Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries

http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php December 9, 2005

Druid Spell List ...... 2 Spell Tables...... 27 Areas of Effect – Shape ...... 30 0th Level ...... 2 Summon Nature’s Ally ...... 27 Areas of Effect – Fill ...... 30 1st Level...... 3 Hallow/Unhallow Table...... 28 Casting Times ...... 30 2nd Level...... 5 Glossary...... 29 Other Definitions ...... 31 3rd Level ...... 8 Auras ...... 29 Appendix ...... 33 4th Level ...... 12 Ranges...... 29 Revision History ...... 33 5th Level ...... 15 Levels of Concealment ...... 30 Key to Sourcebooks...... 33 6th Level ...... 19 Levels of Cover...... 30 7th Level ...... 21 Level of Exhaustion...... 30 8th Level ...... 23 Levels of Fear ...... 30 9th Level ...... 25

Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005 Druid Spell List Wisdom-based Prepared Divine Spells

0th Level Abjuration Detect Poison(PH p219) Necromancy Resistance(PH p272) save, no SR> 5’ cube is poisonous, has been poisoned, or Conjuration – Determine the health of animals & plants in a contains poison. 90 degree arc. Choices are ‘dead’, ‘fragile’, Create Water(PH p215) Identifying the type of poison requires a ‘alive’, ‘needs to be watered’, ‘hungry’, etc. Wisdom check vs. DC 20. If the caster has – Creates 2 gallons/level of pure water. Transmutation ranks in Craft(alchemy), he/she may also Ground Smoke(DR326 p73) Cure Minor Wounds(PH p216) make a check with that skill vs. DC 20. This spell is blocked by 3’ of wood or dirt, 1’ of – Cures 1 point of damage with Positive Energy. – One 5’ square target fire has its smoke stone, 1” of metal, & any amount of lead. Divination dissipate close to the ground. Guidance(PH p238) Mending(PH p253) Detect Crossroad(MoF p88) – Repairs one object of up to 1 pound. 10min/lvl> – Subject can designate one attack roll, saving – Sense the direction of a Fey Crossroads within throw, or skill check on which to receive a Purify Food and Drink(PH p267) 1 mile. The caster may identify it when it is +1 Competence bonus, chosen before the roll. within 60’ and unobstructed. – Purifies 1 cubic foot of food/water per level. Know Direction(PH p246) Detect Magic(PH p219) Ram’s Might(MoF p112) no save, no SR> – The caster’s unarmed attacks inflict normal Read Magic(PH p269) damage (instead of nonlethal) & the caster is – The caster can see the Magic Aura of a spell considered ‘armed’. or item in a 60’ Cone-shaped Emanation. – Reads scrolls & spell books at 1 page per min. The information gained increases each round: Snowshoes(DR312 p65) 1st round – presence of magic. Enchantment 2nd round – number of magic auras & the Vengeful Mount(DR326 p74) – The touched subject receives these benefits: strength of the most powerful aura. If not direction. saves to walk on ice and/or snow & avoid rd – The target Animal will shy away from anyone 3 round – strength & location of each aura. attempting to make a Ride check or a Handle falling through it; If an aura is within line-of-sight, the caster Animal check with it. If mounted, the rider c) Does not leave trails any more noticeable can identify its school with a Spellcraft must immediately make a Ride check vs. DC than ‘solid ground’ for purposes of check vs. DC 15 + spell level. 10 to stay on. tracking. This spell is blocked by 3’ of wood or dirt, 1’ of Virtue(PH p298) Evocation stone, 1” of metal, & any amount of lead. Flare(PH p232) – Touched subject gains 1 Temporary HP. – Target with sight is Dazzled for 1 minute. Light(PH p248) – Object touched gives off bright light in a 20’ radius & dim light for another 20’. This spell Counters and Dispels spells with the [darkness] category of equal or lower level.

Error! Reference source not found. – 9th level Page 2 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

1st Level Abjuration Divination Enchantment Endure Elements(PH p226) Detect Animals or Plants(PH p218) Calm Animals(PH p207) 1min/lvl, SR applies> Fortitude saves) from being in heat up to 140 – Caster can detect a specific animal or plant in – Calms 2d4 + 1/lvl HD of Animals, though all degrees Fahrenheit –and– cold down to –50. Cone-shaped Emanation each round. The targets must be the same type of Animal. Hide from Animals(PH p241) caster can change the animal / plant being Any threat to a target will end the effect. The information gained increases each round Dire Animals are allowed a Will save to – One touched subject per level cannot be spent focusing on a single target: negate. st perceived by Animals. Effected senses 1 round – detect the target’s presence or Charm Animal(PH p208) include Blindsense, Blindsight, Scent, absence. If any of the spell’s subject touches or attacks the healthiest one’s condition. If not in – One Animal considers the caster its ally. (including with spells) any creature, the spell line-of-sight, the caster only knows the Anything the casters does will be treated the ends for all the subjects. direction. same way as if someone friendly has done it. rd Conjuration 3 round – condition & location of each If the target is in a threatening situation when the spell is cast, it gets a +5 on the save. Any Beget Bogun(CDiv p152) individual target. ‘poor’, & ‘weak’. the spell is in effect breaks the charm. – Last step in creating a Bogun(CDiv p152), a This spell works through minor barriers, up to 3’ Evocation Tiny-sized Construct that serves its creator. of wood / dirt, 1’ of stone, 1” of metal, but it Faerie Fire(PH p229) Cure Light Wounds(PH p215) is blocked by any amount of lead. Detect Snares and Pits(PH p220) 1min/lvl(D), no save, SR applies> – Cures 1d8 +1/level damage (max +5) with the caster’s choice of a blue, green, or violet Deep Breath(DR314 p46) – The caster can see pits, deadfalls, snares, glow, which is as bright as a candle. This quicksand, a sinkhole, etc, in a 60’ Cone- negates Concealment due to darkness, Blur, – The caster’s lungs are constantly refilled with shaped Emanation. This spell does not locate Displacement, Invisibility, etc. air, so he/she has no danger of drowning. items that are obscured (i.e., behind boxes or Magical darkness spell of 2nd level or higher Healing Rest(CAdv p151) under a rug). Suppress this spell. The information gained increases each round: Produce Flame(PH p265) st – Up to 1 creature per level in a 30’ area has it 1 round – presence of a hazard. Obscuring Mist(PH p258) of each one. If not in line-of-sight, the caster only knows the direction. – A flame as bright as a torch (20’ of light) – Creates a 20’ radius Spread by 20’ high Cloud 3rd+ rounds – type & triggering method of appears in the caster’s hand. of fog centered around the caster. one specific hazard. The caster can attack with the flame as either a The cloud can be dispersed by Moderate Wind This spell is blocked by 3’ of wood or dirt, 1’ of touch attack or an energy missile with a range in 4 rounds & a Strong Wind in 1 round. stone, 1” of metal, & any amount of lead. of 120’. The flame does 1d6 + 1/level (max Large amounts of fire, such as a Fireball, will Omen of Peril(CDiv p171) (RoD p166) +5) Fire damage & can be used every round. also disperse the cloud. the spell. If the spell is brought to 0 duration, Summon Nature’s Ally I(PH p288) vaguely indicates the level of danger he/she is Sandblast(CDiv p178) – Summons one creature from the ‘Summon in for the next hour. The chance of the vision enemies. The creature can attack on the (max 90%), rolled secretly by the DM. – All targets within 10’ half-circle Burst from caster’s initiative starting its first round. The three possible answers the caster will the caster’s hands take 1d6 nonlethal damage from hot sand. Any target failing its saving Vigor, Lesser(CDiv p186)(DR324 p103)+ receive are ‘Safety’, ‘Peril’, or ‘Great will randomly get one of the two incorrect Transmutation – Touched living creature gains Fast Healing 1. answers. Animate Water(CArc p96) Wood Wose(CDiv p190) The vision is specific to the religion of the caster and does not provide additional Close-range, Concentration up to 1rnd/lvl> – Summon a translucent nature spirit that can do information. – Transform up to a 5’ cube of water into a simple outdoor tasks, like feeding animals, Speak with Animals(PH p281) Small Animated Object with the [water] catching fish, building a campfire, etc. It has subtype and 2x the default hit-points, but has a Strength of 2 (so it can lift 20 lbs.) & a – The caster may communicate with Animals, Hardness 0. movement of 15’, but must stay in range. It though the spell does not change their Animate Wood(CArc p96) cannot be targeted by spells, but is destroyed intelligence or attitude. – Transform one unattended wooden object of – The caster treats Plant creatures as if they up to Small size into a Small Animated were not immune to Sneak Attacks, though Object with Hardness 5. all requirements for Sneak Attacks still apply. Camouflage(Und p56) (CDiv p157) Note: This spell does not give the caster the ability to overcome Damage Reduction or – +10 Circumstance bonus on Hide checks. inflict Critical Hits. Claws of the Beast(PGF p101) – The caster’s hands become 1d8 weapons that make ‘armed attacks’.

Druid Spell List – 1st level Page 3 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Entangle(PH p227) Magic Stone(PH p251) Shillelagh(PH p278) RefNeg, no SR> 30min> – A touched, non-magical club or staff made – All plants in a 40’ radius Spread Entangle & – Up to 3 pebbles gain a +1 Enhancement bonus entirely from oak gains a +1 Enhancement anchor everyone in the target area who fails a to attack & deal 1d6 +1 damage (double vs. bonus to attack & damage, and its base Reflex save. To become unentangled Undead). Range increment is 20’. damage improves as if the weapon was two requires a Full-Round Strength or Escape Pass without Trace(PH p259) size categories larger (i.e., Small ‘shillelagh’ Artist check vs. DC 20. Anyone not does 1d8, a Medium one does 2d6, and a entangled (including a target that has just – One subject/lvl leaves no tracks or scent trail. Large does 3d6). broken free) may move ½ speed through the Raging Flame(DR314 p21) A quarterstaff targeted by this spell gains the area of effect. On the caster’s action, anyone The target weapons only gains its bonuses must make a new Reflex save to avoid being – All non-magical fires in a 30’ Burst flare up: when wielded by the caster. a) burn twice as bright & give off light in 2x entangled again. Silvered Claws(BoED p107) Extend Shifting(RoE p185) the normal radius; b) burn twice as hot & deal 2x damage (i.e., a – All of the living subject’s natural attacks are – If cast while the caster is using the Shifter creature who has Caught Fire takes 2d6 considered to be Silver for purposes of Racial ability ‘Shifting’, the duration is damage per round if caught in the area of overcoming Damage Reduction. effect); increased by 4 rounds. Slow Burn(DR314 p21) After the Shifting ends, the caster is Fatigued c) consumes its fuel twice as quickly (an Fatigued, he/she becomes Exhausted. This spell Counters and Dispels Slow Burn. – All non-magical fires in a 30’ Burst are Goodberry(PH p237) Raptor’s Sight(RotW p175) magically fueled: a) burn twice as long while consuming the – When cast on a handful of freshly picked – The caster receives the following: same amount of fuel (a torch would burn berries, 2d4 become ‘good berries’. Each can a) +5 Competence bonus on Spot checks; & for 2 hours while giving normal light); cure 1 hp (max 8 hp per 24 hours) & is as b) If the caster has at least 5 ranks in Spot, b) twice as hard to put out (if a roll is needed nourishing as a normal meal. he/she only receives –1 penalty per range to put a fire out, roll twice & take the Hawkeye(CDiv p166)(CAdv p151) increment on ranged attacks (normally –2). worst roll). Ride of the Valenar(RoE p189) This spell Counters and Dispels Raging Flame. – Gain a +5 Competence bonus on Spot checks Speed Swim(MoF p121) and all projectile weapon range increments – The caster gains +5 Competence bonus on Jump(PH p246) If the mount is the caster’s Animal Companion, – Subject gains a swim speed of 30’ without Note: Elves from Valenar cast this spell at +1 Stonemantle(DR314 p29) – Touched subject gains an Enhancement bonus Caster level. Lvl Bonus Lvl Bonus Lvl Bonus – One or more target objects within range gain 1 +10 5 +20 9 +30 – If cast while the caster is using the Shifter the resilience of stone (i.e., Hardness 8, 15 hp Longstrider(PH p249) Racial ability ‘Shifting’, this spell lasts until per inch). The caster can effect 1 Tiny-sized the Shifting is complete. The caster receives object per level or the Object Equivalence. – The caster gains a +10’ Enhancement bonus to the following benefit: All effected object have a dull-gray tint for his/her land movement. Does not effect the a) the caster’s racial bonus on Balance, the spell’s duration. speed of burrowing, climbing, flying, or Climb, & Jump checks increase to +8. Traveler’s Mount(CDiv p184) swimming. Magic Fang(PH p250) – The touched Animal or Magical Beast receives the following benefits: – One natural weapon of touched creature a) +10’ Enhancement bonus to movement; (including Humanoids) gets +1 Enhancement b) can Hustle without taking damage or bonus to attack and damage. becoming Fatigued; c) cannot make attack rolls.

Druid Spell List – 1st level Page 4 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

2nd Level Abjuration Remedy Moderate Wounds(MoF p113)(MoFe)+ Listening Lorecall(CAdv p154) Daggerspell Stance(CAdv p145) Remove Addiction(BoED p105) a) +4 Insight bonus on Listen checks; – When wielding a dagger in each hand, the b) if the caster has 5+ ranks in Listen, he/she caster gains the following: – The touched subject is cured of all addictions. gains Blindsense 30’; a) if making a Full Round Attack, the caster Restoration, Lesser(PH p272) c) if the caster has 10+ ranks in Listen, he/she gains a +2 Insight bonus on attacks & gains Blindsight 30’. damage; – Touched creature has penalties on one ability If the caster is in an area of magical Silence, b) if Fighting Defensively, the caster gains score removed -or- has 1d4 ability Damage effects b) & c) are suppressed. Spell Resistance (5 + Caster level); cured from one ability score. Locate Node(Und p58) c) if making a Total Defense Action, the Also, the subject has Fatigue removed or has level) –and– Damage Reduction 5/magic. This spell cannot heal permanent ability Drain. – The caster may detect the distance and (Und p49) Earthen Grace(DR314 p28) Summon Nature’s Ally II(PH p288) direction all Earth Nodes within 1rnd/lvl(D)> direction to a specific, previously visited – The touched creature take nonlethal damage – Summons one or more creatures to fight the Earth Node within 2 miles per level. from the natural attacks from creatures made caster’s enemies. The creatures can attack on This spell cannot detect Earth Nodes warded by of earth or stone, creatures with the [earth] the caster’s initiative starting their first round. lead or the spell Node Lock. subtype, falling damage into the ground, Table # Share Husk(MoF p116) weapons with stone heads, etc. Summon Nature’s Ally II 1 equal to its current hit-points, the spell ends. Summon Swarm(PH p289) – The caster can use the subject animal’s sense Easy Trail(CAdv p147)(MoF p91) range, Concentration+2rnds, no save, no SR> Spot & Listen checks, as a Free Action. – All plants (but not Plant Creatures) within a – Summons either a Swarm of Bats(MM p237), a Wild Instincts(RoE p191) 40’ radius Emanation of the caster are moved Swarm of Rats(MM p239), or a Swarm of reduces the penalties for moving through creatures that are within its area. If there is – The caster gains the following: a) +10 Insight bonus on Listen & Spot checks; Dense Vegetation(PH p164). Once the area of no creature to attack, the swarm moves to the effect has past, the plants return to normal, nearest creature. The caster has no control b) retain your Dexterity bonus to AC even if hiding the trail (+5 DC to Track checks). over the swarm’s movement or target. Flat-Footed and/or attacked by an unseen opponent. Fire Trap(PH p231) Divination Mindset – When the caster has this spell Insight bonus on Listen and Spot checks anyone besides the caster & those who know – The caster gains a +4 Insight bonus on (Shifter gain a +2 Insight bonus). its password open the item, it explodes with a Balance checks. Enchantment 5’ radius, doing 1d4 + 1/level (max +20) Fire If the caster has 5+ ranks in Balance, the slope Animal Messenger(PH p198) damage. The item itself is unharmed. of the surface being balance upon no longer If the caster has 10+ ranks in Balance, he/she – Sends a Tiny animal to a specific place – The touched subject & his/her equipment are can “balance” on liquids, including mud & known to the caster. Once there, the animal protected from one Energy Type. Each attack snow. Each round the caster balances on a waits until the end of the duration. This spell doing damage of that type has the hp of substance that cannot normally hold his/her cannot target an animal trained or under the damage reduced by the amount listed below. weight, the DC to continue “balancing” control of someone else (such as a Familiar). Lvl # Lvl # Lvl # increases by +5. Typically used to carry a written message. up to 6th 10 7th – 10th 20 11th + 30 When under the effect of this spell, the DC for Animal Trance(PH p198) Conjuration balancing on “impossible” surfaces is 20. Delay Poison(PH p217) – 2d6 HD of Animals or Magical Beasts with Intelligence of 1 or 2 stop what they are – Touched creature suppresses the effects of – When the caster casts healing spells while this doing and watch the caster for the spell’s current or new poisons in its body until the spell is in effect, the following bonuses apply: duration. Animals not trained to guard or spell ends. a) the caster may use his/her ranks in Heal as the caster level of healing spells; attack do not get a save, though all other Estanna’s Stew(BoED p99) effected creatures do. An effected creature is b) if the caster has 5+ ranks in Heal, one of treated as Fascinated. – The held stew pot if filled with one serving the following conditions may be removed per two levels (max 5 servings) of healing from the target of a healing spell: Dazed, Hold Animal(PH p241) stew, which disappears after 1 hour. Each Dazzled, or Fatigued; the following conditions may be removed Standard Action) is healed 1d6+1 hp. – One Animal is Held. It gets a new Will save from the target of a healing spell: An Undead within 10’ that is splashed with the each round to end the spell. stew takes 1d6+1 Positive damage per Exhausted, Nauseated, or Sickened (or one of the conditions listed above). Train Animal(CAdv p157) serving still in the pot (Will½, SR applies). – The touched Animal gains ½ Caster level of – Creates a 20’ radius Spread by 20’ high Cloud Tricks (max +5). This spell does not modify of fog. the Animal’s attitude or guarantee its The cloud can be dispersed by Moderate Wind cooperation. in 4 rounds & a Strong Wind in 1 round.

