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures may move normally within a gust of wind effect. A gust of wind can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell.
Healing Lorecall
Divination
Level: Cleric 2 , Druid 2 , Ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: 1 standard action
Targets: You
Duration: 10 minutes/level
Saving Throw: null
Spell Resistance: null
A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the subject of the spell, in addition to the spell’s normal effects: dazed, dazzled, or fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened. Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.
Material Component: A mint leaf.
Healing Sting
Necromancy
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: You and one living creature
Duration: You and one living creature
Saving Throw: None
Spell Resistance: No
Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain an equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost.
Material Component: Five dried wasp bodies.
Heartfire
Evocation [Fire, Light]
Level: Bard 2 , Druid 2
Components: V, V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Living creatures within a 5-ft.- radius burst
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
Outlined subjects shed light as torches. Outlined creatures do not benefit from the concealment normally provided by darkness (although a 3rd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round). Spellcasters affected by this spell who try to cast spells must make Concentration checks (DC 10 + half the continuous damage last dealt) each round as they take continuous damage from the spell. The fire created by this spell can be extinguished by normal means; doing so ends the outlining effect.
Heat Metal
Transmutation [Fire]
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. Circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Round Metal Temperature Damage
1 Warm None
2 Hot 1d4 points
3-5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal.
Hold Animal
Enchantment(Compulsion) [Mind-Affecting]
Level: Druid 2 , Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One animal
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Kelpstrand
Conjuration(Creation)
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. Apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Make a ranged touch attack at each target. If you hit a creature, you immediately make an opposed grapple check against the creature as a free action without provoking attacks of opportunity. You add your caster level and your Wisdom bonus to the result of your grapple check rather than your Strength bonus and size bonus. If you succeed, the target becomes entangled in the thick strands of kelp and is grappled. Each round, the target can attempt to escape the kelpstrand by making a successful grapple or Escape Artist check against the kelpstrand’s grapple check. You are not considered grappling yourself while using this spell. Once you shoot your strands of kelp, you need not take any action to maintain the effect. A creature targeted with multiple kelpstrands has to make separate grapple or Escape Artist checks against each kelpstrand currently grappling it to escape. If you cast this spell while you are within 300 feet of the ocean shore, you gain a +4 bonus on any grapple checks made to determine the outcome of a kelpstrand grapple.
Material Component: A piece of dried seaweed.
Listening Lorecall
Divination
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level
Saving Throw: null
Spell Resistance: null
You gain a +4 insight bonus on Listen checks. In addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet. If you have 12 or more ranks in Listen, you gain blindsight out to 15 feet. A silence spell or effect negates the blindsense or blindsight granted by a listening lorecall spell.
Mark of the Outcast
Necromancy
Level: Blackguard 1 , Cleric 2 , Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates an indelible mark on the subject’s face (or other upper body part, if the subject doesn’t have a head). The mark is visible to normal vision, low-light vision, and darkvision. The wearer of such a mark takes a –5 circumstance penalty on Bluff and Diplomacy checks and a –2 penalty to Armor Class. The mark cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Master Air
Transmutation
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You sprout a pair of insubstantial feathery or batlike (your choice) wings. You can fly at a speed of 90 feet with good maneuverability (60 feet if you’re wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load (PH 161), plus any armor you wear. Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.
Focus: A wing feather from any bird or the wing bone of any bat.
Mountain Stance
Transmutation
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
While this spell is in effect, the subject can root itself to the ground as a free action. The subject gains a bonus equal to your caster level against any attempts to grapple, lift, push, bull rush, overrun, throw, trip, or otherwise force the subject to move against its will through either physical or magical means. If at any point such an effort succeeds and the subject is forced to move, the spell ends immediately. Any voluntary movement on the subject’s part does not end the spell (although a creature cannot be rooted while it moves), and the subject can “reroot” itself elsewhere in the same manner as described above.
Nature’s Favor
Evocation
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Targets: Animal touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).
One with the Land
Transmutation
Level: Druid 2 , Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level
Saving Throw: null
Spell Resistance: null
You forge a strong link with nature that gives you greater insight into your environment. You gain a +2 competence bonus on Handle Animal, Hide, Move Silently, Search, Survival, and wild empathy checks.
Owl’s Wisdom
Transmutation
Level: Cleric 2 , Druid 2 , Paladin 2 , Ranger 2 , Sorcerer 2 , Wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.
Reduce Animal
Transmutation
Level: Druid 2 , Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One willing animal of Small, Medium, Large, or Huge size
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes instant diminution of an animal, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large animal whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed. Multiple magical effects that reduce size do not stack. Reduce animal can be made permanent with a permanency spell.
Remove Addiction
Conjuration(Healing)
Level: Beloved of Valarian 2 , Cleric 2 , Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Darkness for more information about addictions). Since the spells duration is instantaneous, it does not prevent new addiction to the same drug at a later date.
Resist Energy
Abjuration
Level: Cleric 2 , Druid 2 , Paladin 2 , Ranger 1 , Sorcerer 2 , Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Restoration, Lesser
Conjuration(Healing)
Level: Cleric 2 , Druid 2 , Paladin 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Saltray
Evocation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by a saltray takes 1d6 points of damage per two caster levels (maximum 5d6) and must make a Fortitude save or be stunned for 1 round
Scent
Transmutation
Level: Druid 2 , Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You give the creature touched the scent ability (MM 314).
Share Husk
Divination
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Animal touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You sense through an animal’s senses, seeing through its eyes and hearing through its ears. While doing so, you use either your Listen or Spot modifiers or the animal’s, whichever is better. This spell gives you no special ability to understand what you sense. You can switch your perceptions between the animal’s and your own on your turn as a free action. You and the animal must be on the same plane for the spell to function.
Material Component: An edible treat that would appeal to the animal (vegetable or meat).
Snake’s Swiftness, Mass
Transmutation
Level: Druid 2 , Sorcerer 3 , Wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Allied creatures in a 20-ft.- radius burst
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the subjects’ normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subjects to make more than one additional attack in a round. If the subjects have already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.
Soften Earth and Stone
Transmutation [Earth]
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. square/level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
Spider Climb
Transmutation
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.
Splinterbolt
Conjuration(Creation)
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more streams of splinters
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18–20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.
Material Component: A splinter of wood.
Summon Nature’s Ally II
Conjuration(Summoning)
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. Apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon nature’s ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Summon Nature's Ally II
2nd Level
Bear, black (animal)
Crocodile (animal)
Dire badger
Dire bat
Elemental, Small (any)
Hippogriff
Shark, Medium 1 (animal)
Snake, Medium viper (animal)
Squid 1 (animal)
Wolverine (animal)
1 May be summoned only into an aquatic or watery environment.
Summon Swarm
Conjuration(Summoning)
Level: Bard 2 , Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, M/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component: A square of red cloth.
Swim
Transmutation [Water]
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell gives the recipient a swim speed of 30 feet (although not the ability to breathe water or hold one’s breath beyond normal limits). As long as the creature isn’t carrying more than a light load, it can swim without making Swim checks. It also gains a +8 bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on Swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line. If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits of the spell still apply.
Material Component: A goldfish scale.
Tiger’s Tooth
Transmutation
Level: Druid 2
Components: V
Casting Time: 1 swift action
Range: Touch
Targets: Living creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Tiger’s Tooth gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)
Train Animal
Enchantment(Charm) [Mind-Affecting]
Level: Druid 2 , Ranger 2
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Targets: Animal touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five). This spell does not modify an animal’s attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.
Tree Shape
Transmutation
Level: Druid 2 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level (D)
Saving Throw: null
Spell Resistance: null
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).
Warp Wood
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 Small wooden object/level, all within a 20-ft. Radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.
Wings of Air
Transmutation
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Targets: Winged creature touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The subject must be capable of flight using wings. The creature’s maneuverability improves by one grade—from clumsy to poor, poor to average, average to good, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.
Winter’s Embrace
Evocation [Cold]
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A target that fails its save takes 1d8 points of cold damage per round at the beginning of your turn. Each round, the subject can make a new Fortitude saving throw to avoid taking damage that round. The second time a subject takes damage from a single casting of winter’s embrace, it becomes fatigued. The fourth time it takes damage from the same spell, it becomes exhausted.
Wood Shape
Transmutation
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.
Wracking Touch
Necromancy
Level: Druid 2 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
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.

Level 3

Affliction
Necromancy [Good]
Level: Cleric 3 , Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Evil creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period). Afflictions deal damage only to evil creatures. Any evil creature takes damage equal to that listed plus its Charisma bonus. An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points.
Affliction Initial DC Subsequent DC Damage*
Depraved decadence 14 18 1d4 Str
Eternal torpor 17 14 1d6 Dex
Raging desire 18 15 1d3 Con
Consuming passion 20 17 1d4 Int
Haunting conscience 15 16 1d4 Wis
Pride in vain 16 20 1d6 Cha
* See Chapter 3: Exalted Equipment for more information about afflictions.
Air Breathing
Transmutation
Level: Cleric 3 , Druid 3 , Sorcerer 3 , Wizard 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: : Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. This spell does not make creatures unable to breathe water.
Arcane Material Component: A short reed or piece of straw.
