Druid Spell List
Level 0: 2 Level 7: 27 Level 1: 3 Level 8: 29 Level 2: 6 Level 9: 31 Level 3: 11 Spell Tables: 33 Level 4: 16 Glossary: 35 Level 5: 20 Appendix: 39 Level 6: 24
Based on the Druid Spell List at CrystalKeep.com/d20 by Chet Erez but ordered alphabetically, rather than by school of magic.
Version 1.5 by Raj Bhaskar – July 2009 Level 0 Spells
If the caster has ranks in Craft(alchemy), – Reads scrolls & spell books at 1 page per Create Water(PH p215) he/she may also make a check with that skill min. wood or dirt, 1’ of stone, 1” of metal, & any Resistance(PH p272) – Creates 2 gallons/level of pure water. amount of lead. Cure Minor Wounds(PH p216) Fire Eyes(MotW p88) – Subject gains +1 Resistance bonus on all saves. – Cures 1 point of damage with Positive – The subject gains the ability to see through Energy. normal smoke, fire and fog as if they weren’t Scarecrow(MotW p93) there. checks. damage when the spell is cast and another – Target with sight is Dazzled for 1 minute. every hour while the spell is in effect (ignore Snowshoes(DR312 p65) Hardness). Does not affect plant creatures Ground Smoke(DR326 p73) with Wis/Cha scores. – The touched subject receives these benefits: – One 5’ square target fire has its smoke a) Can walk on ice without a speed reduction; Dawn(MotW p86) dissipated close to the ground. b) +5 bonus on Balance checks or Reflex saves to walk on ice and/or snow & avoid – All sleeping creatures in 1 15ft radius burst Guidance(PH p238) falling through it; are awakened. Those unconscious because of than ‘solid ground’ for purposes of tracking. staggered. Does not affect dying creatures. – Subject can designate one attack roll, saving throw, or skill check on which to Vengeful Mount(DR326 p74) Daze Animal(MotW p86) receive a +1 Competence bonus, chosen
Instantaneous, WillNeg, SR applies> – The target animal cannot move or attack, Know Direction(PH p246) – The target Animal will shy away from but is not stunned. anyone attempting to make a Ride check or a – The caster knows which direction is North. Handle Animal check with it. If mounted, the Detect Crossroad(MoF p88) rider must immediately make a Ride check vs.
Virtue(PH p298) within 1 mile. The caster may identify it when – Object touched gives off bright light in a it is within 60’ and unobstructed. 20’ radius & dim light for another 20’. – Touched subject gains 1 Temporary HP. This spell Counters and Dispels spells with Detect Magic(PH p219) the [darkness] category of equal or lower – The caster can see the Magic Aura of a spell Mending(PH p253) or item in a 60’ Cone-shaped Emanation. The
1st round – presence of magic. – Repairs one object of up to 1 pound. 2nd round – number of magic auras & the strength of the most powerful aura. If not in Naturewatch(CDiv p170)(MoF p110) line-of-sight, the caster only knows the 3rd round – strength & location of each aura. – Determine the health of animals & plants in If an aura is within line-of-sight, the caster a 90 degree arc. Choices are ‘dead’, ‘fragile’, can identify its school with a Spellcraft check ‘alive’, ‘needs to be watered’, ‘hungry’, etc. 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. Purify Food and Drink(PH p267) level. – Determines if one creature, one object, or one 5’ cube is poisonous, has been poisoned, Read Magic(PH p269) or contains poison. Identifying the type of
Level 0 Page 2 Level 1 Spells
in Medium or Dense Forest, the caster may swing Deep Breath(DR314 p46) Animate Fire(CArc p96 [L2], SC p12) from branch to branch at his/her Land speed + 10’ Charge action, but not a Run action. The caster so he/she has no danger of drowning. – Transform up to a 5’ cube of fire into a Small ignores hampered movement penalties for Animated Object with the [fire] subtype, Hardness undergrowth and other terrain features. Delay Disease (SC p63) 0, and the ‘burn’ special attack of a Fire Elemental. Breath of the Jungle (SC p38) The progress of any non-magical disease is halted Animate Water(CArc p96) for the duration. It allows the subject to skip the mist against poison or disease by 2. – Transform up to a 5’ cube of water into a Small Detect Animals or Plants(PH p218) Animated Object with the [water] subtype and 2x Buoyant Lifting (SC p40) creature/lvl, 1min/lvl (D)> – Caster can detect a specific animal or plant in Animate Wood(CArc p96) Subjects are borne upwards at 60ft/rnd until they Cone-shaped Emanation each round. The caster
round. – Transform one unattended wooden object of up Calm Animals(PH p207) The information gained increases each round spent to Small size into a Small Animated Object with 1st round – detect the target’s presence or absence. – Calms 2d4 + 1/lvl HD of Animals, though all 2nd round – number of individual targets & the Aspect of the Wolf (SC p16) targets must be the same type of Animal. Any healthiest one’s condition. If not in line-of-sight, threat to a target will end the effect. Only Animals the caster only knows the direction. – Become a wolf for the duration of the spell. Take trained to attack or guard and Dire Animals are 3rd round – condition & location of each individual the wolf’s physical characteristics but retain your allowed a Will save to negate. target. own; your level, hp, saving throws remain Possible conditions are ‘normal’, ‘fair’, ‘poor’, & unchanged; lose extraordinary, spell-like or Camouflage(Und p56) (CDiv p157) ‘weak’. supernatural abilities of your normal form but keep This spell works through minor barriers, up to 3’ of those based on class levels. The Natural Spell feat – +10 Circumstance bonus on Hide checks. wood / dirt, 1’ of stone, 1” of metal, but it is allows you to cast spells. blocked by any amount of lead. Charm Animal(PH p208) (SC p18) Aura Against Flame WillNeg, SR applies> 10pts of fire damage (as Resist Energy [Fire]). Anything the casters does will be treated the same – The caster can see pits, deadfalls, snares, This spell can also be used to put out fires. Non- way as if someone friendly has done it. quicksand, a sinkhole, etc, in a 60’ Coneshaped magical fires (10pts damage/rnd or less) are If the target is in a threatening situation when the Emanation. This spell does not locate items that are automatically put out and this spell can be used as spell is cast, it gets a +5 on the save. Any threats obscured (i.e., behind boxes or under a rug). a Dispel Magic effect on magical fires. from the caster or his/her allies after the spell is in The information gained increases each round: effect breaks the charm. 1st round – presence of a hazard. Babau Slime (SC p22) 2nd round – number of hazards & the location of