Druid Spell List – 2nd level Page 5 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Evocation Venomous Volley(DR330 p73) Blood Frenzy(MoF p82) Cloudburst(CDiv p158)(MoF p84)(MoFe)+ – Rage gives +2 to Strength and Constitution, 10min/lvl(D)> – Every creature within a 15’ Cone-shaped +1 on Will saves, and –1 to AC. – This spell only functions outdoors & not in Burst receives the following: Body of the Sun(CDiv p155) deserts. Falling rain produces many a) 1d6 damage per two Caster levels (max penalties: ½ visibility; –4 penalty on Sport, 5d6) (Ref½, SR applies); & – All creatures within 5’ of the caster take Search, & Listen checks; –4 penalty on b) –4 penalties on Fortitude saving throws vs. 1d4+1 Fire damage (Ref½ ) each round. ranged weapon attacks; & flames are Poison for 1 minute per Caster level (no Brambles(CDiv p156) extinguished. 10 minutes after the spell ends, save, SR applies). all the water disappears, so it cannot be used Illusion – Touched wooden Bludgeoning melee weapon for plants or drinking. Chameleon(CArc p100) gains +1 Enhancement bonus to attack rolls Flame Blade(PH p231) damage is the better of Bludgeoning or no save, SR applies> – Touched subject gains a +10 Circumstance Piercing. – A scimitar made of flames appears in the bonus on Hide checks as long as he/she is not Branch to Branch(CAdv p144)(MoF p83) caster’s hand which does touch attacks that moving faster than half speed. A sudden deals 1d8 + 1 per 2 levels Fire damage (max change in background will negated the bonus – Gain a +10 Competence bonus to Climb +10), but no Strength modifier. for one round. checks made in trees. While at least 10’ Flaming Sphere(PH p232) Woodland Veil(RotW p176) above the ground in Medium or Dense Forest, the caster may swing from branch to branch 1StdAct, Medium-range, 1rnd/lvl, RefNeg, SR – All creatures in a 30’ area receive a +5 at his/her Land speed + 10’ Enhancement applies> Competence bonus on Hide and Move bonus. The caster may make a Charge action, – Creates a 5’ diameter ball of fire, which can Silently checks while outdoors in a natural but not a Run action. The caster ignores roll/jump 30’ per round. If the sphere enters setting. All subjects can see each other as if hampered movement penalties for a hex per a creature, it stops for that round & not under the effect of the spell. undergrowth and other terrain features. does 2d6 Fire damage, unless the target If a subject moves more than 30’ from all other Briar Web(CDiv p156) makes a Reflex save for no damage. subjects of the spell, the spell ends for that Action & it can go over barriers no more than Necromancy – Plants Entangle everyone in 20’ radius Spread 4’ high. who fails a Reflex save. An entangled target Decomposition(CDiv p161) Gust of Wind(PH p238) may spend a Full Round Action to gain a new failing the save results in the target taking – Creates a powerful Line of air 10’ wide by 10’ any lethal damage looses 1hp per round for the spell’s duration. The damage can be 2d6 Piercing damage). high by 60’ long starting at the caster. All An entangled target to takes any action except Listen checks & ranged attacks within the canceled with a Heal check vs. DC 15 or magical healing. trying to get free or holding still takes 2d6 area of the spell receive a –4 penalty, and Piercing damage each round. Wracking Touch(CAdv p158) open flames are extinguished. Anyone not entangled may move at ½ speed The effect of the wind on creatures & objects is through the area of effect (taking no damage). based on their size. – Touch attack does 1d6 + 1 per level (max 1d6 Plants provide Cover 5’, and Full Cover at 20’. Size Flying? Blown Back Subdual + 10) damage –and– the target takes damage Bull’s Strength(PH p207) up to Tiny Yes 2d6 x 10’ 2d6 as if the caster made a Sneak Attack on it (if up to Tiny No 1d4 x 10’ 1d4 per 10’ vulnerable). – +4 Enhancement bonus to Strength. Small Yes 1d6 x 10’ — Transmutation Burrow(Und p56) Small No Prone — Medium No 0’, but can’t advance – Transform up to a 5’ cube of fire into a Small damage and are treated as an armed attack. Heartfire(DR314 p20) Animated Object with the [fire] subtype, The subject gains a Burrow speed of 10’ solid stone. – Intelligent creatures in a 5’ radius Burst are Fire Elemental. Cat’s Grace(PH p208) Barkskin(PH p202) outlined with red fire, with the following effects: – +4 Enhancement bonus to Dexterity. a) gives off light as a Torch; – Touched living subject gains Natural Armor bonus to AC of 2 + 1 per 3 levels after 3rd Chill Metal(PH p209) b) does not benefit from Concealment unless normal Natural Armor bonus. level or higher; – The caster causes targeted metal to become c) does not benefit from Blur, Displacement, Bear’s Endurance(PH p203) freezing cold, after which it thaws. The metal Invisibility, etc. of 1 creature per 2 levels may be targeted as – +4 Enhancement bonus to Constitution. d) takes 1d4 Fire damage each round (Fort½); long as they are within 30’, or the caster may e) casting a spell requires a Concentration Blinding Spittle(PGF p100)(MoF p82) target 25 lbs. per level. Magic or attended check vs. continuous damage. The fire can be extinguished by normal means, – Ranged touch attack at a –4 penalty that determined by the round & the amount of which ends the spell. Blinds the target’s eyes until they can be contact (min damage for just touching, Nature’s Favor(CAdv p155) (CDiv p170) (CDivErrata)+ washed out. normal damage for wearing): Rnd 1 – none Rnd 6 – 1d4 Blindsight(PGF p100)(Und p56) – The touched Animal gains a Luck bonus of +1 Rnd 2 – 1d4 Rnd 7 – none per 3 levels to attacks & damage (max +5). – Touched subject gains the Blindsight quality, Rnd 3-5 – 2d4 allowing it to sense creatures within 30’ even This spell Counters and Dispels Heat Metal. if they are Invisible or cloaked in darkness.

Druid Spell List – 2nd level Page 6 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Cold Fire(DR312 p62) Mark of the Outcast(Und p59) Soften Earth and Stone(PH p280) WillNeg, SR applies> Instantaneous, no SR> – Change a fire source (including magical fires) – The target’s face is marred by a mark visible – Softens one 10’ square per level of earth or up to a 20’ cube into ‘Cold Fire’, which is to normal, low-light, and dark vision. The unworked stone to a depth of 1’-4’. blue & white and does Cold damage. target receives a –5 Circumstance penalty on Wet Earth → Mud: Ref save or stuck for 1d2 -or- Bluff and Diplomacy checks and a –2 penalty rounds (unable to move, attack, or cast This spell cannot be dispelled. It can only be the area at ½ speed & can’t run or charge. – The targeted creature with either the ‘Fire’ removed by Break Enchantment, Limited Dry Earth → Loose Dirt: ½ speed & cannot subtype or Cold Vulnerability takes 1d6 Wish, Miracle, Remove Curse, or Wish. run or charge through the effected area. damage per two levels (max 5d6). Master Air(MoF p107) Unworked Stone → Clay: does not effect Creeping Cold(CDiv p159) Close-range, 3rnds, Fort½, SR applies> Spider Climb(PH p283) – The caster grows insubstantial wings & flies at armor) with Good maneuverability. ½ speed – Touched creature can travel along walls & damage for all the rounds. going up, 2x speed going down. If spells Rnd 1 – 1d6 damage ceilings like a spider (20’ movement). The expires/is dispelled, subject descends at 60’ subject does not loose his/her Dex bonus to Rnd 2 – 2d6 damage per round for 1d6 rounds before falling. Rnd 3 – 2d6 damage AC while climbing, nor do opponents gain a Mountain Stance(DR314 p28) bonus to attack the subject. Earthfast(MoF p90) The subject must have bare hands & feet. – The touched creature can ‘root’ itself to the Swim(CArc p125) – One stone structure or rock formation (but not ground as Free-Action. When rooted, any a Construct) of up to 25 cubic feet per level has its Hardness & hit-points doubled. The DC of (12 + Caster level). This include – The subject gains swimming ability: spell ends if the caster moves out of range. checks to Grapple, Lift, Push, Bull Rush, a) can swim at his/her normal land speed; Embrace the Wild(CAdv p147)(MotW p87)(Sav p65) Overrun, Throw, Trip, etc. b) gains a +8 Competence bonus on Swim If the subject is moved against his/her will, the checks to perform special actions or avoid – Gain the natural & extraordinary senses of an spell ends. hazards, with standard penalties; Animal with no more HD than the caster The subject can voluntarily move, though c) can “Take 10” on Swim checks under level, plus its base Listen and Spot modifiers he/she is then no longer rooted. The subject rushed or threatened conditions; & (if higher than the caster’s). can still ‘re-root’ as a Free-Action. d) can take a “Run” action while swimming. Natural & extraordinary senses include One with the Land(MoF p111) Limitations: Blindsense, Blindsight, Darkvision, Low- a) this spell does not grant water breathing; & Light Vision, & Scent – Link with nature gives a +2 Competence b) if carrying more than a Light Load, the For example, a Wolverine has Low-Light bonus on Animal Empathy, Handle Animal, subject must make a Swim check to move Vision, Scent, and Listen & Spot check Hide, Intuit Direction, Move Silently, Search, at his/her normal land speed. modifiers of +6. and Wilderness Lore checks. Tree Shape(PH p296) Eyes of the Avoral(BoED p99) Owl’s Wisdom(PH p259) or even a dead log. While in this form, the Fly, Swift(CAdv p149) – +4 Enhancement bonus to Wisdom. caster continues to have all his/her senses, Reachwalker’s Wariness(RoE p189) gains a +10 Natural Armor bonus to AC, is – The caster flies at a speed of 60’ (40’ if in immune to criticals, has an effective Medium or Heavy Armor –or– if carrying a – The caster can sense any Aberration within a Dexterity of 0 & a movement of 0’. Medium or Heavy load) with Good 30’ radius spherical Emanation as if he/she This spell may be dismissed as a Free Action. maneuverability. ½ speed going up, 2x speed has the Blindsense ability. going down. Warp Wood(PH p300) Note: Shifters cast this spell at +1 Caster level. If spells expires/is dispelled, subject descends Reduce Animal(PH p269) – One Small-sized wooden object per level (or at 60’ per round for 1d6 rounds before falling. the Object Equivalent) in a 20’ radius may be Heat Metal(PH p239) – One willing Animal of whose size is between either smaller. Subject gains +2 Size bonus to – The caster causes targeted metal to become –4 attack penalty, etc.); or Dexterity, –2 Size penalty to Strength, and +1 b) straighten wood that was warped burning hot, after which it cools. The metal bonus on attacks & AC. A subject who of 1 creature per 2 levels may be targeted as magically or naturally. becomes Tiny-size have a reach of 0’ & must Wood Shape(PH p303) long as they are within 30’, or the caster may enter an opponent’s hex to attack. target 25 lbs. per level. Magic or attended Scent(CDiv p178) (CDivErrata)+ metal get a Will saves to negate. Damage is – Permanently reshapes a single piece of wood contact (min damage for just touching, into a shape of the caster’s choosing, though – The subject gains the Scent Ability. fine detail is not possible. normal damage for wearing): Snowshoes, Mass(DR312 p65) Rnd 1 – none Rnd 6 – 1d4 Rnd 2 – 1d4 Rnd 7 – none – One subject per level within a 30’ area Rnd 3-5 – 2d4 receives the following benefits: This spell Counters and Dispels Chill Metal. a) Can walk on ice without a speed reduction; b) +5 bonus on Balance checks ore Reflex saves to walk on ice and/or snow & avoid falling through it; c) Does not leave trails any more noticeable than ‘solid ground’ for purposes of tracking.

Druid Spell List – 2nd level Page 7 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

3rd Level Abjuration Neutralize Poison(PH p257) Vigor(CDiv p186)(DR324 p103)+ Protection from Energy(PH p266) level (max 25rnds total)> 10min/lvl> – The touched subject or object has all poison – Touched living creature gains Fast Healing 2. – Touched creature is immune to a total of 12 removed from it immediately. If a creature Vigor, Mass Lesser(CDiv p186)(DR324 p103)+ damage per level (max 120 hp) from one was poisoned, it does not need to make any taken, the spell ends. heal ability damage or drain taken from – One living creature per two Caster levels in a Note: This spell takes precedence over Resist earlier failed saves. 30’ area gains Fast Healing 1. Energy. Only when this spell is depleted will In addition, the subject cannot be poisoned for Divination Resist Energy be applied. 10 minutes per level. If the subject is a Circle Dance(MoF p84) Tortoise Shell(MoF p127) poisonous creature, it cannot poison anyone Remove Disease(PH p271) person is unharmed, wounded, dying, etc. – Creates a 5’ diameter ‘tortoise shell’ made Speak with Plants(PH p282) from mystic energy. The caster can have it – Cures all diseases affecting subject, as well as stand vertically, thus providing Cover from parasites, Green Slime, etc. – The caster may communicate with plants & half the battle field, hide under it (up to 2 Rogue Wave(DR314 p46) Plant Creatures, though the spell does not Medium-sized creatures will fit), or even use it as a small boat. The ‘shell’ has Hardness Weather Eye(CDiv p189) 10, 100hp, & weights 500 pounds (though the – The caster creates a wave of water that has its moves is a direction the caster chooses. All Resist Energy, Mass(CArc p120) – Accurately predict natural weather in a 1 mile creatures struck by the wave take 1d6 per two + 1 mile per level radius around the caster for – The one subject (& his/her equipment) per levels (max 10d6) bludgeoning damage the next 7 days. level within a 30’ area are protected from one (Fort½). If a creature of up to Large-size If the weather is currently under the effect of Energy Type. Each attack doing damage of fails its save, it is knocked Prone. magic, this spell identifies that fact in the that type has the hp of damage reduced by the If cast on dry land, the wave is 20’ wide, 10’ same way as Detect Magic. amount listed below. long, & 10’ high and moves 60’. Enchantment If cast in the water, the wave is 40’ wide, 10’ Lvl # Lvl # Lvl # Dominate Animal(PH p224) th th th th up to 6 10 7 – 10 20 11 + 30 long, & 10’ high and moves 120’. Also, all Sleet Storm(PH p280) – Telepathically control one Animal with simple Crushing Coils(DR330 p70) ignored. The caster can mentally command than one size category larger than the caster), – Blocks all vision in a 40’ radius Spread by 20’ 1StdAct, Medium-range, 1rnd/lvl> the target as a Move Action provided they are – The caster may teleport the focus snake that high cylinder. Moving in the area of effect within Close-range of each other. requires a Balance check vs. DC 10. Success he/she is touching into any hex within range. Merrshaulk’s Kiss(DR330 p71) allows ½ movement, while failing by 5 or If that hex contains a creature, the snake may provoking an Attack of Opportunity. If the Summon Nature’s Ally III(PH p288) – Up to one Snake per two levels within a 30’ snake is successful, it immediately establishes a hold and can immediately constrict. a) +1 Morale bonus on attacks, saves, and – Summons one or more creatures to fight the If the snake fails to grapple, it ends up in an skill checks; caster’s enemies. The creatures can attack on adjacent hex and attempts to use its Improved b) a snake with Poison receives a +2 Morale the caster’s initiative starting their first round. Grapple ability on the target each round. bonus to the poison’s DC; Table # As a Move Action, the caster can tell the snake c) a snake with the Constriction special Summon Nature’s Ally III 1 to crawl back to him/her at full movement. ability receives a +2 Morale bonus on Summon Nature’s Ally II 1d3 Once touched again, the caster may teleport Grapple checks. Summon Nature’s Ally I 1d4+1 the snake as long as the duration has not been Evocation Updraft(DR314 p40) exceeded. a) Damage Reduction 10 / magic; air beneath himself/herself. On the first – The caster can call down one 5’ wide by 30’ b) bonus on Grapple checks and constriction round, the caster can move up 30’. On the tall bolt of lightning per level (max 10 bolts). damage equal to ½ Caster level. subsequent rounds, the caster (as a Move The caster has the option of calling the first Cure Moderate Wounds(PH p216) Action) has the option of moving up 30’ (to a bolt as part of the spell’s casting. After that, maximum of 90’), moving down 30’, or the caster must use a Standard Action to – Cures 2d8 +1/level damage (max +10) with moving horizontally up to 30’. If the caster create the bolt. The bolts can be called down Positive Energy. chooses to move horizontally more than 10’, any time within the spell’s duration. In Dust Storm(DR331 p71) he/she must make a Reflex save with a DC between bolts, the caster can take other Move Action. Failure means the caster falls If cast outside during a storm (or even a Large – Everything within a 60’ diameter by 30’ tall off the column of air. Air Elemental or Djinni’s whirlwind), each cylinder are affect as follows: If the caster fall off, dismisses the spell, or has bolt does 3d10 Electricity damage. a) Anything with 5’ has Concealment, while it dispelled, he/she sinks at a rate of 60’ per Otherwise each bolt does 3d6 Electricity anything farther has Total Concealment; round and take no damage. damage. This spell may be used indoors. b) Anything ending its round within the Attacking from the top of the column results in cylinder takes 1d6 Slashing damage. a cumulative –1 penalty, up to a maximum of –5. A Full Round action can be use to rebalance, decreasing the penalty back to –1.