Align Fang, Mass
Transmutation [see text]
Level: Druid 3 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Mass Align fang makes a creature’s natural weapons good-, evil-, lawful-, or chaotic- aligned, as you choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons. You can’t cast this spell on a manufactured weapon, such as a sword. When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align fang is a good, evil, lawful, or chaotic spell, respectively.
Attune Form
Transmutation
Level: Cleric 3 , Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature/3 levels
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
This spell allows you to attune the affected creatures to the plane you are currently on, negating the harmful effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell (page 19).
Arcane Material Component: A bit of stone or earth from your home plane.
Bite of the Werewolf
Transmutation
Level: Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You gain a +2 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. You gain a bite attack that deals 1d6 points of damage (or 1d4 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A wolf’s tooth.
Blindsight
Transmutation
Level: Cleric 3 , Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the subject the blindsight ability (MM 306) effective out to 30 feet.
Bottle of Smoke
Conjuration(Creation)
Level: Druid 3 , Ranger 3
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Effect: One smoky, horselike creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a plume of smoke that you capture in a special bottle you’re holding. If the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke. It makes no sound, and anything that touches it simply passes through it. To mount this smoke horse, the would-be rider must make a DC 10 Ride check while holding the bottle in one hand. Anyone attempting to mount without the bottle simply passes through the horse’s form. Letting go of the bottle after mounting causes the rider to fall through the horse’s smoky form; he or she cannot thereafter remount without the intact bottle in hand. If the bottle is broken, the spell ends immediately and the rider (if mounted) falls to the ground. The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet. It can send smoke billowing out behind it at the rider’s behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves. A severe wind, or magical wind of any kind, disperses the horse (and any smoke it has produced) instantly. Otherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down. Starting or stopping the smoke trail is a free action. The mount and the smoke trail it produces give concealment to anyone behind them. The mount is immune to all damage and other attacks because material objects and spells simply pass through it. It cannot attack. The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move action) and stoppering it again (another move action) in the next round after the horse is inside. If the bottle is reopened later, the spell reactivates with its remaining duration intact. Regardless of how much duration remains unused, the spell ceases functioning 24 hours after it is cast. If dispelled at any time while the bottle is corked, the spell ends.
Focus: An ornate, corked bottle worth at least 50 gp.
Call Lightning
Evocation [Electricity]
Level: Druid 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater.
Capricious Zephyr
Evocation [Air]
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Reflex
Spell Resistance: Yes
A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain. If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone. A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell’s range.
Charge of the Triceratops
Transmutation
Level: Druid 3 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The horns created by this spell grant a natural gore attack that deals 1d8 points of damage (1d6 points of damage if the subject creature is Small, 2d6 if Large). If the gore attack is used as part of a charge, it deals double damage. If the gore attack is used as a primary weapon, the subject adds 1-1/2 times its Strength bonus to the damage of the attack. If it is used as a secondary weapon, the subject adds only 1/2 its Strength bonus to the damage roll, and takes a –5 penalty on the attack roll. The recipient also gains a +4 enhancement bonus to its natural armor.
Circle Dance
Divination
Level: Bard 2 , Cleric 3 , Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S
Casting Time: 1 minute
Range: Personal
Targets: You
Duration: Instantaneous
Saving Throw: null
Spell Resistance: null
You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function. If the creature is alive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition (unharmed, w o u n d e d , unconscious, dying, and so on). If the creature you seek is on a different plane or dead, you feel nothing.
Contagion
Necromancy [Evil]
Level: Cleric 3 , Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
DiseaseDCDamage
Blinding sickness161d4 Str *
Cackle fever161d6 Wis
Filth fever121d3 Dex and 1d3 Con
Mindfire121d4 Int
Red ache151d6 Str
Shakes131d8 Dex
Slimy doom141d4 Con
* Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.
Corona of Cold
Evocation [Cold]
Level: Cleric 3 , Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10. Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a –2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold spells.
Creaking Cacophony
Illusion(Figment) [Sonic]
Level: Bard 3 , Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The sound from this spell is as loud as a pitched battle and is audible far beyond the spell’s area. Outside the spell’s area, the sound is merely loud. Inside the spell’s area, the sound is overwhelming. All creatures within the spell’s area take a –4 penalty on Listen checks. Spellcasters are distracted and must make a Concentration check to cast any spell (DC equals this spell’s DC + the level of the spell being cast). A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area that do not have immunity to sonic damage gain vulnerability to sonic damage.
Crumble
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One structure or construct
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes (object)
You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself. The erosion deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 10d8. The maximum size of the object affected depends on your level. If you cast this spell on an object of greater size than you can affect, the spell fails.
Level Size of Object Affected
Up to 9thLarge
10th-15th Huge
16th-18th Gargantuan
19th-20th Colossal
Cure Moderate Wounds
Conjuration(Healing)
Level: Bard 2 , Cleric 2 , Druid 3 , Paladin 3 , Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). 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. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead
Daylight
Evocation [Light]
Level: Bard 3 , Cleric 3 , Druid 3 , Paladin 3 , Sorcerer 3 , Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness
Dehydrate
Necromancy
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You afflict the target with a horrible, desiccating curse that deals 1d6 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes, plants, and creatures with the aquatic subtype are more susceptible to this spell than other targets. Such creatures take 1d8 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d8+5.
Diminish Plants
Transmutation
Level: Druid 3 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell has two versions. Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected. Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal. Diminish plants counters plant growth. This spell has no effect on plant creatures.
Dominate Animal
Enchantment(Compulsion) [Mind-Affecting]
Level: Druid 3
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
Downdraft
Evocation [Air]
Level: Cleric 3 , Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20- ft. radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Downdraft sends a column of turbulent air rushing toward the earth. Airborne creatures caught in the area of a downdraft must succeed on a Reflex save or immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) if the downdraft makes them hit the ground or collide with an object. Those who succeed on the Reflex save plummet only 50 feet. Creatures already on the ground must succeed on a Reflex save or be knocked prone by the spell.
Material Component: A balsa-wood bird carving, which is crushed underfoot.
Energize Potion
Transmutation
Level: Cleric 3 , Druid 3 , Sorcerer 2 , Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10 ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell transforms a magic potion into a volatile substance that can be hurled out to specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire or sonic) when the spell is cast. The potion deals 1d6 points of damage (of the appropriate type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustbles within the spell’s burst radius.
Material Component: A magic potion.
Energy Vortex
Evocation [see text]
Level: Cleric 3 , Druid 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Targets: All creatures within a 20-ft.- radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When you cast energy vortex, you choose one of four energy types: acid, cold, electricity, or fire. A blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you. If you are willing to take the damage yourself, you deal twice as much damage. You don’t get a Reflex save, but spell resistance applies, as do any resistances and immunities you have to the energy type. The descriptor of this spell is the same as the energy type you choose when you cast it.
Entangling Staff
Transmutation
Level: Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S, F
Casting Time: 1 swift action
Range: Touch
Targets: Quarterstaff touched
Duration: 1 round/level (D)
Saving Throw: Yes (harmless, object)
Spell Resistance: Yes (harmless)
Each time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity. This grapple attempt does not require a separate touch attack. You gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff. You can attempt to grapple creatures up to one size category larger than you. If your grapple check succeeds, your quarterstaff’s vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish). You then have two choices: Release: You release your opponent from the grapple. Some vines remain clinging to your foe, leaving it entangled for the duration of the spell. You can attack different enemies in later rounds with the staff, potentially grappling and constricting or entangling them. Maintain: You maintain your hold. In subsequent rounds, you deal constriction damage with a successful grapple check. You can then choose to release or maintain the hold again.
Focus: A quarterstaff.
Fire Wings
Transmutation [Fire]
Level: Druid 3
Components: V, S, M, F
Casting Time: 1 round
Range: Personal
Targets: You
Duration: 1 minute/level
Saving Throw: null
Spell Resistance: null
This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry. Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability. You can charge but not run while flying, and you cannot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally. If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven’t already landed. Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field. If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons. A successful attack deals 2d6 points of fire damage. The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.
Material Component: The feather of a bird, which you must burn when you cast the spell.
Focus: A golden amulet shaped like a phoenix (worth 150 gp).
Fly, Swift
Transmutation
Level: Bard 2 , Druid 3 , Sorcerer 2 , Wizard 2
Components: V
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: 1 round
Saving Throw: null
Spell Resistance: null
The subject can fly at a speed of 60 feet for 1 round (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Forestfold
Transmutation
Level: Druid 3 , Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level (D)
Saving Throw: null
Spell Resistance: null
You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.
Giant’s Wrath
Transmutation [Earth]
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Targets: One pebble/ 3 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders. If you drop a pebble or give it to another creature, the pebbles’ magic dissipates harmlessly.
Material Component: The pebbles to be transmuted.
Girallon’s Blessing
Transmutation
Level: Cleric 3 , Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d4 points of damage + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d4 points of damage + 1-1/2 times its Str modifier. A creature cannot use normal weapons and the claw attacks in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.
Material Component: A few strands of girallon hair.