Claws of the Beast(PGF p101) each one. If not in line-of-sight, the caster only Covers the subject in slimy red jelly that protects it. knows the direction. A creature that strikes a slime-protected subject – The caster’s hands become 1d8 weapons that 3rd+ rounds – type & triggering method of one with an unarmed strike, a touch attack (inc. touch make ‘armed attacks’. specific hazard. spells) or a natural weapon takes 1d8pts/acid This spell is blocked by 3’ of wood or dirt, 1’ of damage. Any creature in a grapple with the subject Climb Walls (SC p47) stone, 1” of metal, & any amount of lead. takes 1d8 points of acid damage at the beginning Subject gains +10 enhancement bonus on Climb Endure Elements(PH p226) checks. Increases to +20 at caster level 5th and +30 Beast Claws (SC p25) – Touched subject takes no harm (i.e., no Fortitude at caster level 9th. Fahrenheit –and– cold down to –50. Gain two claw attacks dealing 1d4pts/damage that Cold Fire (SC p50) do not provoke attacks of opportunity. No penalties = +6 Turn normal fire into cold fire, doing cold damage animal, concentration + 1rnd/lvl, SR applies> Subject gains +4 Str (morale), +2 Will (morale), Beastland Ferocity (SC p25) to anything that touches it. If targeting a creature with the fire subtype the spell does 1d6/2 caster -2AC. It is identical to a barbarian rage apart from no fatigue at the end. Subject continues to fight without penalty even lvls (max 5d6) damage. while disabled or dying. Between -1 and -9hp, Entangle(PH p227) Crabwalk (SC p53) subject gains +4 enhancement bonus to Str SR> The subject gains +4 to attack rolls and gains no Beget Bogun(CDiv p152) – All plants in a 40’ radius Spread Entangle & penalty to AC. This replaces the +2/attack and Reflex save. To become unentangled requires a – Last step in creating a Bogun(CDiv p152), a Tiny- Full-Round Strength or Escape Artist check vs. DC Cure Light Wounds(PH p215) sized Construct that serves its creator. 20. Anyone not entangled (including a target that has just broken free) may move ½ speed through Branch to Branch(CAdv p144)(MoF p83) – Cures 1d8 +1/level damage (max +5) with Positive Energy. the area of effect. On the caster’s action, anyone in the area of effect who is not entangled must make a – Gain a +10 Competence bonus to Climb checks new Reflex save to avoid being entangled again. made in trees. While at least 10’ above the ground Level 1 Page 3 Magic Stone(PH p251) This spell Counters and Dispels Slow Burn. Faerie Fire(PH p229) Ram’s Might (SC p166) save, SR applies> – Up to 3 pebbles gain a +1 Enhancement bonus to – All objects in a 5’ radius Burst are outlined in the attack & deal 1d6 +1 damage (double vs. Undead). You gain +2 enhancement bonus to Str and caster’s choice of a blue, green, or violet glow, Range increment is 20’. unarmed attacks deal lethal damage. which is as bright as a candle. This negates Concealment due to darkness, Blur, Displacement, Obscuring Mist(PH p258) Rapid Burrowing (SC p166) Invisibility, etc. Magical darkness spell of 2nd level or higher – Creates a 20’ radius Spread by 20’ high Cloud of The subject’s burrowing speed increases by 20ft. Suppress this spell. fog centred around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Raptor’s Sight(RotW p175) Foundation of Stone (SC p99) Strong Wind in 1 round. Large amounts of fire, a) +5 Competence bonus on Spot checks; & Subjects gain +2AC, +4 Str bonus to resist bull Hide from Animals(PH p241) b) If the caster has at least 5 ranks in Spot, he/she rust and trip attacks. If cast in mountainous terrain, ranged attacks (normally –2). – One touched subject per level cannot be Goodberry(PH p237) perceived by Animals. Effected senses include Regenerate Light Wounds(MotW p 92) Blindsense, Blindsight, Scent, Tremorsense, Sight, – When cast on a handful of freshly picked berries, Hearing, or Smell. If any of the spell’s subject – Grant the touched creature the Fast Healing 2d4 become ‘good berries’. Each can cure 1 hp touches or attacks (including with spells) any ability for the duration of the spell. The subject (max 8 hp per 24 hours) & is as nourishing as a creature, the spell ends for all the subjects. heals 1hp/round. It only heals damage caused since normal meal. the start of the spell and is automatically stabilised Omen of Peril(CDiv p171) (RoD p166) if the target begins dying from hp loss during that Hawkeye(CDiv p166)(CAdv p151) Instantaneous> – Gain a +5 Competence bonus on Spot checks and – The caster gains a momentary vision which Remove Scent (SC p173) all projectile weapon range increments are vaguely indicates the level of danger he/she is in
correct is 70% + 1% per caster level (max 90%), The spell hides the scent of a creature for the Healing Rest(CAdv p151) rolled secretly by the DM. duration and the Scent ability (MM314) cannot be The three possible answers the caster will receive used to detect it. It also negates the harmful effects – Up to 1 creature per level in a 30’ area has it are ‘Safety’, ‘Peril’, or ‘Great Danger’. If the of noxious stench exuded by certain creatures (eg natural healing rate doubled. success roll failed, the caster will randomly get one ghasts). of the two incorrect answers. Horrible Taste (SC p116) The vision is specific to the religion of the caster Resist Planar Alignment (SC p174) 10mins/lvl, fort neg, no SR> Grants subject limited protection from a plane’s Any creature that bites the subject must succeed on Pass without Trace(PH p259) alignment traits. Grants immunity to penalties to a fort save or be nauseated until the end of its next Cha checks that mildly aligned planes impose on turn. Creatures immune to poison or with no sense – One subject/lvl leaves no tracks or scent trail. visitors of opposing alignments. Cha, Wis and Int of taste are unaffected by this spell. based checks are halved on strongly aligned planes. Power Sight(MotW p92) Jump(PH p246) Ride of the Valenar(RoE p189)