Druid Spell List – 3rd level Page 8 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Capricious Zephyr(DR314 p38) Tremor(DR314 p29) Healing Sting(MoF p100) SR> Touch, FortNeg> – Creates a 5’ diameter sphere of powerful wind – The ground in a 40’ radius Spread shakes for – Touched living creature takes 1d6 + 1/lvl dmg. that the caster can move up to 30’ per round one round. All creatures in the area must The caster healed the same number of hp. as a Move Action. If it comes in contact with make a Reflex save or fall Prone & become Infestation of Maggots(CDiv p166)(MoF p102) a creature, its movement for that round end. Stunned for 1 round. Casters must make random direction (FortNeg) –and– a Trip at of Opportunity requires a Concentration – The touched target must make a Fortitude save +4 (no save). check vs. DC 15 or it will automatically fail. each round or take 1d4 Constitution damage. Once the target makes a single saving throw, Daylight(PH p216) Structures are not damaged by this spell. the spell ends. Wind Wall(PH p302) – Touched object gives off bright light in a 60’ Plague Carrier(RoF p190) may be blocked by putting the object in a – An Invisible wall of air 2’ wide is created in container. any continuous shape desired by the caster up – Infects touched subject with chosen disease Treated as ‘sunlight’ for creatures who receive to 10’ long per level & 5’ high per level. which takes effect after the incubation period. penalties in those conditions, but is not real The wall is total protection from gases During the incubation period, the target does sunlight so certain Undead are not destroyed. (including some breath weapons), gaseous not present symptoms, but is transmitting the This spell Suppresses Deeper Darkness and is forms, flying creatures up to Small-size, etc. disease to those who come in contact. suppressed by it, leaving only the natural Arrows & bolts are blocked by the wall, & Disease choices are Blinding Sickness, Cackle illumination in the overlapping area. other ranged weapons have a 30% miss Fever, Filth Fever, Mind Fire, Red Ache, The This spell Counters and Dispels spells with the chance. Large ranged weapons, such as a Shakes, or Slimy Doom. [darkness] category of equal or lower level. giant’s boulders, are not effected. Poison(PH p262) – Touch deals 1d10 Constitution damage, Screen of Heat(DR331 p73) repeats in 1 minute. DC is 10 + ½ caster – The ray of water does the following if it hits: level + caster’s Wisdom modifier. (i.e., 5d6 at 6th) (max 8d6) (no save); & – Creates a curtain of visual distortion 1” thick Transmutation b) target is knocked Prone (RefNeg). and up to 10’ long per level. The curtain Beast Claws(CDiv p151) Greenfire(UE p50) does not damage and does not impede any movement. – The caster’s hands become 1d6 Slashing – One contiguous 5’ cube per level is filled with At casting time, the caster decides if the curtain weapons (critical threat 19-20/x2) & are an green energy that churns up from the earth for causes distortion on both sides or only one. armed attack. The claws do not interfere with 1 round. Any creature in the area when the Looking through a distorted side results in spell casting. spell is cast takes 2d6 + 1/lvl (max +10) acid Concealment. Camel’s Tenacity(DR331 p71) damage (Ref½). A creature that travels Necromancy through the area of effect during the round – Up to one touched subject per level does not Affliction(BoED p89) need to eat or drink for the spell’s duration. also takes damage, but gets no saving throw. This is not protection from magical natural vegetation, ground cover, & plant – Infects touched Evil target with chosen dehydration. creatures. Affliction(BoED p34) which takes effect Diminish Plants(PH p221) Frost Breath(DR312 p64) without an incubation period. Name DC Base Damage – This spell either 1 – All creatures in a Close-range Cone take 1d4 Depraved Decadence 18 1d4 Str a) “prunes” vegetation to /3 its normal size in per 2 levels Cold damage (max 5d4) (Ref½) Eternal Torpor 14 1d6 Dex a 100’ radius circle, a 150’ radius half- and becomes Dazed for 1 round (RefNeg). Raging Desire 15 1d3 Con circle, or a 200’ radius quarter circle Phantom Plow(LoD p187) Consuming Passion 17 1d4 Int (caster may choose plants to be excluded). Haunting Conscience 16 1d4 Wis The area of effect must be within Long- – “Plows” a straight furrow in raw earth that is Pride in Vain 20 1d6 Cha range; or 20’/lvl long by 1’ deep by 6” wide. The The Base Damage has the target’s Charisma b) blights vegetation within ½ mile to produce 1 furrow is ended if it hits a wall, rock, etc., modifier added to it. If it is an Evil /3 of its normal output in the next year. that is more than 6” wide. Anyone standing Elemental or Evil Undead, it takes +1 damage Neither use effects Plant Creatures in any way. in its path must make a Balance check to If it is an Evil Outsider or an Evil Cleric of an This spell Counters Plant Growth. avoid falling. Underground creatures in the Evil Deity, it takes +2 damage. Energize Potion(BoED p98) spell’s path take 4d4 damage. Contagion(PH p213) – A touched magical potion can be launched to a 1rnd/lvl(D)> – Infects touched subject with chosen disease spot within Close-range, where it explodes in – The caster is surrounded by a cloud of ghostly which takes effect without an incubation a 10’ radius Burst, doing 1d6 damage per snakes. Any creature that attempts a melee period. Spell level of the potion. The damage is of attack on the caster is attacked by the Name DC Dmg an Energy Type designated at casting time. equivalent of the focus snake using it normal Cackle Fever 16 1d6 Wis bite attack, plus any special abilities, such as Filth Fever 12 1d3 Dex & 1d3 Con poison, constriction, etc. Note that the effect Mindfire 12 1d4 Int will only grapple and constrict for one round Red Ache 15 1d6 Str at a time, then will release. Shakes 13 1d8 Dex Any number of attackers may be affected by Slimy Doom 14 1d4 Con this spell, but each can only be attacked once Blinding Sickness 16 1d4 Str & if the per round. victim takes 2+ Str dmg, must make an additional save or go permanently Blind.

Druid Spell List – 3rd level Page 9 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Enhanced Shifting(RoE p184) Lash of the Kraken(DR334 p75) Quench(PH p267) – If cast while the caster is using the Shifter – The caster gains a barb-covered tentacle: – This spell extinguishes fires, which can be Racial ability ‘Shifting’, this spell lasts until a) may be used as a primary natural weapon used in several ways: the Shifting is complete. The caster receives or a secondary natural weapon (with a a) Put out fires in a one contiguous 20’ cube the following benefits: standard –5 penalty); per level. Normal fire is automatically a) the ability score bonus receives from b) if the tentacle hits, it does damage (below) extinguished, fire spells are put out with a Shifting increases from +2 to +4; plus Strength modifier and can start a Dispel Check (max +15), and Elemental b) if Shifting granted the caster a Natural Grapple without generating an attack of (fire) creatures 1d6 per caster level (max Weapon, that weapon gains a bonus to opportunity. If successful, the caster may 15d6) (no save, SR applies). damage of +1 per 5 caster levels (max +5); constrict for standard damage. b) A targeted magic item that creates / c) the duration of the Shifting increases by 1 Size Dmg Reach Size Dmg Reach controls flames (including a Wand of round per 4 caster levels (max +5 rounds). Fine 1 0’ Large 1d8 15’ Fireball or a Flaming Weapon) has all its Entangling Staff(CAdv p147) Dimin. 1 0’ Huge 2d6 20’ fire ability Suppressed for 1d4 hours Small 1d4 5’ Colos 4d6 60’ Quillfire(MoF p112) – The quarterstaff wielded by the caster grows Medium 1d6 10’ vines that can be used to grab foes. Magic Fang, Greater(PH p250) – The caster’s hands grow poisonous quills that When the Quarterstaff makes a successful can be used either for a melee or ranged melee attack, it deals normal damage and – One living creature (including a Humanoid) attack (10’ range increment). The quills do then can start a Grapple as a Free Action gains one of the following: 1d8 + 1/2lvls (max +5) & are coated with without provoking an Attack of Opportunity. a) one natural weapon gets an Enhancement poison (1d6 Str / 1d6 Str DC18). The Grapple attempt has a +8 bonus and can bonus to attack and damage of +1 per 4 Snakebite(MoF p120) be used on creatures up to one size larger levels (max +5); or than the caster. b) all natural weapons get a +1 Enhancement – Your arm turns into poisonous snake that you If the Grapple check is successful, the foe takes bonus on attacks and damage. can use as a weapon. The snake does 1d3 2d6 damage due to constriction (the caster Meld into Stone(PH p252) damage and has a (1d6Con+1d4rnd can chose the damage to be lethal or Paralysis)/ (1d6Con+1d4rnd Paralysis) nonlethal). – The caster (& up to 100 pounds of gear) can poison whose DC is (10 + ½ caster level + After doing damage, the caster has the option of step into a block of stone that can entirely caster’s Wisdom modifier). releasing the foe, which leaves it Entangled. contains his/her body & equipment. The Snare(PH p280) If the grapple is maintained, the caster has the caster remains just under the surface that was per round on a successful Grapple check. outside the stone (but not see). While in the – Creates a magical booby trap out of a rope, Fang Blade(DR330 p71) stone, the caster can target himself/herself vine, etc. (Search vs. DC 23 for a Rogue to The following effect is inflicted on the caster if If attached to a supple tree, the person is also – The focus snake is transformed into the the target stone is damaged as listed: lifted off the ground & takes 1d6 damage. equivalent of a Longsword sized for the - Stone Shape: Take 3d6 damage. To escape, make a Strength or Escape Artist caster. The caster is considered proficient - Passwall: Expelled. check vs. DC 23 or do 5hp damage to the with the weapon. On a hit, the foe is affected - Stone to Flesh –or– not exiting before the snare (AC 7). by the snake’s poison (if any) in addition to duration ends –or– the spell is Dispelled Spiderskin(Und p61) the normal Longsword damage. –or– the stone is broken so that the caster the weapon, the snake attacks its holder. 5d6 damage. – Touched subject’s skin becomes tougher. The weapon has a Hardness of 8 & the snake’s - Transmute Rock to Mud –or– the stone is This grants a ‘+n’ bonus to the following, hp at the time of the casting with regards to where ‘+n’ is +1 at 3rd level, +2 at 6th level, totally destroyed: Expelled & Fort save th Sunder attempts. vs. DC 18 or die. up to +5 at 12 level: At the spell’s end, the snake returns to normal. a) +n Enhancement bonus to the subject’s Plant Growth(PH p262) Fire Wings(CDiv p165) Natural Armor; a) causes vegetation to grow thick & c) +n Racial bonus on Hide checks. – The caster’s arms become fiery wings, with overgrown in a 100’ radius circle, a 150’ Spike Growth(PH p283) the following effects: radius half-circle, or a 200’ radius quarter if in Medium or Heavy Armor) with Good excluded). The area of effect must be – The ground vegetation (roots, grasses, etc.) in maneuverability. ½ speed going up, 2x within Long-range. Movement through one 20’ square per level becomes magically speed going down. Able to Charge. Can the overgrown area is reduced to 5’ (or 10’ sharp. For each 5’ that a creature walks / only carry a Light load. for creatures of at least Large size); or runs through the area of effect, it takes 1d4 b) Any worn magic items are still in effect, b) enhances vegetation within ½ mile to damage (no save) & have its movement but the caster cannot hold anything in produce exceed its normal production by reduced to ½ due to foot injuries (RefNeg). his/her ‘hands’ & cannot cast spells with 1/ in the next year. The movement penalty lasts until a) the target somatic components. 3 This spell Counters Diminish Plants. receives healing magics; b) a Heal check vs. c) The caster may make an Unarmed Attack the spell’s DC; or c) 24 hours go by. with the wings at a –4 penalty. The wings Spikes(CDiv p181) do the caster’s normal Unarmed Strike damage +2d6 Fire damage. – Touched wooden Bludgeoning melee weapon If spells expires/is dispelled, the caster gains a +2 Enhancement bonus to attack rolls, descends at 60’ per round for 1d6 rounds +1 damage per level (max +10), and has its before falling critical hit threat range doubled. Its damage is the better of Bludgeoning or Piercing.

Druid Spell List – 3rd level Page 10 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Standing Wave(CDiv p182) Stone Shape(PH p284)(PH3.5e)+ Walk the Mountain’s Path(RoS p163) shape)/DF, 1StdAct, Touch> Touch, 10min/lvl> – The targeted water lifts and moves any – Permanently reshapes a single piece of stone – Touched creature gains the following benefits: creature or object within it along the surface of up to 10 cubic feet + 1 cubic foot per level a) not slowed by slopes; at 60’ per round in a direction designated at into a shape of the caster’s choosing, though b) gains a Climb speed equal to his/her base cast time for the spell’s duration. If the water fine detail is not possible. Land Speed; and comes in contact with land, it lowers what it Thornskin(CArc p127) c) +10 Enhancement bonus on Balance and is carrying onto the shore gently. Jump checks. The limit of what the wave can carry is – The caster’s skin grows thorns: Water Breathing(PH p300) determined by Caster level: a) the caster’s Unarmed Strike’s damage is Lvl Max Size Carried Lvl Max Size lethal and does a +1d6 Piercing; – The touched subjects of the spell can breathe 5th up to Medium 11th Gargantuan b) if an opponent strikes the caster with a underwater. 2hrs/lvl duration is evenly split 7th Large 13th Colossal Natural Weapon, an Unarmed Strike, or a between all the subjects. 9th Huge Grapple, the opponent takes 5hp of Piercing damage.

Druid Spell List – 3rd level Page 11 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

4th Level Abjuration Repel Vermin(PH p271) Wall of Water(DR314 p47) Antiplant Shell(PH p200) applies> causes insects & other vermin to stay away. – The caster creates a transparent wall of fresh 1 rd – Creates a 10’ radius, mobile, invisible sphere Vermin whose HD are /3 of the caster level or sea water of up to one 10’ cube per level, around the caster that cannot be entered by or greater are allowed a Will save to enter the shaped as the caster desires. The water forms Plant creatures or animated plants. area, but even then they take 2d6 damage. around creatures, who are allowed a Reflex Dispel Magic(PH p223)(PH3.5e)+ Conjuration save to get out of the area of effect before the wall finishes forming. Arc of Lightning(CArc p97) – Cancels magical spells and effects on a a) cannot be destroyed or drained (any water spell can be used in one of three ways: – Two creatures within range, and all creatures taken from the wall disappears & is a) Counterspell – Acts like a standard in a Line between them, take 1d6 Electricity instantly replaced); counterspell except it works against any damage per level (max 15d6). b) creatures can move through the wall by spell, but a Dispel Check must be made. Bottle of Smoke(CDiv p155) making a Swim check as if swimming b) Targeted Dispel – Each ongoing spell c) any creature with the [fire] subtype takes Check. If successful, the spell effect is – Smoke stored in the bottle can be released as a 2d6 + 1/lvl damage each round he/she is ended (except for those caused by magic Standard Action to form an immaterial partially or entirely within the wall; items, which are only suppressed for 1d4 ‘horse’. Only the person holding the bottle d) creatures within the wall have Cover with rounds). can touch the ‘horse’. It cannot be attacked respect to those outside of the wall. c) Area Dispel – Each target in a 20’ radius or hurt, except by magical wind, which Divination Burst gets a Dispel Check against each destroys it. The bottle-holder must make a Chain of Eyes(CDiv p158) spell in turn (highest caster level spell Ride check vs. DC 10 to mount it. The checks fail. Items are not effected. max). At the rider’s option, the ‘horse’ – As a Free Action, the caster may choose to A caster does not need to make a Dispel Check leaves a 20’ tall by 5’ wide trail of smoke that look though the touched target’s eyes instead to end a spell he/she cast. lasts for 10 minutes (unless blown away) of his/her own. Note that the caster has no Eye of the Hurricane(DR314 p38) which provides Concealment. control over the target. Each time the target The ‘horse’ remains for 1hr/lvl, but time the touches another creature, the caster has the – Creates a 40’ radius sphere-shaped Emanation horse spends in the bottle does not count. option of moving the ‘sensor’ to the new storm centered on the caster with a 10’ radius The spell ends 24 hours after cast whether all creature (thereby seeing through its eyes “quiet area” around the caster. The area of the riding time is use up. instead). effect stays centered on the caster while Cure Serious Wounds(PH p216) Scrying(PH p274)(PH3.5e)+ he/she moves. – Sends a Magical Sensor to watch & listen to a impossible. Even siege weapons & giant Freeze(DR312 p63) boulders receive a –8 attack penalty. by the caster’s knowledge and connection to the outside or from the “quiet area” inside) on – Target takes 1d6 + (1 per 2 levels) Cold the target. their round must make a Fortitude save or damage (no save) and becomes incased in a 5 Knowledge DC take the following effects: inch thick sheath of ice (RefNeg). None (must have a Connection) –10 Size Flying? Effect If encased, the target has the following penalties: Heard of the target –5 up to Med. No Blown back 1d4x10’, a) Takes 1d6 + (1 per 2 levels) Cold damage Met the target +0 1d4 nonlethal dmg/10’, each round (no save); Know the target well +5 Prone. b) Cannot move except to make Strength Connection DC up to Med. Yes Blown back 2d6x10’, checks vs. DC 26 to break the ice; Likeness or picture +2 2d6 nonlethal dmg. c) Cannot speak or cast spells with Verbal or Possession or garment +5 Large No Prone. Somatic components; Lock of hair, bit of fingernail, etc. +10 Large Yes Blown back 1d6x10’. d) If underwater, the target rises to the If the spell is successful, the caster can see in a Huge No No movement. surface in the block of ice; 10’ radius around the target & the Sensor Huge Yes Blown back 1d6x5’. e) The ice blocks ‘Line of Effect’, so the follows the target up to a rate of 150’. Gargantuan — n/a target cannot be targeted with spells; If the spell is resisted, the caster may not f) The ice allows the target to breath; Freedom of Movement(PH p233) attempt to scry on the target again for 1day. At the end of the spell’s duration, it melts Darkvision) apply when he/she is looking – Subject moves normally despite magical instantly. through the Sensor. impediments (Web, Hold Person, etc.). Summon Nature’s Ally IV(PH p288) The following spells have a 5%/lvl chance of The subject automatically succeeds on any Detect Evil, Detect Good, Detect Law, Detect – Summons one or more creatures to fight the any Grapple check or Escape Artist check to Magic, & Message. caster’s enemies. The creatures can attack on escape a grapple and/or a pin. Focus is determined by class – Clerics use a the caster’s initiative starting their first round. While under the effect of this spell, the subject Holy Water font (min 100gp), Druids use a Table # can fight underwater. natural pool of water, all others uses a 2’x4’ Summon Nature’s Ally IV 1 Land Womb(MoF p104) silver mirror (min 1,000gp). Summon Nature’s Ally III 1d3 – The caster and one creature/level sink into Summon Nature’s Ally II (or less) 1d4+1 natural earth, stopping 10’ below the ground. There is enough air for the duration, but spells with Somatic components cannot be cast. Only Divinations of 5th level or higher can detect the “womb”.