Heatstroke
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
If the target creature fails to resist the spell, it immediately becomes fatigued. If it is already fatigued, it instead becomes exhausted. The subject takes 2d6 points of nonlethal damage from the oppressive heat as well, even if it makes the Fortitude saving throw to avoid fatigue or exhaustion. A creature wearing heavy armor takes a –4 penalty on its save. Creatures with immunity or resistance to fire are not affected by this spell.
Hypothermia
Evocation [Cold]
Level: Cleric 4 , Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue.
Icelance
Conjuration(Creation)
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One lance of ice
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You must succeed on a normal ranged attack to strike a target with an icelance. You gain a +4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use.
Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.
Infestation of Maggots
Necromancy
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Fortitude negates
With a successful melee touch attack, you infest a creature with maggotlike creatures. If the touched creature fails a Fortitude saving throw, the magical maggots deal 1d4 points of Constitution damage each round at the beginning of your turn. The subject makes a new Fortitude save each round to negate the damage in that round and end the effect. The infestation can be removed with a remove disease or heal spell.
Material Component: A handful of dead, dried flies.
Jagged Tooth
Transmutation
Level: Druid 3 , Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One natural slashing or piercing weapon of target creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell doubles the critical threat range of one natural weapon that deals either slashing or piercing damage. Multiple effects that increase a weapon’s threat range don’t stack.
Junglerazer
Necromancy
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. Line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Invisible destructive energy springs silently forth from you, instantly destroying all natural plant life in the area and leaving a path of ash in its wake. Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Material Component: A pinch of ash from a burnt plant.
Lion’s Charge
Transmutation
Level: Druid 3 , Ranger 2
Components: V
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: 1 round
Saving Throw: null
Spell Resistance: null
This spell grants you the pounce special ability (MM 313), allowing you to make a full attack at the end of a charge.
Magic Fang, Greater
Transmutation
Level: Druid 3 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell.
Meld into Stone
Transmutation [Earth]
Level: Cleric 3 , Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 min./level
Saving Throw: null
Spell Resistance: null
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.
Nature’s Balance
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Fortitude negates (harmless)
You take a –4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score. You get no saving throw to avoid the loss, but your subject can attempt a Fortitude save to avoid the gain, if desired.
Nature’s Rampart
Transmutation
Level: Druid 3 , Ranger 3
Components: V, S, F
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Area: Structure up to 40 ft. Square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You shape a natural setting into a formidable defensive position. Usually this spell is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although nature’s rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effect of the spell depends on the terrain: Open Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive cover. Attackers approaching on foot must scramble down into the ditch and then climbing 10 feet to reach the top of the dike (Climb DC 10). Rough Outdoor Site or Cavern: Loose stones and boulders, dead wood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive cover. Marshy or Low-Lying Site: In areas such as marsh, bog, swamp, or tundra, nature’s rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to 1/4 their normal speed (minimum 5 feet) and cannot charge or run.
Focus: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.
Neutralize Poison
Conjuration(Healing)
Level: Bard 4 , Cleric 4 , Druid 3 , Paladin 4 , Ranger 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature or object of up to 1 cu. ft./level touched
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Arcane Material Component: A bit of charcoal.
Plant Growth
Transmutation
Level: Druid 3 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. Plant growth counters diminish plants. This spell has no effect on plant creatures.
Poison
Necromancy
Level: Cleric 4 , Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
Primal Form
Transmutation
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 minute/level (D)
Saving Throw: null
Spell Resistance: null
When you cast this spell, choose an element (air, earth, fire, or water). You assume the physical appearance and many of the qualities and abilities of a Medium elemental of the chosen element (MM 96–100). Primal form also grants you the elemental subtype appropriate to the chosen element. You gain a +4 bonus on saving throws against mind-affecting spells and abilities. There is a 25% chance that critical hits and sneak attacks scored on you are negated, as if you were wearing armor with the light fortification special ability (DMG 219). You cannot cast spells, and you lose any spell-like, supernatural, and extraordinary abilities of your own form. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 20 feet (perfect). Earth: Damage reduction 5/—. Fire: 1d4 fire damage, resistance to fire 10, burn (MM 98). Water: Swim 90 feet, drench (MM 101). Your equipment melds into your new form and becomes nonfunctional.
Protection from Energy
Abjuration
Level: Cleric 3 , Druid 3 , Ranger 2 , Sorcerer 3 , Wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Quench
Transmutation
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed). Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)
Quillfire
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Your hand sprouts poisonous quills that you can use in melee or as a ranged attack. The quills deal 1d8 points of damage. They can be thrown (range increment 10 feet). The quills are poisonous (injury DC equal DC of quillfire, 1d6 Str/1d6 Str).
Remove Disease
Conjuration(Healing)
Level: Cleric 3 , Druid 3 , Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Resist Energy, Mass
Abjuration
Level: Cleric 3 , Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subjects gains energy resistance 10 against the energy type chosen, meaning that each time the creatures are subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creatures’ hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipients’ equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Sink
Transmutation
Level: Cleric 3 , Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. Apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
When this spell is cast, it causes the targets, which must be currently in water or another liquid, to sink. Each subject descends 100 feet down into the liquid (or to the bottom, if the liquid is not deep enough). Affected creatures can then swim up normally. Once on the bottom, a creature must still make a Swim check to move, or else it can move along the bottom at one-quarter its land speed.
Sleet Storm
Conjuration(Creation) [Cold]
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details). The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a few drops of water.
Snakebite
Transmutation
Level: Druid 3 , Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Saving Throw: null
Spell Resistance: null
This spell transforms one of your arms into a poisonous serpent. As an attack action, you can strike an opponent with your snake arm by making a successful melee attack. The bite from the venomous serpent deals damage equal to 1d3 points + your Str modifier, and it carries a toxic venom that deals 2 points of Constitution damage as initial and secondary damage. Each instance of ability damage can be negated by a Fortitude save (DC equal to this spell’s DC). You can’t hold a weapon with your transformed hand, but your other hand can be used to wield weapons or cast spells with somatic components. Attacking with the transformed hand and a weapon incurs the standard twoweapon fighting penalties (PH 160). You can be under the effect of only one snakebite spell at any given time.
Snare
Transmutation
Level: Druid 3 , Ranger 2
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Targets: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
Snowshoes, Mass
Transmutation
Level: Cleric 3 , Druid 3 , Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The affected creatures can walk lightly over ice and snow without having their speed reduced. The affected creatures gains a 10-foot enhancement bonus to speed and are not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice they walks over, or to avoid falling through cracked ice. In addition, the affected creatures do not leave a more readily discernible trail through ice and snow than they do on solid ground, denying trackers potential bonuses to follow the affected creatures path. (See Weather, DMG 93–95, and Cold Dangers, DMG 302, for more details on the effects of weather and ice.)
Speak with Plants
Divination
Level: Bard 4 , Druid 3 , Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 min./level
Saving Throw: null
Spell Resistance: null
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.
Spiderskin
Transmutation
Level: Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks for every three caster levels you have. This means that the bonuses to natural armor, saves, and Hide checks improve to +2 at caster level 6th, +3 at caster level 9th, +4 at 12th, and +5 at 15th. The enhancement bonus provided by spiderskin stacks with the subject’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Arcane Material Component: The leg of a spider.
Spike Growth
Transmutation
Level: Druid 3 , Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC. Spike growth can’t be disabled with the Disable Device skill. Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).
Spikes
Transmutation
Level: Cleric 3 , Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Wooden weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +2 enhancement bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10), and its threat range is doubled. This effect does not stack with other effects that increase a weapon’s threat range, such as the Improved Critical feat. This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
Material Component: A small thorn.
Spirit Jaws
Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The spiritjaws use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) + your Wis modifier as its attack bonus. If an initial attack hits, the spiritjaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws’ bonus on grapple checks is equal to their attack bonus + 4. Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it. The set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect. The grappled opponent can cast a spell only if the spell has no somatic component, the material components are in hand, and a Concentration check (DC 20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws’ grapple check. As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target. If you become unable to command the jaws, they vanish.
Material Component: A piece of bone from a dinosaur’s jaw.
Standing Wave
Transmutation
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Waves under a creature or object within range
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
You command the waters to lift a creature or object and propel it forward. An object so lifted can contain creatures or other objects. The maximum size of the creature or object the wave can lift depends on your caster level.
Caster Level Size of Creature or Object
5th Medium
7th Large
9th Huge
11th Gargantuan
13th Colossal
Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water. The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore. If you are riding in or standing on the object, the object continues to move until you are no longer in or on the object or the spell is dismissed; otherwise, the object is moved to the extent of the spell’s range when you cast the spell.
Stone Shape
Transmutation [Earth]
Level: Cleric 3 , Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.
Summon Nature’s Ally III
Conjuration(Summoning) [see text]
Level: Druid 3 , Ranger 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. Apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Summon Nature's Ally III
3rd Level
Ape (animal)
Dire weasel
Dire wolf
Eagle, giant [NG]
Lion
Owl, giant [NG]
Satyr [CN; without pipes]
Shark, Large 1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Thoqqua
1 May be summoned only into an aquatic or watery environment.
Thornskin
Transmutation
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Saving Throw: null
Spell Resistance: null
Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab. As well as dealing lethal damage with your unarmed strikes (if you don’t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage + 1d6 points of piercing damage with an unarmed strike). In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from thornskin is treated as piercing for the purpose of overcoming damage reduction.