1min/lvl(D)> creature has – The caster gains +5 Competence bonus on Ride – Touched subject gains an Enhancement bonus checks. on Jump checks: Produce Flame(PH p265) If the mount is the caster’s Animal Companion, Lvl Bonus Lvl Bonus Lvl Bonus Note: Elves from Valenar cast this spell at +1 – A flame as bright as a torch (20’ of light) appears Caster level. Kuo-Toa Skin(SW p118) in the caster’s hand. The caster can attack with the flame as either a Sandblast(CDiv p178) – The subject gains +8 bonus on Escape Artist touch attack or an energy missile with a range of checks and cannot be snared by webs (magical or 120’. The flame does 1d6 + 1/level (max +5) Fire – All targets within 10’ half-circle Burst from the otherwise) damage & can be used every round. caster’s hands take 1d6 nonlethal damage from hot Each attack removes 1 minute of duration from the sand. Any target failing its saving throw is also Longstrider(PH p249) spell. If the spell is brought to 0 duration, the spell Stunned for 1 round. ends after the damage is applied. – The caster gains a +10’ Enhancement bonus to Shillelagh(PH p278) his/her land movement. Does not effect the speed Quickswim(SW p120) of burrowing, climbing, flying, or swimming. – A touched, non-magical club or staff made – Increase your base swim speed by 10ft entirely from oak gains a +1 Enhancement bonus Low-Light Vision (SC p134) (Enhancement bonus) to attack & damage, and its base damage improves as if the weapon was two size categories larger Subject gains low-light vision. Raging Flame(DR314 p21) (i.e., Small ‘shillelagh’ does 1d8, a Medium one Large does 3d6). – All non-magical fires in a 30’ Burst flare up: A quarterstaff targeted by this spell gains the bonus – One natural weapon of touched creature a) burn twice as bright & give off light in 2x the on both striking surfaces. (including Humanoids) gets +1 Enhancement normal radius; The target weapons only gains its bonuses bonus to attack and damage. b) burn twice as hot & deal 2x damage (i.e., a when wielded by the caster. creature who has Caught Fire takes 2d6 damage per round if caught in the area of effect); Silvered Claws(BoED p107) c) consumes its fuel twice as quickly (an effected torch would only last 30 minutes). – All of the living subject’s natural attacks are Level 1 Page 4 considered to be Silver for purposes of overcoming Fatigued; Damage Reduction. c) cannot make attack rolls.
Slow Burn(DR314 p21) Vigour, Lesser(CDiv p186)(DR324 p103)+ (max 15rnds total)> – All non-magical fires in a 30’ Burst are magically – Touched living creature gains Fast Healing 1. fueled: a) burn twice as long while consuming the same Vine Strike(CAdv p158) amount of fuel (a torch would burn for 2 hours while giving normal light); – The caster treats Plant creatures as if they were b) twice as hard to put out (if a roll is needed to put not immune to Sneak Attacks, though all a fire out, roll twice & take the worst roll). requirements for Sneak Attacks still apply. This spell Counters and Dispels Raging Flame. Note: This spell does not give the caster the ability to overcome Damage Reduction or inflict Critical Snake’s Swiftness (SC p193) Hits.
Wall of Smoke (SC p235) – The subject can make one single immediate – Creates a thin wall of smoke whose area is up to Speak with Animals(PH p281) 1 10ft square/lvl. Creatures that cannot see over the wall gain Concealment. Creatures can pass through – The caster may communicate with Animals, the wall but must make a fort save to avoid be though the spell does not change their intelligence nauseated for 1 rnd. or attitude. Webfoot (SW p125) Speed Swim(MoF p121)
not hindered in shallow bogs. It treats deep bogs as – Subject gains a swim speed of 30’ without shallow for movement and Tumble checks. needing to make a Swim check. Wings of the Sea (SC p240) Stonemantle(DR314 p29) – One or more target objects within range gain the Winter Chill (SC p240) resilience of stone (i.e., Hardness 8, 15 hp per level or the Object Equivalence. All effected object – Deals 1d6 cold damage to the target which also have a dull-gray tint for the spell’s duration. becomes fatigued. If the creature is immune to cold it is not affected. Summon Nature’s Ally I(PH p288) Wood Wose(CDiv p190) – Summons one creature from the ‘Summon Nature’s Ally I’ Table to fight the caster’s enemies. – Summon a translucent nature spirit that can do The creature can attack on the caster’s initiative simple outdoor tasks, like feeding animals, starting its first round. catching fish, building a campfire, etc. It has a Strength of 2 (so it can lift 20 lbs.) & a movement Sun Father’s Face(DR346 p30) of 15’, but must stay in range. It cannot be targeted by spells, but is destroyed if it takes 6hp of area of – Your face and hair take on aspects of Pelor’s effect damage. greatness, becoming golden and shining. You shed light equal to a candle and your hair extends outward like the rays of the sun. You gain a +4 sacred bonus on a single turn undead or wild empathy check. You must choose to use ths bonus before making the roll to which it applies.Surefooted Stride (SC p216) – You can move through Difficult Terrain at full speed and gain +2 competence bonus on Climb checks
Thunderhead (SC p219) – A small thundercloud appears over the target’s head (following them if they move) and does 1pt electricity damage/rnd.