Druid Spell List – 4th level Page 12 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Evocation Murderous Mist(CDiv p169)(MoF p109)(MoFe)+ Aspect of the Werebeast(RoE p183) Corona of Cold(DR312 p63) – Create a scalding hot cloud of steam that has a – When a Shifter casts this spell upon himself / – The caster is surrounded by a 10’ radius 30’ radius & is 20’ high. The cloud moves in herself, he/she abilities associated with one of Emanation of cold: a straight line away from the caster at a rate the following animals (chosen at casting a) Negates 5 + 1 per level Fire or Heat of 10’ per round. time). Only one instance of this spell may be damage each round; Anyone within the steam takes 2d6 Fire dmg in effect on the caster at a time. b) All creatures (except the caster) within the (Ref½) & is permanently Blind (RefNeg). Bear – gain the following: area of effect take 1d6 non-lethal Cold The steam provides Concealment for any a) +4 Enhancement bonus to Strength and damage each round (FortNeg, SR applies). creature within it. Constitution; and If a creature takes damage, it ‘shivers’, Stars of Arvandor(BoED p108) b) if the caster has a natural Claw attack receiving a –2 penalty to Strength and he/she gains Improved Grab special area of effect. – One twinkling star per level (max 10) floats ability, allowing the caster automatically around the caster’s head. Desert Burial(DR331 p71) attempt a Grapple on a creature at least Free Action to launch one star –or– take a when he/she hits with a Claw attack. – All creatures in a 20’ radius Spread that are Standard Action to launch up to three stars. Tiger – gain the following: standing upon loose earth, mud, or sand sink Each star can have a separate target, requires a a) +4 Enhancement bonus to Strength and into it up to their necks (i.e., their breathing is Ranged Touch attack to hit, & does 1d8 Dexterity; and not restricted). damage (no save, SR applies). If the target is b) gain the Pounce special ability, While trapped, a target is considered Helpless, non-Evil, half the damage is non-lethal. allowing the caster to make a Full though a caster may use spells that do not Wind at Back(MoF p134) Round Attack at the end of a charge. have Somatic components if the Material Wolf – gain the following: components are in hand. – Two targets per level within a 50’ area have a) +4 Enhancement bonus to Dexterity and To free oneself from the loose earth requires their overland (but not tactical) movement Constitution; either a Strength or Escape Artist check vs. rate doubled. All target must be traveling in b) +10’ Enhancement bonus to Land DC (15 + 1 per two caster levels) as a Full the same direction. Speed; and Round Action. Untrapped creatures may aid Necromancy c) if the caster has a natural Bite attack in this attempt. Blight(PH p206) (such as being a Longtooth Shifter), Energy Vortex(CDiv p164) he/she gains Improved Trip special per level (max 15d6), Fortitude save for ½. If attempt a Trip attempt when he/she hits – All creatures within a 20’ radius Burst of the a plant or tree that isn’t considered a creature with a Bite attack. caster take damage from one Energy Type is targeted by this spell, it dies immediately. Mindset - When the caster has this spell chosen at casting time. There are two options: Last Breath(CDiv p167) prepared, but not cast, the duration of his/her a) The caster takes no damage and all Shifts lasts +1 round. creatures in the area of effect take 1d8 + 1 – Touched creature killed within 1 round returns Blinding Beauty(BoED p92) per caster level (max 1d8+20); or to 0 hp. The caster takes 1d4 damage per HD b) The caster and all creatures in the area of of the creature revived. The touched body – The caster gains the beauty of a Nymph. Any effect take 2d8 + 2 per caster level (max must be whole, though this spell will heal Humanoid within 60’ that looks at the caster 2d8+20). In this case, the caster does not ability damage up to 1, cures normal poisons becomes permanently Blind (FortNeg). The get a Reflex save, but SR applies. & diseases. Creatures killed by [death] caster can suppress & unsuppress this ability Flame Strike(PH p231) effects cannot be brought back by this spell. as a Free Action. be able to return. intercourse of one week in order to be able to – A 40’ tall column of fire with a 10’ radius Transmutation cast this spell. appears. 1d6 damage per level (max 15d6), Air Walk(PH p196) Command Plants(PH p211) half of which is Fire damage & the other half Frost Bite(DR312 p64) walks on air as if it were solid. Walking – Up to (2 * Caster level) HD of plant creatures movement. Strong winds can aid or hinder caster and will not attack him/her. Any – The target creature becomes extremely cold: attempt to give the creatures orders requires a a) 1d6 per 2 levels lethal Cold damage (max the subject depending on their directions. At the end of this spell, a subject who is still successful Charisma check. 10d6) (no save); Camouflage, Mass(CDiv p157) (MoF p106)(MoFe)+ b) 1d4 per 2 levels non-lethal Cold damage airborne will descend gently at a rate of 60’ per round for 1d6 rounds. After that, the (max 10d4) (FortNeg); – +10 Circumstance bonus on Hide checks for c) becomes Fatigued (FortNeg). spell is over & a subject not on the ground will fall normally. any number of creatures, no two of which can Ice Storm(PH p243) A mount that knows the Air Walk Trick will be more than 60’ apart. If a subject leaves not panic under the effect of this spell. Control Water(PH p214) – Hail deals 3d6 Bludgeoning damage + 2d6 cylinder. Listen checks receive a –4 penalty – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of during the round of hail & movement through water by either: the target area is halved. a) lowering the water by 2’/lvl (min of 1”). In large / deep bodies of water, this forms a whirlpool. This effect will Slow water- based creatures / elementals (WillNeg); or, b) raising the water by 2’/lvl. Boats will slide off the “hump” of the water.

Druid Spell List – 4th level Page 13 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Forestfold(CAdv p149)(CDiv p166) Slow(PH p280) Spike Stones(PH p283) 1hr/lvl(D), Ref½, SR applies> following types of terrain: Aquatic, Desert, – One subject per level within a 30’ area: – One 20’ square per level of rocky ground (or a Plains, Forest, Hills, Mountains, Marsh, or This spell Counters & Dispels Haste. stone floor) does damage to those walking Underground. When in that type of terrain, Nature’s Balance(PGF p107) across it. For each 5’ that a creature walks / the caster gains a +20 Competence bonus on runs through the area of effect, it takes 1d8 Hide & Move Silently checks. – The caster takes a –4 penalty to an ability damage (no save) & have its movement Giant Vermin(PH p235) score of his/her choice and the touched reduced to ½ due to foot injuries (RefNeg). subject receives a +4 Enhancement bonus to The movement penalty lasts until a) the target – Enlarge either 3 normal centipedes, 2 normal the same ability score. Each time this spell is receives healing magics; b) a Heal check vs. spiders, or 1 normal scorpion in a 30’ area cast (after the first) within 1 hour, the caster the spell’s DC; or c) 24 hours go by. (all subjects must be the same type). The takes 2d20 damage. Spitting Cobra(DR330 p73) target vermin will follow the caster’s Reincarnate(PH p270) Lvl Size Lvl Size Instantaneous, Touch> – The caster gains a ranged touch attack that can up to 9th Medium 18th – 19th Gargantuan – If cast on a body dead up to one week whose be used up to once per round. The maximum 10th – 13th Large 20th+ Colossal soul is willing & able to return, then a new range is 120’. If hit, the target is inflicted 14th – 17th Huge Humanoid body of a random type is with the same type of poison as the focus mystically created for the soul to enter. The snake (i.e., same initial & secondary damage, Icelance(PGF p105) Charisma, and memories. The target loose Each use of the ranged attack reduces the – The material component ice/show becomes a one class level, but retains all other level- spell’s duration by 2 minutes. If this would spear made from ice, which is magically based advantages (including skill ranks, base reduce the remaining duration to 0 minutes launched at a target. The caster must make a attack bonus, base hit points, etc.). The new (or less), the spell ends after the final attack is ranged attack roll (with a +4 bonus). If body’s Strength, Dexterity, & Constitution is resolved. successful, the target takes 5d6 damage (½ determined by removing any previous Racial For the duration of the spell, the focus snake Piercing damage, ½ Cold damage) and Modifiers & applying the new body’s Racial loses its poison attack. If it did not have any becomes Stunned for 1d4 rounds (FortNeg). Modifiers (see the Reincarnation Forms poison, then the spell fails. The spell Ice Storm can be used to create this Table in the Creature Index). Stone Metamorphosis(Und p61)(Und p103)+ spell’s material component. Rusting Grasp(PH p273) – 10 cubic feet + 1 cubic foot per level of 1rnd/lvl(D)> – The caster’s touch corrodes non-magic iron touched stone is permanently changed into – Transforms one wooden carving per 2 levels and alloys, causing one of the following another type of stone. Typically this means into a wolf that obeys the caster’s mental effects per round: changing the stone’s Hardness anywhere commands. In addition to their standard a) a touch attack on a ferrous creature does from 6 to 9 (see Underdark page 103 for abilities, the wolves have Spell Resistance 13 3d6+ 1/lvl (max +15); examples). & the Frightful Presence special ability. b) a melee touch attack vs. a non-magic metal This spell cannot create gems and does not Languor(CDiv p167) weapon destroys the weapon; change the value of stone objects. destroys 1d6 of its AC bonus; or – The target is slowed and weakened: d) up to a 3’ radius of a non-magic metal a) may only take one Standard Action or touched is destroyed. Move Action each round; b) suffers a –1 penalty to AC, attacks, & Reflex saves; c) has its movement halved. d) Enhancement penalty to Strength of (1d6- 1) per 2 levels (min 0, max –10). If the target’s Strength is below 1, it is Helpless. This spell counters Haste. Effects a) – c) are countered by Haste.

Druid Spell List – 4th level Page 14 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

5th Level Abjuration Phantom Stag(CDiv p174) TBD Spore Cloak(RoF p191) Atonement(PH p201) creature that can be used for riding or Mold spores. – Removes burden of misdeeds from a truly combat. The stag has the following stats: a) Gain Concealment. repentant touched subject. If the misdeeds a) AC 20; b) Anyone who enters the caster’s hex (due to were committed willingly & knowingly, then b) 40 + 5/lvl hp; a Grapple attack, an Overrun attack, etc.) the caster must expend 500XP. Uses include: c) moves at 20’/lvl (max 300’). Its hooves is affected by 1d6 Con / 2d6 Con Poison. a) removing magical alignment changes; hover above the ground, so it is not slowed Direct sunlight ends this effect. b) restoring a paladin, cleric, or druid who by terrain such as undergrowth, rubble, etc.; c) The caster is immune to the spore attacks had lost his/her class abilities. d) attacks with its antlers with a +10 bonus & of Yellow Mold, Brown Mold, & the c) a fully willing & understanding subject can does 1d8+9 damage (x2 on a Charge); rotting touch of Violet Fungus. Direct redeemed/tempted into taking the same e) can Trample foes of up to Medium-size by sunlight ends this effect. alignment as the caster. No duress, passing through the hex. The foe takes If the caster fails a saving throw against a ‘fire’ compulsion, or magical influence can be 1d6+9 damage (RefNeg); spell or effect, this spell ends. involved in making the subject want to be f) able to carry its rider plus 10 lbs./lvl. Summon Nature’s Ally V(PH p289) redeemed. The stag gains additional abilities at higher th 12 Air Walk, at will for 1 round at a time & – Summons one or more creatures to fight the – The caster is surrounded by a purifying gains a +2 Deflection bonus to AC. caster’s enemies. The creatures can attack on transparent mist that extends out in a radius 14th Movement is now Flying with Average the caster’s initiative starting their first round. of 5’ per level. maneuverability & gains a +4 Table # Within this radius, all nonmagical contaminants Deflection bonus to AC. Summon Nature’s Ally V 1 (including inhaled poison) are negated. 16th Antlers gain the ‘Ghost Touch’ and Summon Nature’s Ally IV 1d3 Magical effects, including the breath of a ‘Wounding’ weapon abilities & gains a Summon Nature’s Ally III (or less) 1d4+1 Green Dragon, Acid Fog, Cloudkill, etc., are +6 Deflection bonus to AC. Tree Stride(PH p296) either negated (if their caster level is less than 18th Etherealness & gains a +8 Deflection – The caster may enter a living tree large target receive a +4 bonus on their saving Quill Blast(CDiv p176) throw (if the effect’s caster level is higher). radius Spread around the caster. Each As a Full-Round action, the caster has the – Touched creature gains Damage Reduction creature is struck by a number of quills option of teleporting to one of those trees, 10/adamantine. When 10 hp per level (max determined by its size (a successful reflex which counts as one ‘stride’. The spell is 150 hp) have been prevented, the spell is save results in ½ as many quills). depleted when the caster has made 1 ‘stride’ discharged. Size #Quills Size #Quills per level. Wall of Dispel Magic(Und p63) Up to Tiny 1 Large 3d6 Type of Tree Range Type of Tree Range Small 1d4 Huge+ 4d6 oak, ash, yew 3,000’ other Deciduous 1,500’ – Creates an transparent wall whose area is one Medium 2d6 elm, linden 2,000’ any other Tree 500’ 10’ square per level. Each quill does 1d6 Piercing damage and While the spell has duration remaining & has When a creature passes through the wall, each lodges in the flesh of its living target. The not been depleted, the caster may enter & ongoing spell effect on the target gets a target takes a –1 cumulative penalty to leave trees at will. separate Dispel Check (max +10). If attacks, saves, & checks for each quill Vigor, Greater(CDiv p186)(DR324 p103)+ successful, the spell effect is ended (except embedded in it. One quill can be pulled out only suppressed for 1d4 rounds). the extractor fails on a Heal check vs. DC 20. – Touched living creature gains Fast Healing 4. The wall cannot be seen with See Invisibility, Rejuvenation Cocoon(CDiv p177) Vine Mine(MoF p130) but it can be detected with Detect Magic and Medium-range, 10min/lvl> – Creates & controls vines in a 10’ radius per Conjuration – The willing subject of this spell is surrounded by a yellow-green cocoon of force. The level spread. The vines are ‘assigned’ one of Cure Critical Wounds(PH p215) cocoon allows the subject to move his/her the following effects (the caster can ‘assign’ a limbs, cast a spell with a somatic component, new effect as a Standard Action): – Cures 4d8 +1/level damage (max +20) with a) the vines Entangle & anchor everyone in Positive Energy. draw a weapon, reach into a backpack, etc. The subject cannot leave his/her current the target area who fails a Reflex save. To Energetic Healing(BoED p98) location before the two round duration ends become unentangled requires a full-round Anyone not entangled may move ½ speed – The touched subject gains immunity from 10 & 10hp/lvl) or the subject can teleport. through the area of effect. On the caster’s magical damage caused by one Energy Type. One round after the cocoon forms, the subject action, anyone in the area of effect who is In addition, 10% of the energy’s damage is heals 10hp per caster level and is cured of not entangled must make a new Reflex converted into healing, up to a total of 2hp poisons & diseases. At the end of the second save to avoid being entangled again; per Caster level (max 30hp). Once the spell round, the cocoon dissipates & the spell ends. b) make the vines climbable (equivalent to has healed its maximum amount, the spell is knotted rope); discharged. c) binds Helpless targets (DC 25 to escape); Insect Plague(PH p244) d) slows movement as ‘heavy undergrowth’; Hide checks). – Summons 1 Locust Swarm(PH p239) per three levels (max 6 swarms). The swarms must be contiguous, but not overlapping. Any creature within a swarm is attacked. The swarms are immobile.

Druid Spell List – 5th level Page 15 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Wall of Sand(PGF p118) Evocation f) If cast by a Cleric, all Charisma checks to RefNeg, SR applies> Command Undead receive a –4 Sacred – Creates an opaque wall made from sand, up to – Creates an immobile barrier of wind that has penalty (no SR). one contiguous 5’ square per level, arranged the following effects on the target: This spell Counters Unhallow. as the caster wishes. The wall has the a) the target cannot move through the wind Memory Rot(MoF p108) following properties: barrier. A flying target is held in mid-air; b) May be moved through by taking a Full- effects cannot cross in or out of the barrier; – The brain of a living target is infested by Round Action to make a Strength check. c) no sounds of any type can cross the barrier; spores, causing Intelligence Drain (1d6 the For each 5 points the check exceeds 15, d) ranged attacks in or out of the barrier first round, 1 each round following). Each the target may move 5’. receive a –2 penalty to hit. round, the target is allowed a new Fortitude c) Any creature within the wall is considered Call Lightning Storm(PH p207) save. Once a single save is made, the effect Blind, Deaf, cannot speak or breath, and Serpent Storm(DR330 p71) d) It is possible to attack with a melee – The caster can call down one 5’ wide by 30’ Concealment. bolt as part of the spell’s casting. After that, – A 20’ radius Spread has a “snakes” rain down Wall of Thorns(PH p300) the caster must use a Standard Action to and form a layer on the ground. This is any time within the spell’s duration. In Each round, any creature in the area of effect – Creates one contiguous 10’ cube of brambles between bolts, the caster can take other takes 1d6 per two level (Ref½) and, if it took per level, shaped as the caster desires. The actions, including casting other spells. at least 1hp of damage, 1d4 Constitution wall’s width can be reduced to 5’ in order to If cast outside during a storm (or even a Large damage (FortNeg). double the amount of area covered. The Air Elemental or Djinni’s whirlwind), each Note that this is a magical effect. The snakes caster may target the wall to trap creatures bolt does 5d10 Electricity damage. cannot be injured, charmed, paralyzed, etc. within it. Otherwise each bolt does 5d6 Electricity When the spell ends, the “snakes” disappear. Each round spent moving while in the wall damage. This spell may be used indoors. Unhallow(PH p297) causes 25hp of damage minus the creature’s Dancing Web(BoED p96) 24Hours, Instantaneous> wall by making a Strength check as a Full- – All creatures in a 20’ radius Burst take 1d6 per – Designates a 40’ radius Emanation from touch Round Action. For each 5 points the check level non-lethal damage (max 10d6) (Ref½). spot as Unholy. For 1 year, everyone within exceeds 20, the creature may move 5’ (but Evil creatures within the area of effect the Unhallowed area has the following still takes damage). become Entangled for 1d6 rounds (RefNeg). benefits: a) +2 Deflection bonus to AC & +2 It takes 10 minutes to chop a 1’ safe passage Downdraft(DR314 p40) through the wall. The thorns are immune to by Good creatures; area in 10 minutes. – The caster creates a 20’ radius Spread column b) Blocks any mind control; Creatures who can pass through overgrown area of downward moving air that is 100’ tall. c) Non-Evil Summoned & Conjured unhindered can walk though the wall at Any flying creature caught in the column is creatures cannot enter the area unless they normal speed without taking damage. forced down 100’ (Reflex save to only fall make a Spell Resistance check; d) One spell from the Hallow / Unhallow Divination 50’). If a creature hit the ground, it takes 1d6 damage per 10’ it fell. Table can be added to the entire Commune with Earth(RoF p189) Unhallowed area for the full year. The Any creature on the ground under the column is spell can be designated to effect only – By becoming “one with the earth”, the caster knocked Prone (RefNeg, save is modified by followers of the caster’s faith, only those can know up to 3 facts about the surrounding x4 the target’s size category bonus/penalty who do not follow the caster’s faith, hills, mountains, or underground areas (e.g., (i.e., –4 for Small, +0 for Medium, +4 for creatures that share the caster’s alignment, location of water, animal population, Large, etc.). everyone, etc. presence of powerful unnatural creatures). Hallow(PH p238) e) If cast by a Cleric, all Charisma checks to The caster can learn about an area of ½ mile Profane bonus & all Charisma checks to ¼ mile per level. Construction, including – Designates a 40’ radius Emanation from touch Turn / Destroy Undead receive a –4 towns & dungeons, obstructs this spell. spot as Holy. For 1 year, everyone within the Profane penalty. Commune with Nature(PH p211) Hallowed area has the following benefits: This spell Counters Hallow. a) +2 Deflection bonus to AC & +2 Wall of Fire(PH p298) – By becoming “one with nature”, the caster can Resistance bonus to saves when attacked know up to 3 facts about the surrounding population, presence of powerful unnatural c) Non-Good Summoned & Conjured – Creates a opaque 20’ tall wall of violet fire creatures). The caster can learn about an area creatures cannot enter the area unless they that is either 20’ long per level & straight – of 1 mile/level radius above ground & 100’ make a Spell Resistance check; or– a ring 5’ radius per 2 levels. One side /level below ground. Construction, including d) Dead bodies interred within the area (caster’s choice) causes 2d4 fire damage towns & dungeons, obstructs this spell. cannot become Undead; within 10’ and 1d4 fire damage between 10’ Echo Skull(MoF p91) e) One spell from the Hallow / Unhallow & 20’. Going through the wall does 2d6 + Table can be added to the entire Hallowed 1/lvl (max +20) Fire damage (2x to Undead). – The caster may see, hear, & speak through the area for the full year. The spell can be If the wall is created on top of someone, the touched animal skull (unlimited range). In designated to effect only followers of the target gets a Reflex save to jump to one side addition, any spell that has range greater than caster’s faith, only those who do not (taking damage if the wrong side is chosen). ‘touch’ that has no material components or follow the caster’s faith, creatures that 20hp of Cold damage in one round will focuses can be cast through the skull at a cost share the caster’s alignment, everyone, etc. extinguish a 5’ length of wall. of 10 XP per spell level.