Material Component: A thorn.
Thunderhead
Evocation [Sonic]
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Thunderhead creates a small thundercloud over the subject’s head. The cloud moves with the subject, following it unerringly even if he becomes invisible or leaves the region. In every round of the spell’s duration, a miniature bolt of lightning leaps from the thundercloud to strike the subject. Each bolt deals 1 point of electricity damage that is negated by a successful Reflex save.
Material Component: A small piece of copper wire.
Treasure Scent
Divination
Level: Bard 3 , Druid 3 , Sorcerer 4 , Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level
Saving Throw: null
Spell Resistance: null
You can detect copper, silver, gold, platinum, and gems within 30 feet, as well as differentiate between the five kinds of valuables. When you detect one of these types of valuables, the exact location of the source is not revealed—only its presence and direction. Whenever you come within 5 feet of the treasure, you can pinpoint its exact location. 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.
Tremor
Evocation [Earth]
Level: Cleric 3 , Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/3 levels
Saving Throw: See text
Spell Resistance: No
This minor quake is not strong enough to damage structures. The effect lasts for 1 round per three caster levels, during which time any spellcaster on the ground in the area must succeed on a Concentration check (DC 15 + spell level) or lose any spell she is casting. A creature attempting to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, and Use Rope, among others) must succeed on a DC 15 Concentration check, or the action automatically fails and is wasted. Each creature in the area must make a Reflex save each round or be knocked prone.
Vigor
Conjuration(Healing)
Level: Cleric 3 , Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains fast healing 2, enabling it to heal 2 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.
Vigor, Mass Lesser
Conjuration(Healing)
Level: Cleric 3 , Druid 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/2 levels, no two of which are more than 30 ft. Apart
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects gain fast healing 1, enabling them to heal 1 hit point per round until the spell ends and automatically becoming stabilized if they begin dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.
Vine Mine
Conjuration(Creation)
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius/level spread
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes
You create and direct the rapid growth of vines. When you cast the spell, choose one of the following effects. • Climbing aid (treat as knotted ropes) • Bind helpless targets (Escape Artist DC 25 to escape) • Hamper movement (as heavy undergrowth) • Camouflage (add +4 competence bonus on Hide checks) As a standard action, you can redirect the vines’ growth (thus changing the effect).
Material Component: A crown of ivy leaves.
Water Breathing
Transmutation
Level: Cleric 3 , Druid 3 , Sorcerer 3 , Wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
Arcane Material Component: A short reed or piece of straw.
Weather Eye
Divination
Level: Druid 3
Components: V, S, M, F
Casting Time: 1 hour
Range: 1 mile + 1 mile/level
Effect: 1-mile radius + 1-mile/level centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can accurately predict the natural weather up to one week into the future. If unnatural forces currently affect the weather, then weather eye reveals the spells or abilities in effect, though not the source of those abilities.
Material Component: Incense.
Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).
Wind Wall
Evocation [Air]
Level: Cleric 3 , Druid 3 , Ranger 2 , Sorcerer 3 , Wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Arcane Material Component: A tiny fan and a feather of exotic origin.

Level 4

Air Walk
Transmutation [Air]
Level: Cleric 4 , Druid 4
Components: V, V, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed. A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.
Antiplant Shell
Abjuration
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
null
Arc of Lightning
Conjuration(Creation) [Electricity]
Level: Druid 4 , Sorcerer 5 , Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them. Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this line.
Arcane Material Component: Two small iron rods.
Bite of the Wereboar
Transmutation
Level: Druid 4 , Sorcerer 5 , Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You gain a +4 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +8 enhancement bonus to natural armor. Your face becomes that of a boar, and you gain a bite attack that deals 1d8 points of damage (or 1d6 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: Four boar bristles.
Blight
Necromancy
Level: Druid 4 , Sorcerer 5 , Wizard 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Plant or plant creature touched
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.
Blinding Beauty
Transmutation [Good]
Level: Bard 4 , Beloved of Valarian 4 , Druid 4 , Ranger 4
Components: V, S, Abstinence
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You gain the Physical beauty of a nymph, with some of the supernatural accompaniment. All humanoids within 60 feet of you who look directly at you must succeed on a Fortitude save or be blinded permanently as though by the blindness spell. During the duration of the spell, you can suppress or resume this effect as a free action, while remaining stunningly attractive.
Blindsight, Greater
Transmutation
Level: Cleric 4 , Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the subject the blindsight ability (MM 306) effective out to 60 feet.
Burrow, Mass
Transmutation
Level: Druid 4 , Ranger 3
Components: S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
The subjects can burrow through earth and loose rock (but not solid stone) with a speed of 30 feet (or 20 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
Arcane Focus: A claw from a burrowing creature.
Chain of Eyes
Divination
Level: Cleric 3 , Druid 4 , Sorcerer 2 , Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
You can use another creature’s vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.
Command Plants
Transmutation
Level: Druid 4 , Ranger 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. Apart
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
Contagious Touch
Necromancy
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG 292). Any living creature you hit with a melee touch attack during the spell’s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.
Contingent Energy Resistance
Abjuration
Level: Cleric 4 , Druid 4 , Sorcerer 5 , Wizard 5
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Targets: You
Duration: 1 hour/level (D)
Saving Throw: null
Spell Resistance: null
While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per caster level, or until the remainder of the spell’s duration, just as if you were under the effect of a resist energy spell of the appropriate type. Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires. The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.
Material Component: An oyster shell.
Control Water
Transmutation [Water]
Level: Cleric 4 , Druid 4 , Sorcerer 6 , Wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).
Creeping Cold, Greater
Transmutation [Cold]
Level: Druid 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: See text
Saving Throw: Fortitude half
Spell Resistance: Yes
The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third, 4d6 on the fourth). If you are at least 15th level, the spell lasts for 5 rounds and deals 5d6 points of cold damage. If you are at least 20th level, the spell lasts for 6 rounds and deals 6d6 points of cold damage. Only one save is allowed against the spell; if successful, it halves the damage each round.
Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
Cure Serious Wounds
Conjuration(Healing)
Level: Bard 3 , Cleric 3 , Druid 4 , Paladin 4 , Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). 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.
Dispel Magic
Abjuration
Level: Bard 3 , Cleric 3 , Druid 4 , Paladin 3 , Sorcerer 3 , Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.
Enhance Wild Shape
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Targets: You
Duration: 1 hour/level
Saving Throw: null
Spell Resistance: null
This spell infuses your wild shape ability with magical energy, magnifying and enhancing its power. The type of enhancement must be chosen at the time the spell is cast and cannot be changed once the spell is in effect. The next time you activate your wild shape ability (during the duration of enhance wild shape), this spell enhances your new form in the way you selected. The enhancement to your wild shape remains as long as you stay in that form (or until the spell’s duration expires) but does not apply to your next wild shape form. If you do not activate your wild shape ability during the duration of enhance wild shape, the spell has no effect. You select one of the following enhancements when you cast this spell. • Assume the form of a plant with your next wild shape. • Gain the extraordinary abilities of the new form. • The new form assumed is stronger than normal and gains a +2 bonus to Strength. • The new form assumed is more agile than normal and gains a +2 bonus to Dexterity. • The new form assumed is healthier than normal and gains a +2 bonus to Constitution. A druid can be affected by more than one enhance wild shape spell at a time, but a different wild shape enhancement must be chosen each time.
Essence of the Raptor
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: null
Spell Resistance: null
Your physical appearance does not change. Your speed increases to 60 feet (if it is already 60 feet or faster, it does not change), and you gain a +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. You also gain the scent ability (MM 314).
Eye of the Hurricane
Abjuration [Air]
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you, with 10-ft.-radius quiet area centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves you and those near you unaffected. The storm that surrounds you has hurricane-force winds spinning in a circle with you at the center. Normal ranged attacks through the hurricane’s windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a –8 penalty on the attack roll. Creatures who move inside the spell’s area suffer effects depending on their size and whether they’re airborne. Each creature must make a saving throw at the beginning of its turn or when it enters the affected area.Medium or smaller creatures must succeed on a Fortitude save or be knocked 1d4?10 feet away from the eye of the hurricane’s center and take 1d4 points of nonlethal damage per 10 feet traveled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6?10 feet and take 2d6 points of nonlethal damage. Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6?10 feet. Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6?5 feet. Gargantuan and Colossal creatures can move through the spell’s area without adverse consequences. Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the spell’s area or whenever they move back into it. The spell’s area is effectively a sphere. Although the area is centered on you, you’re not within the wind. If you move, the eye of the hurricane moves as well to keep you in the center. If you cast eye of the hurricane so that creatures are inside the eye when the spell begins, they must make Fortitude saves when your movement brings the area of wind upon them. Thereafter, if you move the spell area into a square occupied by another creature, that creature makes a Fortitude save at the beginning of its next turn (assuming the windy area of the spell is still on it).
Flame Strike
Evocation, Evocation [Fire]
Level: Cleric 5 , Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Freedom of Movement
Abjuration
Level: Bard 4 , Cleric 4 , Druid 4 , Ranger 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Targets: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
Giant Vermin
Transmutation
Level: Cleric 4 , Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three vermin, no two of which can be more than 30 ft. Apart
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below. Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.
