| 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.
| Round | Metal Temperature | Damage | | 1 | Cold | None | | 2 | Icy | 1d4 points | | 3–5 | Freezing | 2d4 points | | 6 | Icy | 1d4 points | | 7 | Cold | None |
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).| Disease | DC | Damage |
| Blinding sickness | 16 | 1d4 Str * |
| Cackle fever | 16 | 1d6 Wis |
| Filth fever | 12 | 1d3 Dex and 1d3 Con |
| Mindfire | 12 | 1d4 Int |
| Red ache | 15 | 1d6 Str |
| Shakes | 13 | 1d8 Dex |
| Slimy doom | 14 | 1d4 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 9th | Large |
| 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). | Disease | DC | Damage |
| Blinding sickness | 16 | 1d4 Str * |
| Cackle fever | 16 | 1d6 Wis |
| Filth fever | 12 | 1d3 Dex and 1d3 Con |
| Mindfire | 12 | 1d4 Int |
| Red ache | 15 | 1d6 Str |
| Shakes | 13 | 1d8 Dex |
| Slimy doom | 14 | 1d4 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 |