Traveller’s Mount(CDiv p184) – The touched Animal or Magical Beast receives the following benefits: a) +10’ Enhancement bonus to movement; b) can Hustle without taking damage or becoming
Level 1 Page 5 Level 2 Spells
checks. who fails a Reflex save. An entangled target may Adrenaline Surge(MotW, p82) If the caster has 5+ ranks in Balance, the slope of spend a Full Round Action to gain a new Reflex the surface being balance upon no longer matters, save to become unentangled (though failing the – Each of your summoned creatures in the even if the surface is vertical. If the caster has 10+ save results in the target taking 2d6 Piercing (spherical) radius gains +4 enhancement bonus to ranks in Balance, he/she can “balance” on liquids, damage). Str. including mud & snow. Each round the caster An entangled target to takes any action except balances on a substance that cannot normally hold trying to get free or holding still takes 2d6 Piercing Align Fang (SC p9) his/her weight, the DC to continue “balancing” damage each round. When under the effect of this spell, the DC for through the area of effect (taking no damage). A creature’s natural weapon becomes good-, evil-, balancing on “impossible” surfaces is 20. Plants provide Cover 5’, and Full Cover at 20’. lawful-, chaotic-aligned as you choose. Barkskin(PH p202) Bull’s Strength(PH p207) Animalistic Power(PH2 p101) bonus to AC of 2 + 1 per 3 levels after 3rd (max – You imbue the subject with an aspect of the +5). Bonus stacks with a creatures normal Natural Burrow(Und p56) natural world. The subject gains a +2 enhancement Armour bonus. Bear’s Endurance(PH p203) – Touched subject gains claws that do 1d6 damage Animal Messenger(PH p198) and are treated as an armed attack. The subject clay, & gravel , but not solid stone. – Sends a Tiny animal to a specific place known to the caster. Once there, the animal waits until the Binding Winds (SC p27) animal trained or under the control of someone else Prevents the subject from moving. The high winds – +10 Circumstance bonus on Hide checks for any (such as a Familiar). Typically used to carry a also require a Concentration check before casting number of creatures, no two of which can be more written message. spells (DC=this spell’s DC + level of the spell than 60’ apart. If a subject leaves the “pack”, then being cast). It can speak but not be heard or hear the spell ends for that person Animal Reduction(MotW, p82) due to the wind. Ranged attacks in/out of the area take -2 penalty and the spell holds flying creatures Cat’s Grace(PH p208) – You reduce the target animal by one size in midair. category. If this spell would cause any ability score – +4 Enhancement bonus to Dexterity. to drop to 0 or less, it becomes 1. Bite of the Wererat (SC p28) Huge->Large: -8 Str, -4 Con, -3 natural armour; Chameleon(CArc p100) +2 Dex, +1AC, +1 attack rolls You gain +6 enhancement bonus to Dex and +2 Medium: -8 Str, -4 Con, -2 natural enhancement bonus to Con and +3 enhancement 1hr/lvl> armour; +2 Dex, +1AC, +1 attack rolls bonus to natural armour. You gain a bite attack – Touched subject gains a +10 Circumstance Medium->Small: -4 Str, -2 Con; +2 Dex +1AC +1 that does 1d4 (1d3 if Small) + 1½ times Str mod bonus on Hide checks as long as he/she is not attck rolls pts damage moving faster than half speed. A sudden change in Small->Tiny: -4 Str, -2 Con; +2 Dex +1AC +1 background will negated the bonus for one round. attck rolls Blinding Spittle(PGF p100)(MoF p82) Concentration, WillNeg (see below)> the target’s eyes until they can be washed out. – The caster causes targeted metal to become – 2d6 HD of Animals or Magical Beasts with freezing cold, after which it thaws. The metal of 1 Intelligence of 1 or 2 stop what they are doing and Blindsight(PGF p100)(Und p56) creature per 2 levels may be targeted as long as watch the caster for the spell’s duration. Animals they are within 30’, or the caster may target 25 lbs. not trained to guard or attack do not get a save, – Touched subject gains the Blindsight quality, per level. Magic or attended metal get a Will saves though all other effected creatures do. An effected allowing it to sense creatures within 30’ even if to negate. Damage is determined by the round & creature is treated as Fascinated. they are Invisible or cloaked in darkness. the amount of contact (min damage for just touching, normal damage for wearing): Avoid Planar Effects (SC p19) Blood Frenzy(MoF p82) Rnd 1 – none Rnd 6 – 1d4 Rnd 2 – 1d4 Rnd 7 – None Protects against natural effects of different planes – Rage gives +2 to Strength and Constitution, +1 Rnd 3-5: 2d4 including extremes in temperature, lack of air, on Will saves, and –1 to AC. This spell Counters and Dispels Heat Metal. poisonous fumes, positive/negative energy or other attributes of the plane itself: – Body of the Sun(CDiv p155) Cloudburst(CDiv p158)(MoF p84)(MoFe)+ Fire : Provides protection against the 3d10pts of – Water : Allows the subjects to breath underwater Fire damage (Ref½ ) each round. – This spell only functions outdoors & not in – Earth : Subjects avoid suffocation deserts. Falling rain produces many penalties: ½ – Positive : Is not blinded and stops gaining temp Brambles(CDiv p156) visibility; –4 penalty on Spot, Search, & Listen hp when they reach their total checks; –4 penalty on ranged weapon attacks; & – Negative : Don’t deal damage or bestow negative – Touched wooden Bludgeoning melee weapon flames are extinguished. levels gains +1 Enhancement bonus to attack rolls & +1 10 minutes after the spell ends, all the water In addition some effects specific to plane are damage per level (max +10). Its damage is the disappears, so it cannot be used for plants or negated by this spell (depends on cosmology) better of Bludgeoning or Piercing. drinking.
Balancing Lorecall(CAdv p143) Briar Web(CDiv p156) Cloud Wings (SC p49)
1min/lvl(D)> SR> If the subject can fly, their fly speed is increased by – The caster gains a +4 Insight bonus on Balance – Plants Entangle everyone in 20’ radius Spread 30ft.