Caster Level Vermin Size
9th or lower Medium
10th-13th Large
14th-17th Huge
18th-19th Gargantuan
20th or higher Colossal
Ice Storm
Evocation [Cold]
Level: Druid 4 , Sorcerer 4 , Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A –4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Arcane Material Component: A pinch of dust and a few drops of water.
Jaws of the Wolf
Transmutation
Level: Druid 4
Components: V, V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels )
Effect: One or more created worgs
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You turn small wooden carvings into a number of worgs (MM 256) equal to one for every two caster levels. These worgs appear between you and your opponents. They act on their own but obey your mental commands. If the worgs move beyond the range of the spell, or at the end of the spell, the worgs become carvings again. Killing a worg destroys its focus item.
Focus: One carving of a worg for each that you create (25 gp each).
Land Womb
Abjuration
Level: Druid 4 , Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: You and one other creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You cannot enter a land womb through stone or rock, only through tillable soil. The land womb holds you secure 10 feet below the surface. Anyone in a land womb cannot be perceived by divination spells of 4th level or less. You can bring one additional creature per caster level with you into the land womb. All creatures to be brought into the land womb must be touching each other (for instance, holding hands in a ring). Land womb creates an underground space large enough to hold all target creatures. While space is tight, spellcasting by targets is still possible while in the confines of the spell’s effect. You can no longer hear or see anything on the surface by nonmagical means. You can end the spell at will, but those who are with you cannot. At the end of the spell’s duration, all within the land womb return to the spot where they stood before the spell took effect.
Languor
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You must succeed on a ranged touch attack with the ray to strike a target. This ray causes creatures it hits to become weak and slow for the spell’s duration. A struck creature takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+10). In addition, a subject that fails a Will save is slowed. The spell’s slow effect counters and is countered by haste.
Last Breath
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Last breath restores life to a recently deceased creature, creating a new body for the returning spirit to inhabit. However, the spell must be cast within 1 round of the victim’s death. This spell functions like reincarnate (PH 270), except that the reincarnated creature receives no level loss, no Constitution loss, and no loss of spells. The creature has –1 hit points (but is stable). Material Component: Rare oils and unguents worth a total of at least 500 gp, spread over the remains.
Lay of the Land
Divination
Level: Bard 4 , Druid 4 , Ranger 1
Components: V, S, F/DF
Casting Time: 3 rounds
Range: Personal
Targets: You
Duration: Instantaneous
Saving Throw: null
Spell Resistance: null
You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location. You have a good understanding of the terrain up to 50 miles from your current location. Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.
Arcane Focus: A small piece of lodestone.
Magic Fang, Superior
Transmutation
Level: Druid 4 , Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
Superior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).
Miasma of Entropy
Necromancy
Level: Druid 4 , Sorcerer 5 , Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst or one solid object; see text
Duration: Instantaneous
Saving Throw: Fortitude half or Will negates (object); see text
Spell Resistance: Yes (object)
Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell’s area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined. Alternatively, you can target miasma of entropy against a single solid object of nonliving nonmagical organic matter that weighs up to 10 pounds per caster level.
Moon Bolt
Evocation
Level: Cleric 4 , Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude half (living target) or Will negates (undead target)
Spell Resistance: Yes
A moon bolt strikes unerringly against any living or undead creature in range. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.
Murderous Mist
Conjuration(Creation)
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Cloud spreads in a 30-ft. radius, 20 ft. High
Duration: 1 round/level
Saving Throw: Reflex partial; see text
Spell Resistance: No
You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded. Any creature within the cloud has concealment. Winds do not affect the cloud’s direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.
Perinarch
Transmutation
Level: Druid 4 , Sorcerer 4 , Wizard 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Temporary control over the terrain of Limbo
Duration: 1 round/level; see text
Saving Throw: None (object) and Reflex negates; see text
Spell Resistance: No
This spell grants temporary control over the terrain of Limbo. Normally, unless controlled, the Ever-Changing Chaos of Limbo (DMG 158) is just what the plane’s name implies: a roiling soup of energy and elements. Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of “raw” limbo must make a DC 16 Wisdom check to gain control over the dangerous roil. The perinarch spell gives you automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature’s control) in close range. Control allows you to reshape the raw limbo as you desire, adding or subtracting one of the four basic elements once per round as a standard action. A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air. The effect of this spell overlaps with the control already (potentially) established with a Wisdom check. Your allies can give their control over to you concurrently with the spell being cast, if they so choose. Control cannot be wrested away from you while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom). If you move more than 100 feet away from the area that you controlled, the order you imposed fades away. You are unable to achieve any works of complexity within an area you control, but you can mix two or three elements in a crude fashion; a few examples are provided below. You can attempt to seize control of a new area that already contains foes; however, foes can make a Reflex save to get out of the area. Thick Barrier: You can “thicken” empty air with dust and rock, creating a zone around yourself and your allies that outside creatures must hack or force a way through. Their speed drops to 5 feet, or 10 feet for Large or larger creatures. Fiery Barrier: You can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it. The field also deals 3d10 points of fire damage for each round a creature lingers within it. Complete Barrier: You can create a complete barrier of solid stone up to 1 foot thick encircling yourself and your allies, preventing access by any other than the most accomplished tunnelers. On the other hand, you can attempt to trap foes within their own bubble of solid stone.
Planar Tolerance
Abjuration
Level: Cleric 4 , Druid 4 , Ranger 4 , Sorcerer 5 , Wizard 5
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150). Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a waterdominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects. In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane.
Poison Vines
Conjuration(Creation)
Level: Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius/level spread
Duration: 10 minutes/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
You create and direct the rapid growth of vines. The vines you create are poisonous (contact, 1d6 Dex/2d6 Dex). A successful Fortitude save is required only upon the first entry into the spell’s area (and again 1 minute later); creatures don’t have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your caster level to share this immunity. When you cast the spell, choose one of the following effects. • Climbing aid (treat as knotted ropes) • Bind helpless targets (Escape Artist DC 25 to escape) • Hamper movement (as heavy undergrowth) • Camouflage (add +4 competence bonus on Hide checks) As a standard action, you can redirect the vines’ growth (thus changing the effect).
Material Component: A crown of ivy leaves.
Reincarnate
Transmutation
Level: Druid 4
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Targets: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated. A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can’t be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means. It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character. For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created. A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature who has died of old age.
d% Incarnation Str Dex Con
01 Bugbear +4 +2 +2
02-13 Dwarf +0 +0 +2
14-25 Elf +0 +2 -2
26 Gnoll +4 +0 +2
27-38 Gnome -2 +0 +2
39-42 Goblin -2 +2 +0
43-52 Half-elf +0 +0 +0
53-62 Half-orc +2 +0 +0
63-74 Halfling -2 +2 +0
75-89 Human +0 +0 +0
90-93 Kobold -4 +2 -2
94 Lizardfolk +2 +0 +2
95-98 Orc +4 +0 +0
99 Troglodyte +0 -2 +4
100 Other ? ? ?
A wish or a miracle spell can restore a reincarnated character to his or her original form.
Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.
Repel Vermin
Abjuration
Level: Bard 4 , Cleric 4 , Druid 4 , Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
Resistance, Greater
Abjuration
Level: Bard 4 , Cleric 4 , Druid 4 , Sorcerer 4 , Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +3 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.
Rushing Waters
Conjuration(Creation)
Level: Bard 6 , Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No
Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the opposed Strength check, the defender is moved 5 feet directly away from the spell’s point of origin, plus an additional 5 feet for every 5 points by which the wave’s check result exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone. The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.
Rusting Grasp
Transmutation
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell. You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion. Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around. Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.
Scrying
Divination(Scrying)
Level: Bard 3 , Cleric 5 , Druid 4 , Sorcerer 4 , Wizard 4
Components: V, S, F, M/DF
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
* You must have some sort of connection to a creature you have no knowledge of.
Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet. Cleric Focus: A holy water font costing not less than 100 gp. Druid Focus: A natural pool of water.
Shadowblast
Evocation [Light]
Level: Cleric 4 , Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Natives of the Plane of Shadow caught in a shadowblast are stunned for 1d6 rounds if they fail a Fortitude saving throw. Shadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second Fortitude save. Creatures that fail either Fortitude save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 minutes. Shadowblast closes all portals, gates, and other openings to the Plane of Shadow in its area. Creatures on the other side of a portal are unaffected by shadowblast.
Material Component: A handful of grave dirt, squeezed tightly and flung.
Sheltered Vitality
Abjuration
Level: Cleric 4 , Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains immunity to fatigue, exhaustion, and ability damage or ability drain (regardless of the source).
Spark of Life
Necromancy
Level: Cleric 3 , Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Undead creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can’t take Constitution damage) as if it were alive. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects. However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn’t apply to Fortitude saves against effects that also affect objects.) It must breathe, eat, and sleep just like a normal living creature (though the last two aren’t likely to come into play thanks to the spell’s short duration). While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it. An undead creature affected by this spell retains all of its other traits.
Spike Stones
Transmutation [Earth]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC. Spike stones is a magic trap that can’t be disabled with the Disable Device skill. Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.