Druid Spell List – 5th level Page 16 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Wind Tunnel(MoF p134) Baleful Polymorph(PH p202) Inferno(PGF p105) up to 1rnd/lvl(D), FortNeg, SR applies> improve due to favorable winds: – The target is permanently transformed into a – The target & its non-magical equipment take a) +10 Competence bonus on ranged attacks; 1HD animal of up to Small size (such as a 6d6 Fire damage the first round, 5d6 Fire b) the range increment of subject’s weapon dog, lizard, monkey, etc.). If the caster damage the second round, and so on, until the is doubled. attempts to transform the target into a form target takes 1d6 damage on the sixth and all Necromancy that will be fatal (i.e., a fish on dry land), the following rounds. The target’s flammable, target receives a +4 bonus on its save. nonmagical equipment automatically fails it Contagion, Mass(RoF p190) If the target is transformed, it must make a Will save vs. the fire damage. – Infects one or more targets within a 30’ area save to resist becoming the target animal As a Full Round Action, the target can try to with chosen disease which takes effect mentally too. put the fire out (Reflex save, +2 bonus if the without an incubation period. Cloak of the Sea(CAdv p144) target rolls on the ground). Enough water Disease choices are Blinding Sickness, Cackle also puts out the fire. Fever, Filth Fever, Mind Fire, Red Ache, The – The touched subject takes one a watery Owl’s Insight(MoF p111) Shakes, or Slimy Doom. appearance. While underwater, the subject is under the – Subject gains half the caster’s level as an Death Ward(PH p217) effect of Blur, Freedom of Movement, Water Enhancement bonus to Wisdom. – Grants immunity to death spells & effects, Breathing, is immune to subdual damage due Poison Thorns(CDiv p175) gaining Negative Levels, and Negative to water pressure or hypothermia. Energy damage & ability loss. Leaving water suppresses the effects (except for – Poisonous thorns grow from the caster’s body. Water Breathing), though the return when the Any creature that attacks the caster with a Transmutation subject is submerged again. non-reach weapon or whom grapples the Animal Growth(PH p198) Cold Snap(DR312 p62) caster takes (1d6 + Strength modifier) damage and is exposed to Poison that does FortNeg, SR applies> – One animal per two levels in a 30’ area is – The temperature in a one mile radius lowers 1d4Str/1d4Str damage (DC = 10 + ½ Caster increased to the next larger Size Category. by 5 degrees Fahrenheit per level (max 50 level + Wisdom modifier). The targets also gain Damage Reduction degrees), down to –20 degrees maximum. Rushing Waters(Und p61) 10/magic and a +4 Resistance bonus to See ‘Cold Dangers’ in DMG3.5 p302. Saving Throws. If cast by a Druid, the spell effects a two mile – A great wave of water is generated from the This spell does not grant the caster special radius area & the duration is doubled. spell’s target point out in a 15’ radius Spread. influence over the target animals. Control Winds(PH p214) All creatures in the area of effect are targeted Auril’s Flowers(DR312 p62) – The caster gains control of the direction & with a Bull Rush with a +30 bonus. Each target that looses its Strength check moves 5’ – The targeted area of ground freezes & strength of the winds in up to a 40’ per level + 5’ per 5 points which it lost the check. Any explodes in a 30’ radius Burst, causing 1d6 radius around him. The caster has the option creature moved 5’ or more must make a per level damage (max 15d6), half of which of leaving up to a 40’ radius “eye” of calm air Reflex save or fall prone. is Cold damage. The targeted area becomes around himself. Direction Choices: Any normal fire in the area of effect, up to a Dense Rubble (see DMG3.5 p90). bonfire, is extinguished. If there is no moisture within 3’ of the surface - Outward from the caster Spear of Valarian(BoED p107) (such as desert sand or solid stone), this spell - Inward to the caster, but going up at the has no effect. edge of the “eye”, if any. - Clockwise – A touched non-magical weapon becomes a +1 Awaken(PH p202)(DR330 p81)+ - Counter-clockwise. Silver Magical-Beast-Bane Spear. If the weapon is dropped or sundered, the spell ends – The touched animal or tree gains sentience. - Straight, from any one side to the other Stone Shape, Greater(Und p62) Animal - The caster must make a Will save Strength Choices – increase / decrease by 1 category for each 3 levels: animal gains the following: Category mph Effect Strong 21+ Difficult sailing – Permanently reshapes a single piece of stone a) an Intelligence of 3d6; of up to 10 cubic feet + 10 cubic feet per b) +1d3 Charisma; Severe 31+ Minor ship / building dmg Windstorm51+ Grounds flyers, uproots trees, level into a shape of the caster’s choosing, c) +2HD; though fine detail is not possible. d) the ability to speak 1 language + 1 per flattens light wood buildings Transmute Mud to Rock(PH p295) Intelligence modifier (all languages Hurricane 75+ Flattens all wood buildings, ships start taking on water Tree – The caster must make a Will save vs. Tornado 175+ Flattens non-fortified buildings, uproots big trees – Transforms two contiguous 10’ cubes per DC of the HD the tree will have once level of mud or quicksand into sandstone. Fireward(PGF p102) awakened. If successful, the tree gains the Anyone in the mud is allowed a Reflex save following: to escape before it hardens. a) an Intelligence of 3d6; – This spell extinguishes fires, which can be used in several ways: This spell Counters & Dispels Transmute Rock b) a Wisdom of 3d6; to Mud. c) a Charisma of 3d6; a) Put out fires in a one contiguous 20’ cube d) gains skill points & feats appropriate for per level, connected as the caster desires. an ‘aberration’ of its HD; Normal fire is automatically extinguished. e) gains the ability to speak 1 language + 1 Spells with the [fire] subtype are suppressed per Intelligence modifier (all languages automatically within the area of effect. must be known by the caster). b) Elemental (fire) creatures take 1d6 per f) other ability scores appropriate for an caster level (max 15d6) (no save, no SR). animate object of its size; c) A targeted magic item that creates / g) gains the ability to move; controls flames (including a Wand of h) gains senses similar to a human’s. Fireball or a Flaming Weapon) has all its fire ability Suppressed for 1d4 hours unless the object makes a Will save.

Druid Spell List – 5th level Page 17 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Transmute Rock to Mud(PH p295) Wood Rot(CArc p130) Instantaneous, no save, no SR> – Transforms two contiguous 10’ cubes per – The caster can instantly destroy a touched level of non-magical, unworked stone into non-magical wooden object. of up to 6’ in mud. diameter or a 3’ radius of a larger wooden a) If cast on the ground, the depth of mud object (such as a door). The caster may cannot exceed 10’. Movement through attempt to sunder a wooden weapon, though the mud is reduced to 5’ & the target this typically generates an attack of receives a –2 penalty on attacks & AC. opportunity. If a magical wooden weapon is b) If cast on the ceiling, the mud falls (doing touched, the spell is discharged with no 8d6 Ref½, no SR) & pools 5’ deep on the effect. floor. -or- If this spell is not dispelled, the mud dries This spell Counters & Dispels Transmute Mud – The caster’s touch attack does 3d6 + 1 per to Rock. level (max 3d6+15) to Plant creatures. The touch attack can be used once per round. Once used on a Plant creature, the spell cannot be used to destroy a wooden object.

Druid Spell List – 5th level Page 18 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

6th Level Abjuration Fire Seeds(PH p230) stone has a Hardness 8 & each 5’ square has Antilife Shell(PH p199) until detonated up to 10min/lvl> adjoining stone surfaces. – Create one of the following: – Creates a 10’ radius Emanation, mobile, Divination invisible sphere around the caster that cannot Acorn Grenades: Up to 4 touched acorns become throwable weapons. Requires a Find the Path(PH p230) be entered by Animals, Aberrations, Magical ranged touch attack with a maximum Beasts, Dragons, Fey, Giants, Humanoids, – The touched subject knows the shortest, most range of 100’. The acorns do a total of Monstrous Humanoids, Oozes, Plants, & direct route to the specified location (not 1d6/lvl Fire damage (max 20d6), divided Vermin. objects or people). up between the acorns as the caster The following creature types are immune: The subject also knows what actions to take to desires. If hit, the target does not get a Constructs, Elementals, Outsiders, & Undead. follow the path, such as the locations of trip saving throw. Everything within 10’ of Dispel Magic, Greater(PH p223)(PH3.5e)+ wires & the password to a Glyph of Warding. where the acorn hits takes 1hp per die of It does not predict the actions of guardians. damage that acorn does (Ref½); – Cancels magical spells and effects on a This spell will get a subject out of a Maze spell Holly Berry Bombs: Up to 8 touched holly successful Dispel Check (max +20). This in 1 round. spell can be used in one of three ways: berries become voice activated bombs (200’ range). On command, each berry Stone Tell(PH p284) a) Counterspell – Acts like a standard does 1d8 + 1/level Fire damage to counterspell except it works against any – The caster can speak to natural or worked everything within 5’ (Ref½). spell, but a Dispel Check must be made. stone about what has come into contact with b) Targeted Dispel – Each ongoing spell Stonehold(MoF p124) it, what is behind it, etc. – Creates 1 stone arm per level distributed as the Anger of the Noonday Sun(CDiv p150) ended (except for those caused by magic caster desires within range. Each arm must rounds). contain rock or stone formations. Before – All creatures in a 10’ radius Burst around the c) Area Dispel – Each target in a 20’ radius attacking, each arm hides (Search check vs. caster that can see are Blinded for 1 minute Burst gets a Dispel Check against each DC 31 to find one). Any creature that comes per Caster level. spell in turn (highest caster level spell within an arm’s 10’ x 10’ area is grappled. In addition, Undead and Oozes take 1d6 dmg checked first) until one is dispelled or all Each arm has the following capabilities: per two Caster levels (max 10d6) (Ref½). checks fail. Items are not effected. a) considered Medium-size with Str 20; Undead that take special damage from A caster does not need to make a Dispel Check b) attack bonus of 1 per Caster level + 5 sunlight are destroyed if they fail their save. to end a spell he/she cast. (Strength modifier); Enveloping Cocoon(CDiv p164) Energy Immunity(CArc p105) c) AC 18, Hardness 8, & 1hp per Caster level; d) automatic grapple damage of 1d6+5/rnd; Medium-range, 1rnd/lvl(D), RefNeg, SR applies> – The touched creature & his/her possessions – A target creature of up to Large-size is trapped e) uses its caster’s saving throws; & becomes immune to one type of Energy in a blue-green cocoon of Force. The target f) keeps grappling, even if the opponent is Damage. Non-damage effects, such as being cannot move, cast spells with a somatic dead. Deafened by a sonic attack, still apply. component, or attack (except to damage the Summon Nature’s Ally VI(PH p289) Gate Seal(FR p70) cocoon with a Natural or Light weapon). The 1Round, Close-range, 1rnd/lvl(D)> cocoon has Hardness 10 & 10hp per caster lvl – The targeted Gate or Portal cannot no longer – Summons one or more creatures to fight the The caster has the option of casting an second be used unless this spell is dispelled. caster’s enemies. The creatures can attack on spell (from the list below) on the cocoon. If Conjuration the caster’s initiative starting their first round. the cocoon is Dismissed or the duration ends Cometfall(CDiv p159) (CDivErrata)+ Table # (but not if the cocoon is destroyed), the target Summon Nature’s Ally V 1d3 no saving throw (but SR still applies as usual) – A 400 pound ball of rock and ice appears 10’ Summon Nature’s Ally IV (or less) 1d4+1 The choice of spell is as follows: Baleful per level above a 10’ by 10’ target square Polymorph, Blight, Contagion, Dominate Transport via Plants(PH p295)(PH3.5e)+ (height is limited by the ceiling, if any). Animal, Flame Strike, Infestation of Maggots, Everything in the target square takes 2d6 per – The caster can enter a living plant of at least Languor, Miasma, Phantasmal Disorientation, 10’ that the comet fell (max 20d6) (Ref ½) & Medium-size that is not considered a creature Poison (target still get his/her secondary save). are targeted by a Trip check at +11 (RefNeg). & teleport to another plant of the same type Fires of Purity(CDiv p165) In addition, the broken comet fills the target any distance away. The caster either needs to – The touched (usually willing) creature is Cure Light Wounds, Mass(PH p216) directions (i.e., “200 miles north”) and the engulfed in magical flames that do not harm spell will find the closest appropriate plant. it and gains the following benefits: – Cures 1d8 +1/level damage (max +25) to The caster can carry up to his/her Maximum a) melee attacks do +1d6 + 1 per caster level one creature per level in a 30’ area with Load, plus one Medium-sized creature per (max +1d6+15) Fire damage (no save, SR Positive Energy. three Caster levels (or the Creature applies) and Catches Fire (RefNeg); Drown(Und p58) Equivalent). non-reach weapon 1d6 + 1/lvl (max 1d6+15) Fire damage (no save, SR water & begins drowning (DMG p304). applies) and Catches Fire (RefNeg); st – One living creature per two Caster levels in a 1 round – Target’s hp drop to 0 & he/she is 30’ area gains Fast Healing 3. c) subject takes half damage from Fire-based Unconscious. attacks. If the attack allows a Reflex save, nd Wall of Stone(PH p299) 2 round – Target’s hp drop to –1 & he/she successful save. rd 3 round – Target is Dead. – Creates a wall of stone that is one 5’ square The water cannot be forced from the target’s per level & 1” thick per 4 levels. The area lungs, but the target can be Stabilized with a can be doubled by halving the thickness. The Heal check vs. DC 15.