Level 2 Spells Page 6 10th lvl). This reduction can’t bring the creature’s Flame Blade(PH p231) Countermoon (SC p53) fly speed down to less than 10ft. of creature), 1StdAct, Close-range, 1 lycanthrope, 12hrs, movement, or even of effects that might grant – A scimitar made of flames appears in the caster’s WillNeg(D), SR applies> airborne movement without granting fly speed hand which does touch attacks that deals 1d8 + 1 Forces a lycanthrope back to its natural form and (e.g. jumping or levitate or air walk spells). per 2 levels Fire damage (max +10), but no keeps it from changing for the duration of the spell Strength modifier. (both voluntary and forced). Earthen Grace(DR314 p28) Close-range, 3rnds, Fort½, SR applies> the natural attacks from creatures made of earth or – Creates a 5’ diameter ball of fire, which can – Turns the target’s skin ice-cold for 3 rounds. If stone, creatures with the [earth] subtype, falling roll/jump 30’ per round. If the sphere enters a hex the target makes the initial save, it takes ½ damage damage into the ground, weapons with stone heads, per a creature, it stops for that round & does 2d6 for all the rounds. etc. Fire damage, unless the target makes a Reflex save Rnd 1 – 1d6 damage If the target’s nonlethal damage ever becomes for no damage. Rnd 2 – 2d6 damage equal to its current hit-points, the spell ends. The caster can move the sphere as a Move Action Rnd 3 – 2d6 damage & it can go over barriers no more than 4’ high. Earthfast(MoF p90) Daggerspell Stance(CAdv p145) Fly, Swift(CAdv p149) 1rnd/lvl(D)> Construct) of up to 25 cubic feet per level has its – The caster flies at a speed of 60’ (40’ if in – When wielding a dagger in each hand, the caster Hardness & hit-points doubled. The spell ends if Medium or Heavy Armour –or– if carrying a gains the following: the caster moves out of range. Medium or Heavy load) with Good a) if making a Full Round Attack, the caster gains maneuverability. ½ speed going up, 2x speed going a +2 Insight bonus on attacks & damage; Easy Trail(CAdv p147)(MoF p91) down. b) if Fighting Defensively, the caster gains Spell If spells expires/is dispelled, subject descends at Resistance (5 + Caster level); – All plants (but not Plant Creatures) within a 40’ 60’ per round for 1d6 rounds before falling. c) if making a Total Defense Action, the caster radius Emanation of the caster are moved aside, gains Spell Resistance (5 + Caster level) –and– creating a temporary trail. This reduces the Fog Cloud(PH p232) Damage Reduction 5/magic. penalties for moving through Dense Vegetation(PH p164). Once the area of effect has past, the plants – Creates a 20’ radius Spread by 20’ high Cloud of Decomposition(CDiv p161) return to normal, hiding the trail (+5 DC to Track fog. checks). The cloud can be dispersed by Moderate Wind in 4 – Any enemy within 50’ of the caster who takes rounds & a Strong Wind in 1 round. any lethal damage looses 1hp per round for the Embrace the Wild(CAdv p147)(MotW p87)(Sav p65) spell’s duration. The damage can be cancelled with Frost Breath (SC p100) a Heal check vs. DC 15 or magical healing. – Gain the natural & extraordinary senses of an Delay Poison(PH p217) its base Listen and Spot modifiers (if higher than You breath a cone of cold that deals 1d4 pts the caster’s). Natural & extraordinary senses damage/2 lvls (max 5d4). In addition, all affected – Touched creature suppresses the effects of include Blindsense, Blindsight, Darkvision, Low- creatures who fail their reflex save are dazed for 1 current or new poisons in its body until the spell Light Vision, & Scent rnd. ends. For example, a Wolverine has Low-Light Vision, Scent, and Listen & Spot check modifiers of +6. Green Blockade(MotW, p89) Drifts of the Shalm(PH2 p111) in front of you. Any creature trying to pass through – You create drifts of snow, leaves or ash 3 feet – The held stew pot if filled with one serving per must pass a DC15 Str check; success ends thick. It costs 2 squares of movement to enter a movement on the other side of the wall. Fire burns drift-covered square. Additional effects apply two levels (max 5 servings) of healing stew, which disappears after 1 hour. Each creature who through the blockade in 1rnd, or it can be chopped based on the type of drift. through in 1min. A snow drift ripples with freezing energy. Anyone consumes a serving (as a Standard Action) is healed 1d6+1 hp. moving through or located in a snow drift takes 3 Gust of Wind(PH p238) points of cold damage each round. An Undead within 10’ that is splashed with the stew takes 1d6+1 Positive damage per serving still fire (anything from a torch to a fireball will do), in the pot (Will½, SR applies). – Creates a powerful Line of air 10’ wide by 10’ the whole drift instantly ignites. The heat from the high by 60’ long starting at the caster. All Listen burning leaves deals 2d6 points of fire damage to Eyes of the Avoral(BoED p99) checks & ranged attacks within the area of the spell anyone in the inferno. receive a –4 penalty, and open flames are – Subject gains +8 Racial bonus on Spot checks. An ash drift smoulders with dying embers. Anyone extinguished. moving through or located in an ash drift takes 3 The effect of the wind on creatures & objects is Fins to Feet (SC p92, SW p117) points of fire damage each round. based on their size. – The subject’s tail, tentacles, or finned extremities Size Flying? Blown back Subdual Earthbind (Draco p112) are transformed into humanoid legs and feet. – You hamper the subject creature’s ability to fly gain a land speed (base of 30ft for Medium Up to tiny No 1d4 x 10’ 1d4 per (whether through natural or magical means). If the creature). 10’ target fails its saving throw, its fly speed (if any) Small Yes 1d6 x 10’ - becomes 0 feet. An airborne creature subjected to Fire Trap(PH p231) a feather fall spell. Even if a new effect would – Sets a one-time trap on a closable item. If anyone Medium Yes 1d6 x 5’ - grant the creature the ability to fly, that effect is besides the caster & those who know its password suppressed for the duration of the earthbind spell. open the item, it explodes with a 5’ radius, doing Medium No 0’ but can’t - If the target makes a successful Fort save, its fly 1d4 + 1/level (max +20) Fire damage. The item advance speed (including any new effect granted during the itself is unharmed. sepll druation) is reduced by 10 ft/lvl (max 100ft at Large+ - No effect
Level 2 Spells Page 7 Make a ranged touch attack at each target. If you ends. Healing Lorecall(CAdv p151) succeed, immediately make an opposed grapple The subject can voluntarily move, though he/she is