Starvation
Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You inflict wracking hunger pangs on the target creature. It must make a Fortitude save or take 1d6 points of nonlethal damage per caster level (maximum 10d6) and become fatigued. A creature that makes a successful save takes half damage and is not fatigued by the spell. A fatigued creature becomes exhausted when doing anything that causes the creature to become fatigued (such as dangerous environmental temperatures or ending a barbarian rage). A fatigued creature that fails its saving throw against starvation takes nonlethal damage as normal and becomes exhausted.
Material Component: A piece of spoiled food.
Sudden Stalagmite
Conjuration(Creation) [Earth]
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature within 10 feet of the ground gains a +4 bonus on its saving throw, and airborne creatures more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location until it makes a DC 15 Escape Artist check. The stalagmite can be removed in other ways as well, such as with a stone shape spell. The victim can break free with a DC 25 Strength check, although doing this deals it 3d6 points of slashing damage. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from sudden stalagmite is treated as piercing for the purpose of overcoming damage reduction.
Summon Elementite Swarm
Conjuration(Summoning) [see text]
Level: Druid 4
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elementite swarm
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
This spell summons an elementite swarm (Planar Handbook 114)—air, earth, fire, or water, at your option— from the appropriate Elemental Plane. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
Summon Nature’s Ally IV
Conjuration(Summoning) [see text]
Level: Druid 4 , Ranger 4
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. Apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon nature’s ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Summon Nature's Ally IV
4th Level
Arrowhawk, juvenile
Bear, brown (animal)
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolverine
Elemental, Medium (any)
Salamander, flamebrother [NE]
Sea cat 1
Shark, Huge 1 (animal)
Snake, Huge viper (animal)
Tiger (animal)
Tojanida, juvenile 1
Unicorn [CG]
Xorn, minor
1 May be summoned only into an aquatic or watery environment.
Surefooted Stride, Mass
Transmutation
Level: Bard 5 , Druid 4 , Ranger 4 , Sorcerer 5 , Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The affected creatres can move through difficult terrain (PH 163) at full speed for the duration of this spell, and they can even run, charge, and tumble through such terrain as though it were clear terrain. The affected creatres also gain a +2 competence bonus on Climb checks.
Swim, Mass
Transmutation [Water]
Level: Druid 4
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell gives the recipient a swim speed of 30 feet (although not the ability to breathe water or hold one’s breath beyond normal limits). As long as the creature isn’t carrying more than a light load, it can swim without making Swim checks. It also gains a +8 bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on Swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line. If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits of the spell still apply.
Material Component: A goldfish scale.
Vortex of Teeth
Evocation [Force]
Level: Druid 4 , Sorcerer 4 , Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe zone at the center)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Creatures in the area take 3d8 points of damage per round at the beginning of your turn. Because this spell is a force effect, it harms incorporeal creatures.
Material Component: A fish tooth.
Wall of Water
Conjuration(Creation) [Water]
Level: Druid 4 , Sorcerer 4 , Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 10 minutes/level
Saving Throw: Reflex negates; see text
Spell Resistance: No
This spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you). The water forms around objects and creatures in its area, plunging these creatures and objects underwater. A creature in the area where the water is created can make a Reflex save to move to a random side of the wall before it forms completely. This movement must occur on the creature’s next turn, or it immediately suffers the full effect of being in the wall. Creatures can move through a wall of water by making Swim checks, or can walk along the floor at half speed; the water itself is considered to be calm water. Any open flames in the area when the water forms are immediately extinguished. Creatures with the fire subtype take 2d6 points of damage +1 point per caster level each round they remain partially or wholly in the wall. Although the wall is transparent, it provides cover to any targets inside against attacks launched from outside the wall. It cannot be destroyed by physical damage, nor can it be drained off to a different location. Water brought out of the wall in a container instantly evaporates as the wall itself forms more water to replace what was removed.
Material Component: A sponge.
Wild Runner
Transmutation
Level: Druid 4 , Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: null
Spell Resistance: null
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a centaur (MM 32). While under the effect of the spell, your creature type changes to monstrous humanoid, and your size changes to Large. You have the space and reach of a centaur (10 feet/5 feet). You gain the Strength, Dexterity, and Constitution of an average centaur (Str 18, Dex 14, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain darkvision out to 60 feet. You can still use any extraordinary, spell-like, and supernatural abilities possessed by your normal form. You gain all the advantages of a quadruped form (greater carrying capacity, +4 bonus to resist trip attacks, and so on); this includes the ability to fight effectively while carrying a rider. You can still use your equipment and cast spells normally.
Wind at Back
Evocation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 12 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell doubles the overland speed (PH 164) of all subjects, assuming they are all traveling together in the same direction, including pack animals and mounts. This spell does not affect nonliving material. The spell does not affect tactical speed.
Wings of Air, Greater
Transmutation
Level: Druid 4 , Sorcerer 4 , Wizard 4
Components: V
Casting Time: 1 standard action
Range: Touch
Targets: Winged creature touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The subject must be capable of flight using wings. The creature’s maneuverability improves by two grades— from clumsy to average, poor to good, or average to perfect. A single creature cannot benefit from multiple applications of this spell at one time.
Wood Rot
Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One nonmagical wooden object or a volume of wood; or one plant creature
Duration: Instantaneous or 1 round/level; see text
Saving Throw: None
Spell Resistance: No
When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you touch. Any unattended nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot-radius volume of a larger wooden object (such as a wooden door), is instantly destroyed by wood rot. In combat, you can use the spell to attempt to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and wood rot has no effect on wooden or wooden-hafted weapons that strike you, even if you hold the charge. Against wooden shields or armor, you also make a melee touch attack. Such targets too large to be destroyed outright take a –1d6 penalty to their armor or shield bonus on a successful hit and are rendered unusable if the penalty exceeds the bonus. Any attack against a wooden object discharges the spell, and wooden magic items are immune to the effect of wood rot. Against plant creatures, wood rot deals 3d6 points of damage +1 point per caster level (maximum +15) on a successful attack. Against plant creatures, the spell lasts for 1 round per level, and you can make one melee touch attack per round. Once it is used to make an attack against a plant creature, wood rot cannot be used to attack or destroy wooden items.
Material Component: A live termite.

Level 5

Animal Growth
Transmutation
Level: Druid 5 , Ranger 4 , Sorcerer 5 , Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. Apart
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged animals. Multiple magical effects that increase size do not stack
Anticold Sphere
Abjuration [Cold]
Level: Druid 5 , Sorcerer 5 , Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
All creatures within the area of the spell gain immunity to cold damage. In addition, the emanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast.
Atonement
Abjuration
Level: Cleric 5 , Druid 5
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Targets: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf. Atonement may be cast for one of several purposes, depending on the version selected. Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points. Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell. Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP. Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally. Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful. Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
Material Component: Burning incense.
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).
Awaken
Transmutation
Level: Druid 5
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Targets: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s. An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount. An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost: 250 XP.
Baleful Polymorph
Transmutation
Level: Druid 5 , Sorcerer 5 , Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes
As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Bite of the Weretiger
Transmutation
Level: Druid 5 , Sorcerer 6 , Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You gain a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +5 enhancement bonus to natural armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a tiger, giving you a bite attack. You can attack with both claws at your full base attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d6 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A tiger’s claw.
Call Lightning Storm
Evocation [Electricity]
Level: Druid 5
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 5d10 points of electricity damage instead of 5d6. This spell functions indoors or underground but not underwater.
Cloak of the Sea
Transmutation
Level: Druid 5 , Sorcerer 6 , Wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
While underwater, the subject functions as if affected by blur (PH 206), freedom of movement (PH 233), and water breathing (PH 300), and doesn’t take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.
Cold Snap
Transmutation [Cold]
Level: Cleric 6 , Druid 5
Components: V, S
Casting Time: 1 minute
Range: 1 mile
Area: 1-mile-radius circle centered on you
Duration: 2d4 hours
Saving Throw: No
Spell Resistance: None
This spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahrenheit per caster level (maximum change of 50 degrees Fahrenheit), to a maximum low of –20 degrees Fahrenheit (see Cold Dangers, DMG 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.
Commune with Nature
Divination
Level: Druid 5 , Ranger 4
Components: V, S
Casting Time: 10 minutes
Range: Personal
Targets: You
Duration: Instantaneous
Saving Throw: null
Spell Resistance: null
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
Contagion, Mass
Necromancy [Evil]
Level: Cleric 5 , Druid 5 , Sorcerer 6 , Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subjects contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
DiseaseDCDamage
Blinding sickness161d4 Str *
Cackle fever161d6 Wis
Filth fever121d3 Dex and 1d3 Con
Mindfire121d4 Int
Red ache151d6 Str
Shakes131d8 Dex
Slimy doom141d4 Con
* Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.
Control Winds
Transmutation [Air]
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. High
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the center outward in equal strength in all directions. • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
Cure Critical Wounds
Conjuration(Healing)
Level: Bard 4 , Cleric 4 , Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). 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.
Dance of the Unicorn
Abjuration
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: 5 ft./level
Area: 5 ft./level-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You surround yourself with a purifying, swirling mist that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Dance of the unicorn also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects, such as acid fog, cloudkill, and green dragon breath. The cloud of mist leaves everything within its area damp.