Druid Spell List – 6th level Page 19 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Miasma(CDiv p168)(CDivErrata)+ Bull’s Strength, Mass(PH p207) The caster may only have one pending Liveoak 1min/lvl> is near his/her dwelling, a location sacred to – A breathing target has its mouth & throat – One subject per level in a 30’ area gains a the caster, or within 300’ of something the filled with unbreathable gas if it fails its +4 Enhancement bonus to Strength. caster wants to guard. Fortitude save. Burrow, Mass(Und p56) Move Earth(PH p257) To avoid suffocating, it must hold its breath by 150’square, Long-range> per previous success. A creature can only – One subject per level within a 30’ area gains – For each 10 minutes of cast time, 150’ square hold its breath a maximum of 2 rounds per claws that do 1d6 damage and are treated as (up to 10’ deep) of dirt, sand, etc., if moved, Constitution point. On a failed check, the an armed attack. up to a maximum of 750’ x 750’ (which target begins to suffocate: Each subject gains a Burrow speed of 10’ would have a casting time of 4hrs 10min). 1st round – at 0 hp & Unconscious. through earth, sand, clay, & gravel , but not The movement is smooth, so buildings, trees, 2nd round – at –1 hp & Dying. solid stone. etc. are not toppled by this spell, though they 3rd round – Dead. Cat’s Grace, Mass(PH p208) may be raised or lowered. This spell cannot Tidal Surge(CDiv p183) (CDivErrata)+ – One subject per level in a 30’ area gains a large, natural source of water, then he/she Cold Snap(DR312 p62) – One subject per level in a 30’ area gains a +4 creates a wave of water with the following Enhancement bonus to Wisdom. effects: – The temperature in a one mile radius lowers Repel Wood(PH p271) a) targets all creatures within a 20’ radius by 5 degrees Fahrenheit per level (max 50 Burst; degrees), down to –20 degrees maximum. – All wooden objects in a 60’ Line are pushed b) each target takes 1d8 per two caster levels See ‘Cold Dangers’ in DMG3.5 p302. away from the caster. Wooden objects move (max 7d8); If cast by a Druid, the spell effects a two mile 40’ per round. If unable to move, objects less c) each target receives a Bull Rush at +9. If radius area & the duration is doubled. than 3” in diameter snap. If a creature holds successful, the target is moved 5’ + 5’ per Crumble(CDiv p160)(MoF p86) onto a wooden object as it is pushed away, it 5 points that the wave’s check was greater is dragged along. than the target’s check. – One manufacture structure or Construct takes The location & direction of the line of force If the caster is not within range of a water 1d6/lvl (max 15d6) that bypasses Hardness. fixed at casting time & cannot be changed. source, the spell has the following effects: Effecting a target larger than Huge-size Stone Metamorphosis, Greater(Und p61)(Und p103)+ a) targets a single creature; requires a minimum casting level: levels (max 7d8); Gargantuan 16 Colossal 19 – 10 cubic feet + 10 cubic feet per level of c) the target receives a Bull Rush at +3. If Curse of Spilt Water(DR334 p74) touched stone is permanently changed into successful, the target is moved 5’ + 5’ per changing the stone’s Hardness anywhere than the target’s check. – The target and any equipment he/she is from 6 to 9 (see Underdark page 103 for In either case, all non-magical exposed flames wearing are changed into an identical volume examples). up to Large-size within a 20’ radius Burst are of water. If an open container is within 5’ of This spell cannot create gems and does not put out. Magical fires are dispelled on a the target, the caster may have the water fall change the value of stone objects. successful Dispel Check (max +10). into it. Spellstaff(PH p282) Break Enchantment restores the target if cast Illusion Phantasmal Disorientation(CDiv p172) larger body of water. – The caster “casts” ones of his/her spells into Extract Water Elemental(DR314 p46) the staff for later use (much like a scroll). – The caster causes one living creature to see its surroundings twist and move around. Any at any time. – The targeted living creature has the water attempt to move around requires a Survival Tortoise Shell(CDiv p184) pulled from his/her body, causing 1d6 check vs. DC 20 to go in the desired direction damage per level (max 20d6) (Fort½). (recheck each round). Failure means that the – The touched living creature receives the armor If the target is slain, a Water Elemental of the target actually moved 90 degrees to the left or plating & thick skin of a tortoise: same size category as the target is formed. right of the desired direction. a) Enhancement bonus to the target’s Natural The Elemental is free willed and has no th The target’s ability to fight, cast spells, etc., is AC of +6 + (1 per 3 levels above 11 ). obligation towards the caster. not effected by this spell. b) target’s movement slows to its Heavy Creatures with the [fire] or [water] subtype Armor movement rate, though it does not Necromancy cannot be targeted by this spell. have any other Heavy Armor penalties. Contagious Touch(CDiv p159) Ironwood(PH p246) Touch of Adamantine(BoED p110) – Infects touched subject (limited to 1 per – 5 pounds of touched wood per level becomes – A single touched weapon is considered to be round) with chosen disease which takes effect like iron. Its Hardness increases to 10, it has Adamantine. It gains a +1 Enhancement without an incubation period (FortNeg). 30hp per inch, & no longer burns. Armor & bonus on attacks (as if Masterwork), bypasses Disease choices are Blinding Sickness, weapons made from ‘ironwood’ can be use Hardness of less than 20, has 30% extra hp, Cackle Fever, Filth Fever, Mindfire, Red by Druids. & bypasses certain types of Damage Ache, The Shakes, or Slimy Doom. If only 2½ pounds of wood per level is targeted, Reduction. If the weapon is already made Transmutation the resulting weapon or armor has a +1 from a special material (such as Cold Iron or Bear’s Endurance, Mass(PH p203) Enhancement bonus. Adamantine), it looses the benefit from the Liveoak(PH p248) original material for the spell’s duration. – One subject per level in a 30’ area gains a +4 Enhancement bonus to Constitution. – The touched Huge oak tree becomes a Treant when triggered. The trigger condition can have up to 1 word per caster level. The trigger instruction also tell the Treant what to do (often attacking).

Druid Spell List – 6th level Page 20 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

7th Level Abjuration Poison Vines(CDiv p175) (CDivErrata)+ True Seeing(PH p296) Storm Tower(CDiv p182)(MoF p125) RefNeg, no SR> – Within 120 unobstructed feet, the subject can – Creates a 20’ radius Spread by 100’ tall – All plants in a 40’ radius Spread Entangle & see through normal & magical darkness, see cylinder of swirling clouds: anchor everyone in the target area who fails a magically hidden secret doors, not effected a) absorbs any electricity; Reflex save. To become unentangled by Blur & Displacement, not effected by b) negates Magic Missiles cast into, out of, or requires a full-round Strength or Escape Invisibility, sees through illusions, know the within the tower; Artist check vs. DC 20. Anyone not true form of polymorphed creatures & c) winds speeds within the tower are 60mph, entangled (including a target that has just objects, and view the Ethereal Plane. making ranged attacks impossible; broken free) may move ½ speed through the This spell cannot be used in conjunction with d) moving within the tower is normal, but it area of effect. On the caster’s action, anyone scrying magics, such as Clairaudience / can only be entered or existed by a in the area of effect who is not entangled Clairvoyance. creature of at least Gargantuan size; must make a new Reflex save to avoid being Evocation entangled again. e) creatures within the tower have Fire Storm(PH p231) Concealment from those outside the tower; The vines are coated with a Contact Poison that receives a –10 penalty on Listen checks. plus up to (caster level) allies are immune to – The caster designates 2 contiguous 10’ cubes the poison. Conjuration per level are filled with flame, doing 1d6 fire Slime Wave(CDiv p180) (CDivErrata)+ damage per level (max 20d6). Natural Create Crossroads and Backroad(MoF p86) range, 1rnd/lvl, RefNeg, no SR> – Links two locations by magical path & effected by the flames, and the caster has the – A 15’ radius Spread is splattered with Green option of making Plant Creatures immune too. summons a guardian to maintain them. Slime. Each creature or object receives one Details are on MoF p44. Rain of Red Roses(BoED p105) Patch of Green Slime. metal (whose Hardness it ignores) each round – Summons one Centipede Swarm(MM p238) per Cylinder. Each Evil creature in the area of If not scraped off on its 1st round, the slime 2 Caster levels (max 10 swarms), each of effect takes 1d4 Wisdom damage per round must be destroyed with heat, cold, sunlight, which appears where the caster designates (no save) and is Sickened (FortNeg) as long Remove Disease, or being cut away. within Close-range. The swarms attack any as it remains in the area of effect. At the end of the spell’s duration, the Green creature with which they come in contact Sunbeam(PH p289) Slime disappears. (they may even be summoned around a creature). one sunbeam per round, up to a total of 1 per or more swarms to move towards any – Summons one or more creatures to fight the 3 levels (max 6 sunbeams). The beam is a opponent within 100’ of the caster. If the caster’s enemies. The creatures can attack on 60’ long Line. caster is ever more that 100’ away from a the caster’s initiative starting their first round. Damage is based on creature type: swarm, it will continue to attack any Table # Type Effect opponent in its area, but will remain Summon Nature’s Ally VII 1 Undead 1d6/lvl (max 20d6) (Ref½) & stationary until the caster returns. Summon Nature’s Ally VI 1d3 destroyed if vulnerable to sunlight Cure Moderate Wounds, Mass(PH p216) Summon Nature’s Ally V (or less) 1d4+1 (RefNeg) & Blind (RefNeg). Divination Oozes 1d6/lvl (max 20d6) (Ref½). – Cures 2d8 +1/level damage (max +30) to others 4d6 (Ref½) & Blind (RefNeg). one creature per level in a 30’ area with Scrying, Greater(PH p275)(PH3.5e)+ Positive Energy. Word of Balance(Und p63) – Sends a Magical Sensor to watch & listen to a Heal(PH p239) target creature. This spell’s DC is adjusted – Any Lawful Good, Chaotic Good, Lawful by the caster’s knowledge and connection to Evil, or Chaotic Evil creatures within a 30’ – Touched subject is infused with Positive the target. radius Spread who hears ‘word of balance’ & Energy, healing 10hp per level (max 150hp) Knowledge DC that has no more HD than the caster suffer and being immediately cured of the None (must have a Connection) –10 from the following effects (no save): following: Ability Damage, Blindness, Heard of the target –5 up to Caster lvl: Nauseated for 1 round. Confusion, Dazed, Dazzled, Deafened, Met the target +0 up to Caster lvl - 1: Weakened for 2d4 rnds Diseased, Exhausted, Fatigued, Feeblemind, Know the target well +5 & above. Insanity, Nauseated, Sickened, Stunned, and / up to Caster lvl - 5: Paralyzed for 1d10 min or being Poisoned. Connection DC & above. This spells does not remove Negative Levels, Likeness or picture +2 up to Caster lvl - 10: Dead / Destroyed. ability Drain, & lost levels. Possession or garment +5 In addition, if the caster is on his/her home If an Undead is the target of this spell, it takes Lock of hair, bit of fingernail, etc. +10 plane of existence, any LG, CG, LE, or CE 10hp per level (max 150hp) of Positive If the spell is successful, the caster can see in a Extraplanar creature in the area of effect Energy damage (SR applies). On a successful 10’ radius around the target & the Sensor (even if the ‘word of chaos’ cannot be heard) save, the target only takes ½ damage and follows the target up to a rate of 150’. that has no more HD than the caster is driven cannot be brought to less than 1hp. If the spell is resisted, the caster may not back to its home plane for at least 1 day attempt to scry on the target again for 1day. (WillNeg at a –4 penalty). Spells that improve the caster’s vision (such as Darkvision) apply when he/she is looking through the Sensor. In addition, the caster can use the following: Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Message, Read Magic, and Tongues.

Druid Spell List – 7th level Page 21 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Transmutation Cloudwalkers(CDiv p159) Waterspout(FR p75) (CDiv p187)(CDivErrata)+ Animate Plants(PH p199) – One subject per level within a 30’ area starts – Create a 10’ wide by 80’ tall waterspout. – One Large-sized plant per three levels is to walk on air. Once the spell is in effect, a) must be cast in a body of water at least 20’ animated & can be directed to attack the each subject may act independently. deep & more than 10’ wide. caster’s opponents. As a Move Action, the Each subject may “climb” straight up or down at b) can move up to 30’ per round either under caster can change which plants he/she a movement of 30’. Once a subject is 90’ off the caster’s direction (which requires animates. the ground, he fly horizontally at a movement Concentration) or following a simple The caster may animate bigger plants in place of of 60’ with Perfect maneuverability. program (e.g., go in a circle, etc.). a number of Large plants. A subject may cancel the spell on himself as a Changing the program is a Standard 1 Huge = 2 Large 1 Colossal = 8 Large Standard Action. The caster may dismiss the Action. 1 Gargantuan = 4 Large spell normally, but this effects all subjects. c) creatures & objects touched by the -or- Control Weather(PH p214) waterspout (or those flying / swimming within 10’ of it) must make a Reflex save – All plants within Close-range Entangle & – The caster can modify the weather in a two (SR applies) or take 3d8 damage. In anchor everyone in the target area who fails a mile radius (if the caster is a Druid, then the addition, Medium-size or smaller targets Reflex save. To become unentangled spell effects a three mile radius, plus double that fail their save are pulled into the requires a Full-Round Strength or Escape duration). Once the spell is cast, it takes 10 waterspout for 1d3 rounds (automatically Artist check vs. DC 20. Anyone not minutes for the desired weather to manifest. taking 2d6 per round) before being ejected entangled may move ½ speed through the The weather must be seasonally appropriate. 1d8 x 5’ above the waterspout’s base. area of effect. On the caster’s action, anyone Season Weather Choices Wind Walk(PH p302) in the area of effect who is not entangled Spring Tornado, Thunderstorm, Hot must make a new Reflex save to avoid being Summer Rain, Heat Wave, Hailstorm – The caster and one subject per three levels are entangled again. Autumn Hot, Cold, Fog, Sleet transformed into a gaseous form, which Aura of Vitality(MoF p78) Winter Frigid Cold, Blizzard, Thaw grants the following: Any time within the duration, the caster can a) Fly 10’/Perfect; – One subject per 3 levels in a 30’ area gain +4 change the weather again as a Standard b) able to slip through any opening; Enhancement bonuses to Strength, Dexterity, Action (followed by another 10 minutes c) gains Damage Reduction 10/magic; and Constitution. while it manifests). d) immune to poison & criticals; Brilliant Aura(CDiv p157)(MoF p83)(MoFe)+ Creeping Cold, Greater(CDiv p160) e) has an AC based only on Dexterity, size, to Force effects; a) Gives off light as bright as a torch. – Turns the target’s skin ice-cold for at least 4 f) cannot attack th b) All melee & ranged attacks become rounds. At 15 level, the damage lasts for a g) can only cast spells with no Verbal, th th th Brilliant Energy (ignore non-living matter 5 round & at 20 , the damage lasts for a 6 . Somatic, Material, or Focus components (such as armor). If the target makes the initial save, it takes ½ (due to Metamagics); c) Gain an Enhancement bonus to damage of damage for all the rounds. h) if wearing white, most viewers will think +1 per 2 levels (max +10). Rnd 1 – 1d6 damage the subject is a cloud / mist; Changestaff(PH p207) Rnd 2 – 2d6 damage i) may invoke a magic wind, which makes Rnd 4 – 4d6 damage with Poor maneuverability; – The caster’s focus staff transforms into a Huge (Rnd 5 – 5d6 damage) j) each subject may independently spends 5 Treant, which follows the caster’s (Rnd 6 – 6d6 damage) rounds to shift back to solid form. At any instructions (though it cannot animate or Master Earth(MoF p107) time before the end of the duration, the control other trees). If the Treant is every subject may spend 5 more rounds shifting destroyed, the focus staff is destroyed too. – Travel instantly through the earth to any back to the wind walk form. The caster must personally spend 28 days location the caster can mentally picture. The caster can dismiss the spell for any or all preparing & carving the focus staff. Transmute Metal to Wood(PH p294) subject at will. Changestones(Und p57) ending, all remaining subjects automatically Touch, 1hour/lvl(D)> – All metal objects in a 40’ radius Burst are descend at 60’ per round (or faster if desired) – One or more specially prepared focus stones turned to wood. Any magic item made from before the spell expires. (see below) become Liths(Und p93), except metal is considered to have an Spell they are “stone-born” and have no psionics or Resistance of 20 + its caster level, which ability to speak. must be overcome for it to be effected. For the spell’s duration, the Stone-Born Liths Restoring an object can only be done with a will obey the caster’s commands, including Limited Wish, Wish, or Miracle. attacking his/her foes. If destroyed, the focus stone is destroyed too. Otherwise, the focus can be used over and over again, each time becoming a Stone-Born Lith with full hp. A caster may have one focus stone per four caster levels (max 5). Preparing each stone require 200 gp of materials and 1 full day, after which is can be used over and over.

Druid Spell List – 7th level Page 22 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

8th Level Abjuration Maelstrom(FR p72) (CDiv p168)(CDivErrata)+ Evocation Repel Metal or Stone(PH p271) 1rnd/lvl> pushed away from the caster. Objects less a) must be cast in a body of water at least 60’ – Intense tremor shakes a 80’ radius Spread then 500 pounds move 40’ per round. If deep & more than 120’ wide. (shapeable). The effect depends on the unable to move, objects less than 3” in b) creatures & objects within 50’ of the terrain. The result in [brackets] is halved / diameter break or bend. If a creature holds whirlpool must make a Reflex save or take avoided with a Reflex save vs. DC 15. onto an effected object as it is pushed away, it 3d8 damage & be pulled in for 2d4 rounds Terrain Effect is dragged along. (automatically taking 3d8 per round) Cave Roof collapses [8d6 damage to The location & direction of the line of force before being ejected. Large-size and anyone below & ‘pinned beneath fixed at casting time & cannot be changed. smaller creatures are ejected from the rubble’]. whirlpool’s bottom, while larger creatures Wall of Greater Dispel Magic(Und p63) Cliff Landslide that goes horizontally as are ejected from its top. far as it fell vertically [8d6 damage – Creates an transparent wall whose area is one Note that targets have the option of making a & ‘pinned beneath rubble’]. 10’ square per level. Swim check vs. the spell’s DC instead of a Open [Fall down]. 25% chance of falling When a creature passes through the wall, each Reflex save. in a fissure (Reflex save vs. DC 20 to ongoing spell effect on the target gets a Phantom Wolf(CDiv p174) get out before it closes & kills separate Dispel Check (max +20). If Building Takes 100hp damage (no Hardness) – The caster summons a Large, Incorporeal, for those caused by magic items, which are [8d6 damage to all within & ‘pinned 12HD Wolf to attack his/her foes. only suppressed for 1d4 rounds). beneath rubble’]. The wall cannot be seen with See Invisibility, Storm of Elemental Fury(CDiv p182) Marsh Fissures drain the water. [Sink in but it can be detected with Detect Magic and Anyone ‘pinned beneath rubble’ takes 1d6 True Seeing. – A 40’ radius black cloud appears 200’ over the subdual damage each minute. If he/she goes Conjuration target location. After the first round, the unconscious, make a Constitution check vs. Bombardment(PGF p100) cloud can be moved laterally 40’ as a Move DC 15 or take 1d6 lethal damage per minute. maintain Concentration). Leonal’s Roar(BoED p102) – Rocks rain down on a 15’ radius Burst. All Those below the cloud receive the following: – Any non-Good creatures within a 40’ radius creatures in the area of effect take 1d8 per Round 1: The area from the cloud down to Spread who can hear the ‘roar’ & that has no level (max 20d8) (Ref½) and are buried the ground is effected by a Whirling Wind- more HD than the caster suffer from the (RefNeg). A buried creature beings to storm(DMG p94), which requires Fortitude following effects (no save): suffocate unless it takes a Full Round Action saves to avoid being knocked down, up to Caster lvl: Deafened for 1d4rnds. to get free. negates ranged attacks, spells require up to Caster lvl - 1: Blinded for 2d4 rounds Cocoon(MoF p85) Concentration checks, etc. & above. take 5d6 Bludgeoning damage from falling – The living target is surrounded by a cocoon, & above. rocks (no save). which has Hardness 10 & 100hp. As long as up to Caster lvl - 10: Dead & above. Round 3: Torrential rain falls, reducing he/she is in the cocoon, the target is Also, every non-Good creature in the area of visibility to 5’, extinguishing unprotected Paralyzed. Each day, the target receives 1 effect takes 2d6 Sonic damage (FortNeg). flames, and reducing movement to ½; Negative Level. In addition, if the caster is on his/her home Round 4: All target in the area of effect take If the target dies due to being drained to 0 plane of existence, any non-Good Extraplanar 1d6 per level Fire damage (Ref½). levels, the cocoon releases the corpse & creature in the area of effect (even if the ‘holy Summon Nature’s Ally VIII(PH p289) shrinks to the size of a walnut which lasts for word’ cannot be heard) that has no more HD than the caster is driven back to its home shrunk cocoon has the following benefits: – Summons one or more creatures to fight the plane for at least 1 day (WillNeg at a –4 a) +4 Enhancement bonus on the ability score caster’s enemies. The creatures can attack on penalty). which was the target’s highest; the caster’s initiative starting their first round. Sunburst(PH p289) b) any ranks the target had in Knowledge Table # skills become an Enhancement bonus on Summon Nature’s Ally VIII 1 – A 80’ radius Burst of light is centered on the the caster’s Knowledge checks; Summon Nature’s Ally VII 1d3 caster. Damage is based on creature type: c) if the target was a spellcaster, the caster Summon Nature’s Ally VI (or less) 1d4+1 gains 1 spell slot of the highest spell slot Type Effect Word of Recall(PH p303) Undead 1d6/lvl (max 25d6) (Ref½) & the target could cast. destroyed if vulnerable to sunlight Cure Serious Wounds, Mass(PH p216) – Teleports the caster, his/her Maximum Load, (RefNeg) & Blind (RefNeg). & one willing Medium-sized creature per Oozes 1d6/lvl (max 25d6) (Ref½). – Cures 3d8 +1/level damage (max +35) to three levels (or the Creature Equivalent) back others 6d6 (Ref½) & Blind (RefNeg). one creature per level in a 30’ area with to a very familiar place that was designated This spell Dispels any spells with the [darkness] Positive Energy. when the spell was memorized. The start & subtype within its area of effect. end locations must be in the same plane of existence.