check as a free action (no attack of opportunity). then no longer rooted. The subject can still ‘re- – When the caster casts healing spells while this Add caster lvl and Wis mod instead of Str and size root’ as a Free-Action. spell is in effect, the following bonuses apply: bonus for the grapple check. If you succeed the a) the caster may use his/her ranks in Heal as the target is entangled and grappled. Each round they Nature’s Favour(CAdv p155) (CDiv p170) (CDivErrata)+ caster level of healing spells; can try to escape by making a grapple or Escape
b) if the caster has 5+ ranks in Heal, one of the Artist check. You are not considered grappling – The touched Animal gains a Luck bonus of +1 following conditions may be removed from the when using this spell. If you are within 300ft of the per 3 levels to attacks & damage (max +5). target of a healing spell: Dazed, Dazzled, or ocean shore you gain +4 bonus on grapple checks Fatigued; for this spell. One with the Land(MoF p111) c) if the caster has 10+ ranks in Heal, one of the following conditions may be removed from the Linked Perception(PH2 p117) – Link with nature gives a +2 Competence bonus target of a healing spell: Exhausted, Nauseated, or Direction, Move Silently, Search, and Wilderness – Imparts to all allies in its area a shared awareness Lore checks. Healing Sting(MoF p100 SC p110) of their surroundings. Each ally in the area
Listen checks per each ally in the area. For – Touched living creature takes 1d12 + 1/lvl dmg example, if you and 3 allies are in the area, each of – +4 Enhancement bonus to Wisdom. (max 1d12+10). The caster healed the same you gains a +6 bonus. number of hp. Persistence of the Waves(MotW, p92) Listening Lorecall(CAdv p154) applies> a) +4 Insight bonus on Listen checks; Con and suffers -2 enhancement penalty to Str – The caster causes targeted metal to become b) if the caster has 5+ ranks in Listen, he/she gains burning hot, after which it cools. The metal of 1 Blindsense 30’; Pressure Sphere (SW p120) creature per 2 levels may be targeted as long as c) if the caster has 10+ ranks in Listen, he/she – Water pressure causes 4d6 damage in a sphere per level. Magic or attended metal get a Will saves If the caster is in an area of magical Silence, effects with a 20ft radius. The water must be at least 5ft to negate. Damage is determined by the round & b) & c) are suppressed. the amount of contact (min damage for just deep and the spell must be centred at or below the surface of the water. touching, normal damage for wearing): Locate Node(Und p58) Rnd 1 – none Rnd 6 – 1d4 Reachwalker’s Wariness(RoE p189) Rnd 3-5 – 2d4 – The caster may detect the distance and direction
This spell Counters and Dispels Chill Metal. all Earth Nodes(Und p49) within 1 mile per level –or– – The caster can sense any Aberration within a 30’ the distance and direction to a specific, previously radius spherical Emanation as if he/she has the Heartfire(DR314 p20) visited Earth Node within 2 miles per level. This Blindsense ability. the spell Node Lock. Reduce Animal(PH p269) – Intelligent creatures in a 5’ radius Burst are outlined with red fire, with the following effects: – One willing Animal of whose size is between Mark of the Outcast(Und p59) a) gives off light as a Torch; Subject gains +2 Size bonus to Dexterity, –2 Size generated by a [darkness] effect of 3rd level or – The target’s face is marred by a mark visible to penalty to Strength, and +1 bonus on attacks & higher; normal, low-light, and dark vision. The target AC. A subject who becomes Tiny-size have a reach c) does not benefit from Blur, Displacement, receives a –5 Circumstance penalty on Bluff and of 0’ & must enter an opponent’s hex to attack. Invisibility, etc. Diplomacy checks and a –2 penalty to AC. d) takes 1d4 Fire damage each round (Fort½); This spell cannot be dispelled. It can only be Remedy Moderate Wounds(MoF p113)(MoFe)+ e) casting a spell requires a Concentration check removed by Break Enchantment, Limited Wish, vs. continuous damage. Miracle, Remove Curse, or Wish. – The living subject gains Fast Healing 2. The fire can be extinguished by normal means, (BoED p105) which ends the spell. Master Air(MoF p107) Remove Addiction Hold Animal(PH p241) 1rnd/lvl> – The touched subject is cured of all addictions. speed of 90’ (60’ if in medium or heavy armour) Resist Energy(PH p272) – One Animal is Held. It gets a new Will save each with Good maneuverability. ½ speed going up, 2x round to end the spell. speed going down. If spells expires/is dispelled, – The touched subject & his/her equipment are Jaws of the Moray (SW p117) subject descends at 60’ per round for 1d6 rounds protected from one Energy Type. Each attack doing before falling. damage of that type has the hp of damage reduced – Grants the subject a bite attack which adds the by the amount listed below. subject’s str mod to damage. If the subject hits Might of the Oak(MotW, p91) Lvl # Lvl # Lvl # with this attack he automatically attaches to the foe Up to 7 - 10 11 + attached without needing to make a grapple check The living subject gains +4 enhancement bonus to Str and 6th 10 20 30 or provoking attacks of opportunity. To remove the suffers -2 enhancement penalty to Dex. attached creature, the opponent must achieve a pin – Restoration, Lesser(PH p272) against it. Mountain Stance(DR314 p28) A creature with a natural bite attack can use its – Touched creature has penalties on one ability damage if greater but still gains the ability to attach – The touched creature can ‘root’ itself to the score removed itself. ground as Free-Action. When rooted, any attempt -or- to move the subject must overcome a DC of (12 + has 1d4 ability Damage cured from one ability Kelpstrand (SC p128) Caster level). This include checks to Grapple, Lift, score. Also, the subject has Fatigue removed or has subject is moved against his/her will, the spell heal permanent ability Drain.Level 2 Spells Page 8 Summon Nature’s Ally II(PH p288) Tern’s Persistence (SW p123) Saltray (SC p179) caster’s enemies. The creatures can attack on the risking injury or fatigue. The subject can't run for Make a ranged touch attack to do 1d6/2 lvls (max caster’s initiative starting their first round. Table # extended periods but can run tactically for 1½ * 5d6). The target must make a Fort save or be Summon Nature’s Ally II 1 con score rounds stunned for 1 rnd. Summon Nature’s Ally I 1d3 Tiger’s Tooth (SC p221) Scent(CDiv p178) (CDivErrata)+ Summon Swarm(PH p289) Concentration+2rnds, no save, no SR> – The subject gains the Scent Ability. – Summons either a Swarm of Bats(MM p237), a Tojanida Sight (SW p123) Swarm of Rats(MM p239), or a Swarm of Spiders(MM Share Husk(MoF p116) p239). The swarm attacks any creatures that are You gain all-round vision granting +4 bonus to