Death Ward
Necromancy
Level: Cleric 4 , Druid 5 , Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
Dire Hunger
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The spell’s subject becomes maddened by terrible pangs of hunger, viewing all creatures as food sources. The subject creature gains a new bite attack that does damage according to the creature’s size:
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
The subject creature adds 1-1/2 times its Strength bonus to this damage. If the creature already has a bite attack that deals more damage, use that damage value instead. The subject creature eschews all other attacks or actions except for its new bite attack, but it defends itself normally. It moves to attack the nearest living creature it can get to and attacks this creature until it is dead or until another living creature is closer. The subject creature attacks whatever living creature is nearest, regardless of former allegiance or personal connection. If moving toward the nearest living creature would move the creature into a dangerous area (precarious footing, a huge fire, or a deadly trap is in the way) the subject creature moves around the hazard if it can or moves to attack another creature if moving around the hazard isn’t possible. If such movement brings the subject creature closer to another living creature, it attacks that creature instead. If the subject of the spell cannot detect or get to a living creature nearby, it goes looking for one to attack.
Echo Skull
Divination
Level: Druid 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Targets: Animal skull touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes (object)
You can see, hear, and speak through a tiny dried animal skull at any distance. As long as you and the skull remain on the same plane, you can see and hear as if you were standing where it is, and during your turn you can switch your perception from its location to your own or back again as a free action.
Focus: A tiny dried animal skull.
Fireward
Transmutation
Level: Druid 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. cube/level (S)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell functions like quench (PH 267), except as noted above. In addition, it has the following effects. While fireward remains in effect, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field, but only magical fire is suppressed. Any nonmagical fire created inside or brought into the spell’s area is immediately extinguished as well.
Hallow
Evocation [Good]
Level: Cleric 5 , Druid 5
Components: V, S, M, DF
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site or structure is guarded by a magic circle against evil effect. Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again. Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.
Heal Animal Companion
Conjuration(Healing)
Level: Druid 5 , Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Your animal companion touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Heal Animal Companion enables you to channel positive energy into your animal companion to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
Ice Flowers
Transmutation [Cold]
Level: Cleric 6 , Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
This spell causes moisture in the ground at a point you designate to freeze into a mound of solid ice covered by a layer of soil, which bursts violently through the surface. This flings dangerous ice shards and small stones throughout the area, turning the surface of the ground in the spell’s area into dense rubble (DMG 90). The shards and stones deal 1d6 points of damage per caster level (maximum 15d6). Half the damage is cold damage. The origin point of the spell must be on the ground. This spell has no effect in desert terrain or on solid stone.
Inferno
Transmutation [Fire]
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 6 rounds; see text
Saving Throw: Fortitude negates and Reflex partial; see text
Spell Resistance: Yes
The target of the inferno takes 6d6 points of fire damage unless it makes a Fortitude save. In each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames. Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth. Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage. After the first round, the subject can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage. Rolling on the ground (the subject becomes prone) allows the target a +2 bonus on this save. Leaping into a large body of water or magically extinguishing the flames automatically ends the effect.
Material Component: A gob of beeswax.
Insect Plague
Conjuration(Summoning)
Level: Cleric 5 , Druid 5
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
Jungle’s Rapture
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living nonplant creature
Duration: Permanent (D)
Saving Throw: Permanent (D)
Spell Resistance: Yes
The creature targeted by this spell immediately takes 1d6 points of Dexterity drain. This drain manifests as a hardening of the limbs and skin as the victim’s flesh slowly turns to wood. Each day that passes, the victim takes an additional 1d6 points of Dexterity drain. Even if drained points are restored (through restoration, for example), the target creature still takes Dexterity drain each day until the spell is lifted. Once a victim of jungle’s rapture is drained to 0 Dexterity, it immediately transforms into a normal plant of the same size as its original body. Aside from radiating an aura of transmutation magic, the plant is a normal plant with no Intelligence, Wisdom, or Charisma scores. Jungle’s rapture is a curse, and as such it cannot be dispelled. It can be removed with a break enchantment, limited wish, miracle, or wish spell. Remove curse works only if the caster level of that spell is equal to or higher than your caster level at the time you cast jungle’s rapture.
Mantle of the Icy Soul
Transmutation [Cold]
Level: Cleric 6 , Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
The subject creature gains the cold subtype, granting it immunity to cold and vulnerability to fire (the creature takes half again as much damage from fire effects). A fire creature subjected to this spell does not gain the cold subtype, but it loses the fire subtype for the duration.
Material Component: A pinch of sapphire dust worth 10 gp.
Memory Rot
Evocation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a cloud of spores that infests
Owl’s Insight
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 hour
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Fortitude negates (harmless)
The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.
Panacea
Conjuration(Healing)
Level: Cleric 4 , Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20). Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damageif it makes a Will saving throw), but it has no other effect.
Phantom Stag
Conjuration(Creation)
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One quasi-real, staglike creature
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: No
You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed. A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound. It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider. The phantom stag has an AC of 20 (–1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points per caster level. It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge). It can also trample Medium or smaller foes, who must succeed on a Reflex save (18 + 1/2 your caster level) or take 1d6+9 points of damage as the stag moves through their space. A phantom stag has a speed of 20 feet per caster level, to a maximum of 300 feet. It can bear its rider’s weight plus up to 10 pounds per caster level in other gear. It ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement. Phantom stags gain certain powers according to caster level. A mount’s abilities include those associated with any lower caster levels. 12th Level: The phantom stag can use air walk at will (as the spell, PH 196, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. The phantom stag gains a +2 deflection bonus to AC. 14th Level: The phantom stag can fly at its speed (average maneuverability). The phantom stag gains a +4 deflection bonus to AC. 16th Level: The phantom stag’s antlers have the ghost touch (DMG 224) and wounding (DMG 226) weapon special abilities. The phantom stag gains a +6 deflection bonus to AC. 18th Level: The phantom stag can use etherealness on behalf of its rider (as the spell, PH 228, caster level 18th). The phantom stag gains a +8 deflection bonus to AC.
Plant Body
Transmutation
Level: Druid 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level
Saving Throw: null
Spell Resistance: null
You imbue yourself with powerful transformative magic, gaining some of the characteristics of the plant type. Any spell or effect that would affect plant creatures also affects you, for the duration of plant body. When subject to this spell, you are immune to extra damage from critical hits, mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and polymorphing. Your ability scores, skills, and feats are unaffected (although your new form might make it difficult or impossible for you to use certain skills or feats).
Poison Thorns
Transmutation
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab. As well as dealing lethal damage with your unarmed strikes (if you don’t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage + 1d6 points of piercing damage with an unarmed strike). In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage. A scratch from the thorns is sufficient to deliver a dose of poison to your attacker. Any creature grappling you is exposed to the poison each round at the start of your turn. The poison from the thorns deals 1d4 points of Strength damage immediately and another 1d4 points of Strength damage 1 minute later. Each instance of damage can be negated by a successful Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier). A creature’s damage reduction, if any, applies to the damage from this spell. The damage from thornskin is treated as piercing for the purpose of overcoming damage reduction.
Material Component: A dried black rose.
Quill Blast
Conjuration(Creation)
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Creatures within the spread of a quill blast are hit by one or more quills, depending on their size: Tiny or smaller, 4 quills; Small, 6 quills; Medium, 8 quills; Large, 10 quills; and Huge or larger, 12 quills. Small or larger creatures that make their saves are struck by half as many quills; Tiny or smaller creatures that make their saves avoid the quills completely. Each quill deals 1d6 points of damage and lodges itself into the creature it hits. Lodged quills impose a noncumulative –1 penalty on attack rolls, saves, and checks. All quills can be removed safely as a standard action with a DC 20 Heal check. Otherwise, removing the quills deals an extra 1d6 points of damage.
Material Component: A porcupine quill.
Rejuvination Cocoon
Conjuration(Healing)
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Willing creature touched
Duration: 2 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast the spell, the rejuvenation cocoon forms around the subject. One round after the cocoon forms, it heals the subject of 10 points of damage per caster level (maximum 150 hit points) and purges the subject of poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the subject emerges, able to move and act freely. The cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon. The subject can’t move from the space it is in while cocooned, however. The cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends.
Material Component: A cocoon of a butterfly.
Stone Shape, Greater
Transmutation [Earth]
Level: Cleric 5 , Druid 5 , Sorcerer 7 , Wizard 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Targets: Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft./ level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.
Stoneskin
Abjuration
Level: Druid 5 , Sorcerer 4 , Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.
Summon Nature’s Ally V
Conjuration(Summoning) [see text]
Level: Druid 5
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. Apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Summon Nature's Ally V
5th Level
Arrowhawk, adult
Bear, polar (animal)
Dire lion
Elasmosaurus 1 (dinosaur)
Elemental, Large (any)
Griffon
Janni (genie)
Rhinoceros (animal)
Satyr [CN; with pipes]
Snake, giant constrictor (animal)
Nixie (sprite)
Tojanida, adult 1
Whale, orca 1 (animal)
1 May be summoned only into an aquatic or watery environment.
Swamp Stride
Conjuration(Teleportation)
Level: Druid 5 , Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level or until expended; see text
Saving Throw: null
Spell Resistance: null
This spell functions like tree stride (PH 296), but it is used for diving into pools of water rather than trees. Each pool must be at least 1 foot deep, and the exit pool of water must be similar in depth to the entry pool (within 1 foot). Unlike with tree stride, each jump has a maximum range of 500 feet. All other effects and limitations are the same.