Druid Spell List – 8th level Page 23 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Whirlwind(PH p301) Awaken, Mass(CDiv p151) Reverse Gravity(PH p273) Medium-range, 1rnd/lvl(D), no save, no SR> the top & 10’ wide at the base. As a Standard – The one animal or tree per three levels in a 30’ – All unattached objects & creatures in one Action, the caster can “program” the cyclone area gains sentience. All targets must be the contiguous 10’ cube per 2 levels falls up. If to move when & where he/she desires at a same type of creature or tree. an attached object is available, a target can movement of 60’ (& can change it again as Animal - The caster must make a Will save attempt a Reflex save to grab onto it. Targets another Standard Action). vs. DC 10 + highest target HD. If only “fall” to the limit of the area of effect & Any creature that comes in contact with the successful, each animal gains the hover there until the spell ends. Any ability cyclone who is Large-sized or smaller takes following: to fly or levitate makes this spell ineffective. 3d6 damage (RefNeg, SR applies). If a a) an Intelligence of 3d6; Stormrage(CDiv p182)(MoF p125) Medium-sized or smaller creature fails its b) +1d3 Charisma; or be picked up by the cyclone & carried with d) the ability to speak 1 language + 1 per – The caster embodies the power of a storm: it (taking 1d8 damage per round) until the Intelligence modifier (all languages a) Caster Flies at a speed of 90’ (60’ if in spell ends or the caster directs the cyclone to must be known by the caster). medium or heavy armor) with Average put the target down. Tree – The caster must make a Will save vs. maneuverability. ½ speed going up, 2x If the whirlwind moves out of range, it goes out DC = to the HD the greatest target tree will speed going down. If spells expires/is of control. For 1d3 rounds, it moves have once awakened. If successful, each dispelled, subject descends at 60’ per randomly & then dissipates. tree gains the following: round for 1d6 rounds before falling. b) An invisible wall of air 2’ wide is created Necromancy a) an Intelligence of 3d6; b) a Wisdom of 3d6; around the caster on all sides. The wall is Finger of Death(PH p230) total protection from arrows, bolts, gases d) gains skill points & feats appropriate for (including some breath weapons), gaseous – The living target dies on a failed saving throw. an ‘aberration’ of its HD; forms, birds, etc. Larger ranged weapons On success, target takes 3d6 + 1/level (max e) gains the ability to speak 1 language + 1 have a 30% miss chance, but large +25). per Intelligence modifier (all languages weapons, such as giant’s boulders, are not effected. The wall may be walked through Transmutation must be known by the caster). f) other ability scores appropriate for an normally. Animal Shapes(PH p198) animate object of its size; c) Caster is unaffected by normal & magical winds. – One willing subject per level in a 30’ area are g) gains the ability to move; d) Has a pool of one 1d6 per Caster level polymorphed into an animal of the caster’s h) gains senses similar to a human’s. (max 20d6). As a Standard Action, the choice. All subject must be turned into the Control Plants(PH p213) caster may strike a single opponent within same type of animal. The caster may dismiss 100’ with a stroke of electricity by making the spell on all of the subjects, or an – Up to 2HD per level of Plant Creatures in a a ranged touch attack (+3 bonus if the individual subject may dismiss the spell from 30’ area understand the caster’s commands target has a large amount of metal). The himself as a Full-Round Action. See the and will not attack. The targets will even try caster expends the dice in the pool to do Polymorph Table for details. to obey orders that are not suicidal. the damage, allowing many little attacks, Earth Glide(RoS p162) one big one, etc. Unearthly Beauty(BoED p110) – The touched creature may move through earth and stone at its Land Speed like a fish swims – The caster gains the beauty of a Nymph. Any through water. The creature leaves no sign of Humanoid within 60’ that looks at the caster its passing, nor can make a tunnel for others becomes permanently Blind (FortNeg). The to follow it. caster can suppress & unsuppress this ability If the area the subject is within is targeted with as a Free Action. a Move Earth spell, the subject moves back Also as a Free Action, the caster can cause all 30’ and is Stunned for 1 round (FortNeg creature within 30’ that are looking at DC15). him/her to die (WillNeg). Note: The caster must abstain from sexual intercourse of one month in order to be able to cast this spell.

Druid Spell List – 8th level Page 24 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

9th Level Conjuration Storm of Vengeance(PH p285) Divination Cure Critical Wounds, Mass(PH p215) up to 10rnds, SR applies> – Cures 4d8 +1/level damage (max +40) to – Creates a storm cloud that is 360’ radius wide. – The caster receives mental warnings about one creature per level in a 30’ area with Unless indicated otherwise, everyone in the what may harm the touched subject. Positive Energy. area takes the following effects on the If the caster placed the spell on himself, he can specified round: Drown, Mass(Und p58) never be surprised or flat-footed, knows if Rnd 2 – Acid Rain: 1d6 Acid dmg (no save) attacks, sneak attacks, etc., gains a +2 Insight – Any number of living target in a 30’ area have Rnd 3 – Lightning: 6 targets of the caster’s bonus to AC & Reflex saves, & knows in their lungs filled with water & begins to choice take 10d6 Electrical dmg (Ref ½) general what to do in order to be safe (such as drown (DMG p304). Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) “close your eyes”, “jump”, “run”). 1st round – Target’s hp drop to 0 & he/she is Rnd 5-10 – Downpour: Concealment at 5’, If cast on a different target, the caster gets the Unconscious. Total Concealment at 10’, movement at ¼, warnings & must pass them on verbally to the 2nd round – Target’s hp drop to –1 & he/she no ranged attacks, spells require target. In this case, neither gets the Insight is Dying. Concentration checks vs. DC (spell DC + bonuses. rd level of spell being cast). 3 round – Target is Dead. Enchantment The water cannot be forced from a target’s Summon Elemental Monolith(CArc p124) Close-range, 2hrs/lvl, Will½, SR applies> Elemental Swarm(PH p226) – Summons one Elemental Monolith (CArc p156), – Target object or location (up to 10’ cube per (such as Red Dragons) or specific alignment – Designate whether this casting of the spell will Fire, or Water. It attacks immediately on the turn that the caster finishes the spell under the (such as Lawful Evil). If a creature of the connect with the Plane of Air, Earth, Fire, or named type makes its Will save, it can enter Water. Summons 2d4 Large Elementals from verbal direction of the caster. The material component determines which type the area or touch the object, but even this that Plane. Ten minutes after the spell is causes a –4 penalty to Dexterity due to the completed, 1d4 Huge Elementals arrive. of elemental is summoned: Aquamarine for Air, Tourmaline for Earth, Garnet for Fire, & discomfort of the act. Twenty minutes after the spell is completed, This spell Counters and Dispels Sympathy. 1 Greater Elemental appears. All the Pearl for Water. Sympathy(PH p292) Elementals serve the caster for the duration of Summon Nature’s Ally IX(PH p289) – Summons one or more creatures to fight the applies> (CDiv p173) – Target object or location (up to 10’ cube per Phantom Bear caster’s enemies. The creatures can attack on as Red Dragons) or specific alignment (such Table # – The caster summons a Huge, Incorporeal, as Lawful Evil). If a creature of the named Summon Nature’s Ally IX 1 14HD Bear to attack his/her foes. type makes its Will save, it can leave the area Summon Nature’s Ally VIII 1d3 Regenerate(PH p270) or object, but must make an other save 10-60 Summon Nature’s Ally VII (or less) 1d4+1 minutes later or feel the urge to return. Tsunami(DR314 p47) – Touched living subject’s missing limbs are This spell Counters and Dispels Antipathy. restored. If the severed limb is touching the otherwise the limb regrows in 2d10 rounds. Nature’s Avatar(CDiv p170) – The caster creates a wave of water that has its The subject is also healed 4d8 + 1/lvl (max +35) starting point anywhere within range and then – Touched animal gains the following: hit points, is no longer Fatigued or Exhausted, moves is a direction the caster chooses. All a) +10 Morale bonus to attack & damage; & all subdual damage is restored. creatures struck by the wave take 1d6/lvl b) +1d8 per level of Temporary hit points; This spell cannot target Undead. (max 20d6) bludgeoning damage (Fort½). If c) +1 Dodge bonus to AC; Shambler(PH p277) a creature of up to Huge-size fails its save, it d) +30’ Enhancement bonus to all forms of is pulled into the wave & takes damage each movement (land, climb, swim, burrow, – Creates 1d4+2 11HD Shambling Mounds round (but gets a new Fortitude save each fly), up to double the base movement; within a 30’ area. The caster can either use round for half damage). e) when making a Full-Round Attack, the them as guards or to perform tasks, in which If cast on dry land, the wave is 20’/lvl wide, 10’ subject gets an additional attack at his/her case they remain for 7 days, or to guard a long, & 40’ high and moves 60’. best attack bonus. location within range, in which case they If cast in the water, the wave is 40’/lvl wide, remain for 7 months. In either case, the Rain of Black Tulips(BoED p104) 10’ long, & 40’ high and moves 60’. Also, The Shambling Mounds only have their save. – Black tulips fall in a 80’ radius by 80’ high standard fire resistance if they reside in rainy Cylinder. Each Evil creature in the area of or marshy terrain. effect takes 5d6 damage per round (no save) and is Nauseated (FortNeg) as long as it remains in the area of effect.

Druid Spell List – 9th level Page 25 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Whirlwind, Greater(CDiv p189) up a Steep Slope, and cliffs require a a) Intelligence, Wisdom, & Charisma; Marsh: Half the terrain is considered c) level, class, & alignment; – Creates a cyclone that is 20’ radius from top to Quicksand. d) base attack bonus & base save bonuses bottom and 5’ per level tall As a Move Mountain: Cliffs require a Climb check vs. (though these can be modified by the new Action, the caster can move the cyclone 60’. DC 25 to go up or down, Avalanches are form’s Str, Dex, & Con); and a) Ranged attacks cannot pass through the 10% likely to occur when there is a loud e) extraordinary abilities, spells, & spell-like cyclone; noise, and the altitude effects are one abilities (but not supernatural abilities). b) it extinguishes all flames; category worse. In addition: c) Listen check fail within the cyclone; Plains: Half the spaces with Undergrowth a) the new form can cast spells if it is d) it uproots trees & vegetation and leaves a are treated like Entangle and there are physically capable (i.e., mouth for verbal trail of Dense Rubble in its wake. more tornados & thunderstorms. components, hands for somatic, etc.); e) structures within the cyclone’s radius take Underground: Naturally occurring caverns b) the caster’s equipment is transformed into 2d6 x 10 hp of damage each round. require 4 movement to enter & 10% of the analogous equipment for the new form if Creatures within range the cyclone are pulled floor is covered by stalagmites. humanoid shaped, otherwise it is absorbed towards it by the distant listed (FortNeg): The caster and one creature per 4 caster levels into the body & suppressed; Size Flying? Range Distance can be designated a ‘Traveler’ & is not c) +10 bonus on Disguise checks; up to Large No 60’ 1d4 x 10’ +1d4 effected by the special traits of the landscape d) gain 1 day’s natural healing of hit-points non-lethal / 10’ (but weather effects still apply). only; and Huge No 40’ Prone One HD per caster level of Animal, Plants, or e) if slain, return to original form. Gargantuan+ No 40’ Can’t move away Magical Beasts native to the target area can Undermaster(Und p62) up to Huge Yes 60’? 60’ + 2d6 dmg be designated ‘Shadow Guardians’. While in Gargantuan Yes 60’? 1d6 x 10’ the area of effect, the Shadow Guardians are – While the caster stand upon or below the Colossal Yes 60’? 1d6 x 5’ Friendly toward the ‘Travelers’, gain Low- earth, he/she can use any of the following as a Creature that start their round within the Light Vision, Darkvision 60’, Resist Cold 10, spell-like ability as a Standard Action (even if cyclone take 6d6 dmg per round (no save). Damage Reduction 10/magic, & Evasion. the normal casting time is longer): Burrow, After 1d10 rounds, a creature it thrown from Transmutation Earthquake, Excavate, Flesh to Stone, Meld the cyclone 4d6 x 5’ horizontally & 4d6 x 5’ Cast in Stone(MoF p83)(MoFe)+ into Stone, Move Earth, Reverse Gravity, vertically (taking falling damage if can’t fly). Soften Earth and Stone, Statue, Stone Shape, Illusion – Anyone meeting the caster’s gaze within Stone Sphere, Stone Tell, Stone to Flesh, Shadow Landscape(CDiv p178) Close-range must make a Will save or be Transmute Mud to Rock, Transmute Rock to Shapechange(PH p277)(PH3.5e)+ Unyielding Roots(CDiv p185)(DR324 p103)+ – Causes natural terrain in a 1 mile radius Spread is infused with energy from the Plane 10min/lvl(D)> – The touched willing creature grows roots into of Shadow to become more dangerous: – The caster takes a new form, which can be the ground, with the following effects: -all-: Roll twice for all weather condition changed each round as Free Action, which: a) subject cannot move or be moved from (three times for Plains) and take the worst a) can by any creature type, including those his/her current location; result. which has Incorporeal or Gaseous forms; b) heals 30 hp per round; Desert: Average temperature becomes more b) cannot have more HD than the Caster level c) neutralizes poisons automatically; extreme by 30 degrees and sandstorms (max 25HD); d) removes Negative Levels automatically; blow through hourly. c) may be as small as Fine-size & as large as e) +4 bonus to Fortitude & Will saves; Forest: The canopy of leaves block the sun, Colossal-size. f) –4 penalty to Reflex saves; and Light Undergrowth becomes Heavy The caster gets the following from the new form: g) any attempt to Overrun the subject fails Undergrowth, & Heavy Undergrowth a) Strength, Dexterity, & Constitution; and grants the subject an opposed Strength becomes Entangle. b) Extraordinary & Supernatural attacks & check (vs. the enemy’s Strength or Hill: Light Undergrowth becomes Heavy qualities. Dexterity) to knock the enemy Prone. Undergrowth, it takes two movement to go The caster keeps the following from its original up a Gradual Slope, four movement to go form:

Druid Spell List – 9th level Page 26 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005 Spell Tables

Summon Nature’s Ally List constructed from the table on PH3.5 p288.

Summon Nature’s Ally I Dire Rat Monkey Owl Snake, Small Viper (MM p64) (MM p276) (MM p277) (MM p279) Eagle Octopus Porpoise Wolf (MM p272) (MM p276) (MM p278) (MM p283)

Summon Nature’s Ally II Bear, Black Elemental, Air (small) [air] Hippogriff Wolverine (MM p269) (MM p95) (MM p152) (MM p283) Crocodile Elemental, Earth (small) [earth] Shark, Medium (MM p271) (MM p98) (MM p279) Dire Badger Elemental, Fire (small) [fire] Snake, Medium Viper (MM p62) (MM p98) (MM p279) Dire Bat Elemental, Water (small) [water] Squid (MM p62) (MM p98) (MM p281)

Summon Nature’s Ally III Ape Elemental, Storm (small) [air] Lion Snake, Constrictor (MM p268) (MM3 p48) (MM p274) (MM p279) Dire Weasel Giant Eagle Satyr (without pipes) Snake, Large Viper (MM p65) (MM p93) (MM p219) (MM p279) Dire Wolf Giant Owl Shark, Large Thoqqua [earth][fire] (MM p65) (MM p205) (MM p279) (MM p242)

Summon Nature’s Ally IV Arrowhawk, Juvenile [air] Dire Boar Elemental, Water (med.) [water] Tiger (MM p19) (MM p63) (MM p98) (MM p281) Bear, Brown Dire Wolverine Salamander, Flamebrother [fire] Tojanida, Juvenile [water] (MM p269) (MM p66) (MM p218) (MM p243) Crocodile, Giant Elemental, Air (med.) [air] Sea Cat Unicorn (MM p271) (MM p95) (MM p220) (MM p249) Deinonychus Elemental, Earth (med.) [earth] Shark, Huge (MM p60) (MM p98) (MM p279) Dire Ape Elemental, Fire (med.) [fire] Snake, Huge Viper (MM p62) (MM p98) (MM p279)

Summon Nature’s Ally V Arrowhawk, Adult [air] Elemental, Earth (large) [earth] Janni Tojanida, Adult [water] (MM p19) (MM p98) (MM p116) (MM p243) Bear, Polar Elemental, Fire (large) [fire] Nixie Whale, Orca (MM p269) (MM p98) (MM p235) (MM p283) Dire Lion Elemental, Storm (med.) [air] Rhinoceros (MM p63) (MM3 p48) (MM p278) Elasmosaurus Elemental, Water (large) [water] Satyr (with pipes) (MM p60) (MM p98) (MM p219) Elemental, Air (large) [air] Griffon Snake, Giant Constrictor (MM p95) (MM p139) (MM p279)

Summon Nature’s Ally VI Dire Bear Elemental, Storm (large) [air] Octopus, Giant Whale, Baleen (MM p63) (MM3 p48) (MM p276) (MM p282) Elemental, Air (huge) [air] Elemental, Water (huge) [water] Pixie (no special arrows, cannot cast Xorn, Average [earth] (MM p95) (MM p98) Otto’s Irresistible Dance) (MM p260) Elemental, Earth (huge) [earth] Girallon (MM p236) (MM p98) (MM p126) Salamander, Average [fire] Elemental, Fire (huge) [fire] Megaraptor (MM p218) (MM p98) (MM p60)

Summon Nature’s Ally VII Arrowhawk, Elder [air] Elemental, Earth (greater) [earth] Invisible Stalker [air] Whale, Cachalot (MM p19) (MM p98) (MM p160) (MM p283) Dire Tiger Elemental, Fire (greater) [fire] Pixie (sleep arrows, cannot cast Xorn, Elder [earth] (MM p65) (MM p98) Otto’s Irresistible Dance) (MM p260) Djinni Elemental, Storm (huge) [air] (MM p236) (MM p114) (MM3 p48) Triceratops Elemental, Air (greater) [air] Elemental, Water (greater) [water] (MM p61) (MM p95) (MM p98) Tyrannosaurus (MM p61)

Spell Tables Page 27

Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Summon Nature’s Ally VIII Dire Shark Roc Tojanida, Elder [water] (MM p64) (MM p215) (MM p243) Elemental, Storm (greater) [air] Salamander, Noble [fire] (MM3 p48) (MM p218)

Summon Nature’s Ally IX Elemental, Air (elder) [air] Elemental, Water (elder) [water] Pixie (sleep & memory loss arrows, cannot cast (MM p95) (MM p98) Otto’s Irresistible Dance) Elemental, Earth (elder) [earth] Grig (with fiddle) (MM p236) (MM p98) (MM p235) Unicorn, Celestial Charger Elemental, Fire (elder) [fire] (MM p249) (MM p98)

Hallow/Unhallow Table

GP Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell Cost

Detect Magic(PH p219) – The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of magic. 500 2nd round – number of magic auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC 15 + spell level. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.