swarm moves to the nearest creature. The caster cannot avert your gaze when confronted by a gaze – The caster can use the subject animal’s sense of has no control over the swarm’s movement or attack, but can still close your eyes. sight, hearing, & smell, including making Spot & target. Listen checks, as a Free Action. Train Animal(CAdv p157) Sunmace(DR346 p30)
Snake’s Swiftness, Mass (SC p193) Tricks (max +5). This spell does not modify the Instantaneous> A mace of sunlight attacks opponents at a distance Animal’s attitude or guarantee its cooperation As Snake’s Swiftness (lvl 1) except it affects all as you direct it, dealing 1d8 + 1/caster lvl points allies within a 20ft radius burst. th fire damage per hit (max +5 at 15 level), and Tree Shape(PH p296) dazzling the target for 1 round. Against undead, the Snowshoes, Mass(DR312 p65) weapon deals 2d6 points of fire damage and the – The caster becomes a Large-sized tree, shrub, or creature must make a will save or be blinded for 1 even a dead log. While in this form, the caster – One subject per level within a 30’ area receives round; undead especially vulnerable to daylight or continues to have all his/her senses, gains a +10 the following benefits: sunlight take a -2 penalty on this saving throw. The Natural Armour bonus to AC, is immune to a) Can walk on ice without a speed reduction; sunmace has the same threat range and critical criticals, has an effective Dexterity of 0 & a b) +5 bonus on Balance checks ore Reflex saves to multipliers as a real mace (crit 20, x2 damage). movement of 0’. This spell may be dismissed as a walk on ice and/or snow & avoid falling through it; The mace strikes the opponent you designate, Free Action. c) Does not leave trails any more noticeable than starting with one attack in the round the spell is ‘solid ground’ for purposes of tracking. cast and. It uses your base attack bonus (possibly Urchin’s Spines (SW p124) allowing it multiple attacks per round in Soften Earth and Stone(PH p280) subsequent rounds) plus your Wis mod as its attack The subject’s skin, clothes and armour are covered bonus. It strikes as a spell, not as a weapon, so for – Softens one 10’ square per level of earth or example, it can damage creatures that have damage subject or strikes with a natural weapon takes 1d3 unworked stone to a depth of 1’-4’. reduction. It does not get a flanking bonus or help a piercing damage and make a DC13 Fort save or combatant get one. Your feats or combat actions do take 1d2 initial and secondary Dex damage. Wet Earth → Mud: Ref save or stuck for 1d2 rounds (unable to move, attack, or cast spells). not affect the sunmace. If the sunmace goes beyond the spell range, out of your sight, or if you are not Venomous Volley(DR330 p73) Those who save can move through the area at ½ Dry Earth → Loose Dirt: ½ speed & cannot run or action to redirect to a new target. If you do not, it – Every creature within a 15’ Cone-shaped Burst charge through the effected area. Unworked Stone receives the following: continues to attack the previous round’s target. → Clay: does not effect movement, but is easier to A sunmace cannot be attacked or harmed by a) 1d6 damage per two Caster levels (max 5d6) work / destroy. physical attacks, but Dispel Magic, disintegrate, a (Ref½, SR applies); & sphere of annihilation or a rod of cancellation b) –4 penalties on Fortitude saving throws vs. Speed of the Wind(MotW, p94) affects it. A sunmace’s AC against touch attacks is Poison for 1 minute per Caster level (no save, SR 12. A deeper darkness spell cast on a sunmace instantly dispels it (and as not other effect). – Living subject gains +4 enhancement bonus to Warp Wood(PH p300) Dex and -2 enhancement penalty to Con. If an attacked creature has spell resistance, you make a caster check against that SR the first time – One Small-sized wooden object per level (or the the sunmace strikes it. If it is successfully resisted, Spider Climb(PH p283) Object Equivalent) in a 20’ radius may be either the spell is dispelled. If not, the weapon has its attack penalty, etc.); or the spell. – Touched creature can travel along walls & b) straighten wood that was warped magically or ceilings like a spider (20’ movement). The subject naturally. does not loose his/her Dex bonus to AC while Swim(CArc p125, SW p122) climbing, nor do opponents gain a bonus to attack Wild Instincts(RoE p191) the subject. The subject must have bare hands & feet. – The subject gains swimming ability: a) can swim at his/her normal land speed; – The caster gains the following: a) +10 Insight bonus on Listen & Spot checks; Splinterbolt (SC p203) b) gains a +8 Competence bonus on Swim checks to perform special actions or avoid hazards, with b) retain your Dexterity bonus to AC even if Flat-
standard penalties; Mindset – When the caster has this spell prepared, A ranged attack deals 4d6 pts of piercing damage. c) can “Take 10” on Swim checks under rushed or but not cast, he/she gains a +1 Insight bonus on Criticals on 18-20. You can fire 1 additional threatened conditions; & Listen and Spot checks Splinterbolt every 4 levels beyond 3rd (up to a max d) can take a “Run” action while swimming. of 3 at 11th). Splinterbolts may be aimed at Limitations: Wings of Air (SC p240) different targets but must be launched a) this spell does not grant water breathing; & b) if carrying more than a Light Load, the subject simultaneously at targets within 30ft of each other. The touched winged creature becomes more agile must make a Swim check to move at his/her Damage is treated as magic and piercing for the in the air. The creature’s manoeuvrability improves normal land speed. purposes of DR. by 1 grade. A single creature cannot benefit from multiple applications of this spell.Level 2 Spells Page 9 Winter’s Embrace (SC p241) Target takes 1d8 pts cold damage per round at the beginning of your turn. The target can make a new Fort save each round for that round. The second time it takes damage it becomes fatigued and the fourth, it becomes exhausted.
Wood Shape(PH p303) – Permanently reshapes a single piece of wood of up to 10 cubic feet + 1 cubic foot per level into a shape of the caster’s choosing, though fine detail is not possible.
Woodland Veil(RotW p176) – All creatures in a 30’ area receive a +5 Competence bonus on Hide and Move Silently checks while outdoors in a natural setting. All subjects can see each other as if not under the effect of the spell. If a subject moves more than 30’ from all other subjects of the spell, the spell ends for that one creature.
Wracking Touch(CAdv p158) – Touch attack does 1d6 + 1 per level (max 1d6 + 10) damage –and– the target takes damage as if the caster made a Sneak Attack on it (if vulnerable).