Transmute Mud to Rock
Transmutation [Earth]
Level: Druid 5 , Sorcerer 5 , Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. Transmute mud to rock counters and dispels transmute rock to mud.
Arcane Material Component: Sand, lime, and water.
Transmute Rock to Mud
Transmutation [Earth]
Level: Druid 5 , Sorcerer 5 , Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
Arcane Material Component: Clay and water.
Tree Stride
Conjuration(Teleportation)
Level: Druid 5 , Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 hour/level or until expended; see text
Saving Throw: null
Spell Resistance: null
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
Type of Tree Transport Range
Oak, ash, yew 3,000 feet
Elm, linden 2,000 feet
Other deciduous 1,500 feet
Any coniferous 1,000 feet
All other trees 500 feet
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action. You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
Unhallow
Evocation [Evil]
Level: Cleric 5 , Druid 5
Components: V, S, M
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effect. Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again. Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.
Wall of Fire
Evocation [Fire]
Level: Druid 5 , Sorcerer 4 , Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. High
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Arcane Material Component: A small piece of phosphorus.
Wall of Sand
Conjuration(Creation) [Earth]
Level: Cleric 4 , Druid 5 , Sorcerer 4 , Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: Concentration + 1 round/ level
Saving Throw: None
Spell Resistance: No
This spell conjures up a 10-foot-thick, viscous, opaque wall of swirling sand. The spell must be cast so that it rests on a solid surface. Once cast, the wall is immobile. The sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures can attempt to force their way through it. Moving through a wall of sand is difficult, requiring a full-round action and a Strength check. A creature moves 5 feet through a wall of sand for every 5 points by which its Strength check result exceeds 10. Creatures within a wall of sand are considered blinded and deafened, and they are unable to speak or breathe. Thus, they might begin to suffocate (DMG 304) if they remain within the wall too long. Spells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 + spell level). Creatures with reach can attempt to attack through the wall, but targets have total concealment and total cover, and the attacker must have a general idea where the target is located. Any open, unprotected flame thrust into a wall of sand is instantly extinguished.
Arcane Material Component: A handful of sand.
Wall of Thorns
Conjuration(Creation)
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.) You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier. Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage. A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes. Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.
Wind Tunnel
Evocation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You call on the wind to assist your allies’ accuracy. A wind tunnel improves the accuracy of your allies’ ranged weapons, granting each subject a +5 competence bonus on ranged attacks. Further, it doubles the range increment of these weapons.

Level 6

Anger of the Noonday Sun
Evocation [Light]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 20 feet
Area: All sighted creatures within a 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Your body explodes with radiance that bathes the area around you in sunlight. Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level. An undead creature caught within the spell’s area takes 1d6 points of damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.
Animate Snow
Transmutation [Cold]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Cube of snow up to 20 ft. on a side
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause snow in the area to become 1d3+2 Large animated objects, 1d3 Huge animated objects, or one Gargantuan animated object (MM 14). The animated snow attacks as directed by your vocal commands. Animated snow does not have a hardness score. It possesses improved speed as if it had legs, granting it a speed of 30 feet, as well as the blind special ability (MM 13). In addition, each animated snow object has the cold subtype and deals an extra 1d6 points of cold damage on a successful hit. Animated snow objects take 1d6 points of damage per round in a place where the temperature is above freezing.
Antilife Shell
Abjuration
Level: Cleric 6 , Druid 6
Components: V, S, DF
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Aspect of the Earth Hunter
Transmutation
Level: Druid 6 , Ranger 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: null
Spell Resistance: null
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bulette (MM 30). While under the effect of the spell, your creature type changes to magical beast, and your size changes to Huge. You have the space and reach of a bulette (15 feet/10 feet). You gain the Strength, Dexterity, and Constitution of an average bulette (Str 27, Dex 15, Con 20), but you retain your own mental ability scores. Your base land speed becomes 40 feet, and you gain a burrow speed of 10 feet. You gain darkvision out to 60 feet. You also gain low-light vision, scent, and tremorsense out to 60 feet. Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in bulette form. However, if you have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +12, regardless of any natural armor bonus from your normal form. You can make two claw attacks, which are natural weapons that deal 2d8+8 points of damage. While in bulette form, you gain the bulette’s leap extraordinary attack form, allowing you to make four claw attacks instead of two. Your equipment melds into your new form and becomes nonfunctional.
Material Component: A small piece of a bulette’s armored shell.
Bear’s Endurance, Mass
Transmutation
Level: Cleric 6 , Druid 6 , Sorcerer 6 , Wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. Apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Bite of the Werebear
Transmutation
Level: Druid 6 , Sorcerer 7 , Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level
Saving Throw: null
Spell Resistance: null
You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a bear, giving you a bite attack. You can attack with both claws at your full attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d8 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A tuft of bear fur.
Blood Sirocco
Evocation
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
A blood sirocco blows out from your location with the force of a windstorm (DMG 95). Creatures in the affected area of Small or smaller size are knocked prone and rolled 1d4?10 feet, taking 1d4 points of nonlethal damage per 10 feet. Medium creatures are knocked prone, and creatures of Large or Huge size are unable to move toward the origin point of the cone. A successful Fortitude save allows the creature to move normally in that round. In addition, the stifling winds dehydrate those within the cone. In each round when an affected living creature fails its saving throw, it takes 2 points of damage. The wind of a blood sirocco automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. The wind of a blood sirocco continues to blow from the origin point to the wide end of the cone for the duration of the spell. Any creature within this area is entitled a saving throw each round to ignore the effects of the blood sirocco.
Bull’s Strength, Mass
Transmutation
Level: Cleric 6 , Druid 6 , Sorcerer 6 , Wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. Apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Cat’s Grace, Mass
Transmutation
Level: Bard 6 , Druid 6 , Sorcerer 6 , Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. Apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.
Cometfall
Conjuration(Creation)
Level: Cleric 6 , Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 400-pound ball of rock and ice
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down. The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (DMG 90). You must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.
Cure Light Wounds, Mass
Conjuration(Healing)
Level: Bard 5 , Cleric 5 , Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. Apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Dinosaur Stampede
Evocation [Force]
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
Creatures in the spell’s area take 1d12 points of damage +1 point per caster level (up to +20). Creatures more than 10 feet above the ground are not affected by dinosaur stampede. With a simple gesture (a free action), you can make the spectral forms move along the ground up to 40 feet per round (moving its effective point of origin). Creatures cannot be damaged more than once per round by dinosaur stampede.
Material Component: A fossil.
Dispel Magic, Greater
Abjuration
Level: Bard 5 , Cleric 6 , Druid 6 , Sorcerer 6 , Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use greater dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Greater dispel magic can dispel (but not counter) spell-like effects just as it does spells. Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. Greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. You choose to use greater dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: Targeted Dispel: One object, creature, or spell is the target of the greater dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +20) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, greater dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.
Drown
Conjuration(Creation) [Water]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create water in the lungs of the subject, causing it to begin drowning (DMG 304) as if it had failed to continue holding its breath. The subject’s hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hit point (bringing its hit points to –1) and is dying. In the following round, it dies. Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Heal check on the creature before it dies. Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
Energy Immunity
Abjuration
Level: Cleric 6 , Druid 6 , Sorcerer 7 , Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types—acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.
Enveloping Cocoon
Evocation [Force]
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cocoon of force around one Large or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
A cocoon of force encloses a creature of size Large or smaller, containing it for the spell’s duration or until the cocoon is destroyed. The cocoon has hardness 10 and 10 hit points per caster level. The enveloping cocoon prevents the creature trapped inside from moving or casting spells with somatic components. The cocoon is too confining to permit effective attacks with anything larger than a natural or light weapon (and the creature inside can attack only the cocoon in any event). You can attach a second spell to the cocoon by casting it at the cocoon. When the enveloping cocoon spell ends or is dismissed, the attached spell automatically affects the creature inside, with no save allowed (although spell resistance, if any, still applies). If the cocoon is destroyed before it is dismissed or the spell duration ends, the attached spell is wasted. Any of the following spells from this book can be attached to an enveloping cocoon: infestation of maggots, languor, miasma, and phantasmal disorientation. In addition, a cocoon can be used in conjunction with these spells from the Player’s Handbook: baleful polymorph, blight, contagion, dominate animal, flame strike, and poison (the subject fails the initial save but can attempt the second save).
Material Component: A live caterpillar.
Extract Water Elemental
Transmutation [Water]
Level: Druid 6 , Sorcerer 6 , Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute. This spell has no effect on living creatures with the fire subtype.
Find the Path
Divination
Level: Bard 6 , Cleric 6 , Druid 6
Components: V, S, F
Casting Time: 3 rounds
Range: Personal or touch
Targets: You or creature touched
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round. This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the sort you favor.
Fire Seeds
Conjuration(Creation) [Fire]
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn acorns into splash