Endure Elements(PH p226) 1,000 – Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50.

Aid(PH p196) 2,000 – Touched subject gains a +1 Morale bonus to attack & saving throws vs. fear and gains Temporary HP equal to 1d8 + 1/lvl (max 1d8+10). Daylight(PH p216) – Touched object gives off bright light in a 60’ radius & dim light for another 60’. The light may be blocked by putting the object in a container. 2,000 Treated as ‘sunlight’ for creatures who receive penalties in those conditions, but is not real sunlight so certain Undead are not destroyed. This spell Suppresses Deeper Darkness and is suppressed by it, leaving only the natural illumination in the overlapping area. This spell Counters and Dispels spells with the [darkness] category of equal or lower level. Resist Energy(PH p272) – The touched subject & his/her equipment are protected from one Energy Type. Each attack doing damage of that type has the hp of damage 2,000 reduced by the amount listed below. Lvl # Lvl # Lvl # up to 6th 10 7th – 10th 20 11th + 30

Death Ward(PH p217) 4,000 – Grants immunity to death spells & effects, gaining Negative Levels, and Negative Energy damage & ability loss. Freedom of Movement(PH p233) – Subject moves normally despite magical impediments (Web, Hold Person, etc.). 4,000 The subject automatically succeeds on any Grapple check to resist being grappled, plus any Grapple check or Escape Artist check to escape a grapple and/or a pin. While under the effect of this spell, the subject can fight underwater.

Spell Tables Page 28 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005 Glossary

Auras Alignment Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Outsider HD see below up to 1 2 – 4 5 – 10 11+ Undead HD see below up to 2 3 – 8 9 – 20 21+ other Creature HD see below up to 10 11 – 25 26 – 50 51+ Cleric, Paladin or Class see below 1st 2nd – 4th 5th – 10th 11th+ other religious class Level Spell or Magic Items Caster see below up to 2nd 3rd – 8th 9th – 20th 21st + with an alignment Level Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item. The time it lasts depends on the strength of the original aura. The lingering aura itself is always a ‘Dim Aura’. If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster level of the caster, the caster is Stunned for one round & the detection spell ends.

Magic Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Magic.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Spell Active Spell see below up to 3rd 4th – 6th 7th – 9th 10th+ Level Caster Magic Item see below up to 5th 6th – 11th 12th – 20th 21st+ Level Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item. The time it lasts depends on the strength of the original aura. The lingering aura itself is always a ‘Dim Aura’.

Undead Aura(PH p220) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Undead HD see below up to 1 2 – 4 5 – 10 11+ Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

A ‘Lingering Aura’ is left behind by the destruction of an Undead. The time it lasts depends on the strength of the original aura. The lingering aura itself is always a ‘Dim Aura’.

Ranges Close-range – 25’ + 5’ per 2 levels. Medium-range – 100’ + 10’ per level. Long-range – 400’ + 40’ per level.

Glossary Page 29 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Levels of Concealment

Concealment(PH p152) Total Concealment(PH p152) 20% miss chance. Must guess at the correct hex. If the guess is correct, then there is still a 50% miss chance.

Levels of Cover

Cover, Hard (such as walls) (PH p150) Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ Full Cover (PH p150) +4 Cover bonus to AC & +2 Cover bonus to +4 Cover bonus to AC against Ranged Attacks. Can’t be targeted Reflex saves for spell’s whose point of origin Not subject to Attacks of Opportunity through is on the other side of the cover. the cover Not subject to Attacks of Opportunity through the cover.

Level of Exhaustion

Fatigued(PH p308) Exhausted(PH p308) Subject cannot move run or change and suffers a Subject can only move at ½ speed and suffers a –2 penalty of Strength & Dexterity. Any –6 penalty of Strength & Dexterity. action that would cause ‘Fatigue’ instead After one hour of complete rest, the subject causes the subject to become Exhausted. becomes Fatigued. After 8 hours of complete rest, fatigue is removed.

Levels of Fear (in order of severity) Shaken, Frightened, Panicked, Cowering Shaken(PH p312) Frightened(PH p309) Panicked(PH p311) Cowering(PH p306) Subject suffers a –2 penalty to Subject must flee from the source Subject drops anything in his/her Subject is paralyzed with fear and attacks, skill checks, ability of the fear. hands & flees from the source cannot take any actions. –2 checks, & saving throws. If cornered, the subject can fight of the fear. penalty to AC & looses with a –2 penalty to attacks, If cornered, the subject must use Dexterity modifier to AC. skill checks, ability checks, & Total Defense. All skill saving throws. checks, ability checks, & saving throws have a –2 penalty.

Areas of Effect – Shape

Cone(PH p175) Line(PH p175) Effect starts at the caster and extends out to the A Line area-of-effect stretches from the caster to cone’s length in a quarter circle. the end of range. All creatures & objects within a hex touched by that line are targeted.

Areas of Effect – Fill

Burst(PH p175) Emanation(PH p175) Spread(PH p175) Cannot go around corners or through Total Cannot go around corners or though Total Can go around corners, but not though Total Cover. The targets are determined when the Cover. Any creature that enters the Cover. spell is cast only. emanation during the spell’s duration is effected.

Casting Times

Immediate Action(CArc p86) Swift Action(CArc p86) Standard Action(PH p138) Full Round Action(PH p139) A Swift Action that can be used You may execute one Swift The default casting time for a A Full Round Action. Casting when it is not your turn. It still Action each turn during your spell. time for many summoning counts as your one Swift action. It takes as much time as spells. Action of the coming turn. a Free Action. You cannot use an Immediate Example: A spell with Feat: Action when Flat-Footed. Quicken Spell applied to it. Example: Feather Fall.

Glossary Page 30 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Other Definitions

All Actions Confused(PH p212) Energy Type Attack Rolls, Saving Throws, Skill Checks, & Mental-effect causes the target acts randomly Acid, Cold, Electricity, Fire, or Sonic. Ability Checks. each round that the spell is in effect: Entangled(PH p308) Attitude Categories(PH p72) 01-10: Attack the caster. Subject receives a –2 penalty to attacks, a –4 See table on PH3.5 p72. 11-20: Act normally. penalty to effective Dexterity, & must make Avert Gaze (i.e., try to avoid eye contact) (MM p309) 21-50: Do nothing. Concentration checks to cast spells. If the entanglement is ‘anchored’, the subject Gain a 50% chance to avoid a gaze attack, but 51-70: Run away from the caster at top speed cannot move, otherwise the subject can only grant your opponent Concealment (20% miss 71-00: Attack the nearest creature (ignoring move at ½ speed, but can’t run or charge. chance). your familiar). To remove the entangle usually requires a Blind(PH p305) Cowering Strength or Escape Artist check whose DC is Subject cannot see, has a 50% chance of missing See above designated by the effect. outright in combat (assuming the correct hex Creature Equivalent Exhausted(PH p308) was chosen), receives a –2 penalty on AC & Some spells express the amount of load that can looses Dexterity modifier to AC, moves at ½ See above. be carried and/or teleported as a number of speed, suffers a –4 penalty on most Strength Fascinated(PH p308) Medium-sized creatures. & Dexterity skills. Subject stays still & quiet as long as the effect a) the count does not include that caster; Calling Diagram(PH p249) lasts. During this time, it receives a –4 b) each subject, including the caster, can penalty on Listen & Spot checks. Created by making a Spellcraft roll vs. DC 20 carry Maximum Load; and spending 10 minutes (it is possible to If potentially threatened, the subject receives a ‘Take 10’, but not ‘Take 20’). When a c) one Small-sized (or smaller) creature can new saving throw. Of obviously threatened, Conj(call) spell is used with a Calling be substituted for one Medium-sized the fascination ends. creature; Diagram & Dimensional Anchor, the called An ally can “shake” a creature out of fascination creature cannot leave the diagram either by d) larger creatures may be substituted as a Standard Action. magic or mundane means. The captured according to the following table Fast Healing N creature also cannot use any of its abilities, 1 Large-size = 2 Medium-size attacks, or even Spell Resistance to escape. Subject heals damage taken during the spell’s 1 Huge-size = 4 Medium-size duration at the rate of N hit points per round The description of a Calling Diagram is 1 Gargantuan-size = 8 Medium-size & automatically Stabilizes. This spell does contained in the spell Magic Circle against 1 Colossal-size = 16 Medium-size not heal starvation, thirst, or suffocation Evil. Crippled damage. Fast Healing effects do not stack. Caster Check(PH p305) Effectively has 0 hp, & can’t partake in Fatigued(PH p308) Caster level + 1d20 vs. the indicated DC. strenuous activity. See above. Catch Fire Dazed(PH p307) Frightened Reflex save vs. DC 15 to avoid catching fire. Subject can take no actions, but is able to defend See above. Each round, the subject & its equipment take itself normally & has not AC penalty. 1d6 fire damage. A new Reflex save vs. DC Held 15 is allowed each round to put the fire out. Dazzled(PH p307) Subject cannot move & is Helpless. Subject can +4 bonus for rolling on the ground or having Sighted creatures receive a –1 penalty to attack still breath & think, though. useful help. The fire goes out automatically rolls, Spot checks, & Search checks. Helpless(PH p309) if the subject is doused with water, jumps in a Damage Subject is immobile & extremely vulnerable. lake, etc. Target looses an ability score which heals Dexterity is considered 0, so the subject’s AC Cloud normally. is at –5. Melee attacks are at an additional 5’ of cloud provides Concealment, while 10’ or Drain +4. The subject is vulnerable to sneak attacks more provides Full Concealment. & coup de graces. Target looses an ability score which can only be Dispersed by a Moderate Wind (11-20 mph) in healed with magic. Incorporeal(PH p309) four rounds or by a Strong Wing (21+ mph) The subject does not have a solid body & is Deafened(PH p307) in one round. immune to non-magical attacks. Magic Subject cannot hear, suffers a –4 Initiative Comatose(PH p228) weapons & spells can effect them with a 50% penalty, can has a 20% chance of spell failure miss chance. Force effects always effect an Target enters a catatonic coma & cannot be if the spell has verbal components. awaken. Elves & Half-Elves are vulnerable incorporeal target. When attacking, to this effect. Defenseless(PH p257) incorporeal creatures ignore Natural Armor Helpless, plus always fail saving throws. bonuses & Armor bonuses (unless generated Community Sizes(DMG p137) by a Force effect, such as Mage Armor). Indicates the adult population. Non-adult Dismissible (D)(PH p176) Insignia(RoD p166) population will be 10% – 40% more. Dismissing a spell requires the caster to be Focus for the spells Insignia of Alarm, Insignia Thorp 20 – 80 within spell range & use a verbal component. If the original spell did not have a verbal of Blessing, Insignia of Healing, & Insignia Hamlet 81 – 400 component, a somatic component is used of Warding. Must have been crafted by the Village 401 – 900 instead. Either act counts as a Standard spellcaster. Small Town 901 – 2,000 Action that does not generate an Attack of Emblem of an organization, such as a Guild, Large Town 2,001 – 5,000 Opportunity. Church, or Militia. The insignia may be an Small City 5,001 – 12,000 Concentration spells can be dismissed as a Free amulet, badge, ring, etc., but each insignia of a set must have a matching logo, crest, or Large City 12,001 – 25,000 Action on the caster’s action. symbol and be worth at least 10gp. Metropolis 25,001 or more Dispel Check(PH p307) 1d20 + Caster Level (max +N) vs. DC 11 + target spell’s caster level. ‘N’ is determined by spell.

Glossary Page 31 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005

Invisible(PH p309) Object Equivalent(PH p300) Slowed(PH p280) Gain a +2 bonus on attack, and the target looses Some spells express the amount of inanimate Subject may only take one Standard or Move its Dexterity modifier to AC. An attacker matter that can be effected as a number of Action each round; suffers a –1 penalty to must guess at the correct hex of the invisible Small-sized objects. Larger object may be AC, melee attacks, melee damage, & Reflex creature. If the guess is correct, then there is substituted according to the following table saves. still a 50% miss chance (i.e., Total 1 Small-size = 2 Tiny-size Staggered(PH p313) Concealment). 1 Medium-size = 2 Small-size Subject can only take one Standard Action or Magical Sensor 1 Large-size = 4 Small-size one Move Action each round. When using Clairvoyance/Clairaudience, 1 Huge-size = 8 Small-size Stunned(PH p313) Scrying, or any other “Div(scry)” spell., the 1 Gargantuan-size = 16 Small-size Subject looses Dex bonus to AC, has a –2 spell creates a magical, Invisible spot that is penalty to AC, and cannot take actions. looked and/or listened through. It cannot be 1 Colossal-size = 32 Small-size damaged, but can be Dispelled. It also can be Panicked(PH p311) Suspended Animation located with See Invisible, Detect Magic, or See above. Target is unconscious, does not need to eat, Detect Scrying. drink, or break, and no longer ages. Primary Stat Nauseated(PH p310) For Artificers & Wizards, use Intelligence. Untyped Damage Subject cannot attack, cast spells, concentrate, Damage that is not Acid damage, Cold damage, For Bards & Sorcerers, use Charisma. or do anything other than a single move Electricity damage, Fire damage, Sonic action each round. For Clerics, Druids, Paladins, & Rangers, use damage, Positive Energy damage, nor Wisdom. Negative Energy Damage Negative Energy damage. This kind of Positive Energy damage is not blocked by any type of Harms the living (& the Deathless) and heals the resistance. Undead. Heals the living (& the Deathless) and damages the Undead, who typically receives a Will Weakened Negative Level(PH p310) save for ½ damage. Target’s has a 2d6 penalty to Strength for the For 24 hours, the subject has the following Prone(PH p311) indicated time. penalties per Negative Level: –1 to all skill & ability checks, –1 to all attack rolls, –1 to The subject is lying on the ground. Wind, Moderate (DMG p95) all saving throws; –5 hit points, –1 effective Attackers gain a +4 bonus with melee attacks, 11 – 20 mph level, looses 1 spell from the highest level but receive a –4 penalty with ranged attacks. Wind, Strong (DMG p95) castable that is still available for that day. The prone creature receives a –4 penalty on 21 – 30 mph For any Negative Level that is still in effect after melee attacks & cannot make most ranged 24 hours, the subject must make a Fortitude attacks. Wind, Severe (DMG p95) save vs. the DC of the Negative Level (either Rubble, Dense(DMG p90) 31 – 50 mph the spell’s DC or for a monster, 10 + ½ HD + TBD Temporary HP Charisma modifier). If the subject fails, then These hit-points are removed first if the subject he/she loose an actual level permanently Scent Ability(MM p314) is damaged. They cannot be restored, even (though it may be returned with Restoration Subject can detect opponents by smell within by healing. or Greater Restoration). 30’ (60’ downwind, 15’ upwind) & can track Vile Damage Non-Recoverable Level by scent. HP lost due to Vile Damage can only be Levels lost by Raise Dead or Resurrection Shaken(PH p312) regained by magical healing within a Hallow cannot be replaced by any means. See above. or Consecrate spell. Sickened(PH p228) Target suffers a –2 penalty on attacks, damage, saves, skill checks, & ability checks.

Glossary Page 32 Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries December 9, 2005 Appendix

Revision History October 1, 2003 – Creation of the new D&D 3.5 Spell Index. Contains Player’s Handbook 3.5. March 12, 2004 – Added Complete Warrior & the Book of Exalted Deeds. Added Dragon #309 – Dragon #313. August 12, 2004 – Added Dragon #314. Added Player’s Guide to Faerûn. October 12, 2004 – Added Complete Divine. November 12, 2004 – Added Eberron Campaign Setting. Added Dragon #325. Added Monster Manual 3. Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” April 1, 2005 – Added Complete Arcane. Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. September 7, 2005 – Added Races of Eberron. Added Complete Adventurer. Added Dragon #330 – #335. December 9, 2005 – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark Added Dragon #336 – #338. Made a seperate Assassin Spell List.

Key to Sourcebooks

PH – Player’s Handbook v.3.5 DMG – Dungeon Master’s Guide v.3.5 MM – Monster Manual v.3.5 MM3 – Monster Manual

CWar – Complete Warrior CDiv – Complete Divine CArc – Complete Arcane CAdv – Complete Adventurer

RoS – Races of Stone RoD – Races of Destiny RotW – Races of the Wild RoE – Races of Eberron

BoED – Book of Exalted Deeds UA – Unearthed Arcana

FR – Forgotten Realms Campaign Setting MoF – Magic of Faerûn LoD – Lords of Darkness RoF – Races of Faerûn SM – Silver Marches Und – Underdark PGF – Player’s Guide to Faerûn

Eb – Eberron Campaign Setting

DR### – Dragon Magazine (with issue number) DU## – Dungeon Magazine (with issue number)

3.5up – D&D v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip PH3.5e – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip PGFe – Player’s Guide to Faerûn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip CArcErrata – Complete Arcane Errata – http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip

Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.

Appendix Page 33