Level 2 Spells Page 10 Level 3 Spells
– The caster can call down one 5’ wide by 30’ tall b) All creatures (except the caster) within the area Affliction(BoED p89) bolt of lightning per level (max 10 bolts). The of effect take 1d6 non-lethal Cold damage each caster has the option of calling the first bolt as part round (FortNeg, SR applies). If a creature takes – Infects touched Evil target with chosen of the spell’s casting. After that, the caster must damage, it ‘shivers’, receiving a –2 penalty to Affliction(BoED p34) which takes effect without an use a Standard Action to create the bolt. The bolts Strength and Dexterity as long as he/she remains in incubation period. can be called down any time within the spell’s the area of effect. Name DC Base Damage duration. In between bolts, the caster can take other actions, including casting other spells. Creaking Cacophony (SC p55) Depraved Decadence 181d4 Str If cast outside during a storm (or even a Large Air Raging Desire 151d3 Con 3d10 Electricity damage. Otherwise each bolt does Creates a loud sound akin to a pitched battle. It is Consuming Passion 171d4 Int 3d6 Electricity damage. This spell may be used audible from outside the radius but inside it is Haunting Conscience 161d4 Wis indoors. overpowering. All creatures take -4 on Listen Pride in Vain 201d6 Cha NB: I use the 3.0 version of this spell: only use in checks; spellcasters are distracted and must make The Base Damage has the target’s Charisma storm but does 1d10 damage per level (max Concentration checks before casting. It also modifier added to it. If it is an Evil Elemental or 10d10) enhances and focuses sonic energy making creature Evil Undead, it takes +1 damage If it is an Evil not immune vulnerable to sonic damage. Outsider or an Evil Cleric of an Evil Deity, it takes Camel’s Tenacity(DR331 p71) +2 damage. Crown of Clarity(PH2 p107) – Up to one touched subject per level does not need protection from magical dehydration. – You create an arcane crown that grants the The touched subjects of the spell can breathe air. wearer a +2 bonus on Listen and Spot checks. 2hrs/lvl duration is evenly split between all the Capricious Zephyr(DR314 p38) As an immediate action, the creature wearing a subjects. bonus on a single Spot or Listen check. The spell Align Fang, Mass (SC p9) – Creates a 5’ diameter sphere of powerful wind ends after the wearer uses the crown in this that the caster can move up to 30’ per round as a manner. This spell functions like Align Fang (lvl 2) except Move Action. If it comes in contact with a creature, The crown occupies space on the body as a that it affects 1 creature/lvl, no 2 of which may are its movement for that round end. The Medium-size headband, hat or helm. If the crown is removed, the more than 30ft apart. or smaller target is subjected to a Bull Rush action spell immediately ends. at +6 in a random direction (FortNeg) –and– a Trip Alter Fortune(PH2 p101) at +4 (no save). Crushing Coils(DR330 p70) range, 1rnd/lvl> made. It must abide by the second roll. The touched creature gains horns that grant a – The caster may teleport the focus snake that XP cost: 200 XP natural gore attack that deals 1d8 (1d6/2d6 for he/she is touching into any hex within range. If that Small/Large creatures) damage. If used as a charge, hex contains a creature, the snake may immediately Attune Form (SC p17) it deals double damage; if used as the primary attempt a Grapple check without provoking an weapon the subject adds 1½ Str mod and if it is a Attack of Opportunity. If the snake is successful, it The touched creature(s) become attuned to the secondary weapon, add ½ Str mod to the damage immediately establishes a hold and can plane you are currently on, negating harmful roll and take -5 penalty on the attack roll. Subject immediately constrict. effects of that plane with effects as noted in Avoid also gains +4 Enh bonus to natural armour. If the snake fails to grapple, it ends up in an Planar Effects (lvl 2). adjacent hex and attempts to use its Improved Circle Dance(MoF p84) Grapple ability on the target each round. Bite of the Werewolf (SC p29) As a Move Action, the caster can tell the snake to
– Indicates direction to known target & if that crawl back to him/her at full movement. Once You gain +2 Enh Str bonus, +4 Enh Dex bonus, +4 person is unharmed, wounded, dying, etc. touched again, the caster may teleport the snake as Enh Con bonus, +4 Enh bonus to natural armour. long as the duration has not been exceeded. You also gain a bite attack dealing 1d6 damage Contagion(PH p213) For the duration of the spell, the snake gains the (1d4 if Small) + 1½ times your Str mod and the a) Damage Reduction 10 / magic; – Infects touched subject with chosen disease b) bonus on Grapple checks and constriction Bottle of Smoke(MotW p84) which takes effect without an incubation period. damage equal to ½ Caster level. Name DC Base Damage Cure Moderate Wounds(PH p216) – Smoke stored in the bottle can be released as a Cackle Fever 161d6 Wis Standard Action to form an immaterial ‘horse’. Filth Fever 121d3 Dex & 1d3 Con – Cures 2d8 +1/level damage (max +10) with Only the person holding the bottle can touch the Mindfire 121d4 Int Positive Energy. ‘horse’. It cannot be attacked or hurt, except by Red Ache 151d6 Str magical wind, which destroys it. The bottle-holder Shakes 131d8 Dex Daylight(PH p216) must make a Ride check vs. DC 10 to mount it. Slimy Doom 141d4 Con The ‘horse’ has a movement of 20’/lvl (240’ max). Blinding 161d4 Str & if the – Touched object gives off bright light in a 60’ At the rider’s option, the ‘horse’ leaves a 20’ tall Sickness victim takes 2+ Str dmg, radius & dim light for another 60’. The light may by 5’ wide trail of smoke that lasts for 10 minutes must make an additional be blocked by putting the object in a container. (unless blown away) which provides Concealment. save or go permanently Treated as ‘sunlight’ for creatures who receive The ‘horse’ remains for 1hr/lvl, but time the horse Blind. penalties in those conditions, but is not real spends in the bottle does not count. The spell ends sunlight so certain Undead are not destroyed. 24 hours after cast whether all the riding time is Corona of Cold(DR312 p63 SC p52) This spell Suppresses Deeper Darkness and is use up. suppressed by it, leaving only the natural – The caster is surrounded by a 10’ radius illumination in the overlapping area. Call Lightning(PH p207) Emanation of cold: This spell Counters and Dispels spells with the each round;Level 3 Page 11 releasing the foe, which leaves it Entangled. Dehydrate (SC p62) If the grapple is maintained, the caster has the Frost Breath(DR312 p64) instantaneous, FortNeg, SR applie> per round on a successful Grapple check. – All creatures in a Close-range Cone take 1d4 per Target takes 1d6 + 1 per 3 caster lvls Con damage 2 levels Cold damage (max 5d4) (Ref½) and (max 1d6+5). Oozes, plants and creatures with the Evard’s Menaching Tentacles(PH2, p113) becomes Dazed for 1 round (RefNeg). aquatic subtype take 1d8 rather than 1d6. Geyser(DR334 p75) Diminish Plants(PH p221) – Two black tentacles sprout from your shoulder blades and arch over your shoulders. The tentacles Instantaneous, Ref½, SR applies> – This spell either have 10-foot reach and are animate. Each round as – The ray of water does the following if it hits: a) “prunes” vegetation to 1/3 its normal size in a a free action, starting on the turn when you cast the a) 2d6 non-lethal damage + 1d6 per 2 levels (i.e., 100’ radius circle, a 150’ radius halfcircle, or a spell, you can direct each tentacle to attack one 5d6 at 6th) (max 8d6) (no save); & 200’ radius quarter circle (caster may choose plants opponent within reach. The tentacles use your base b) target is knocked Prone (RefNeg). to be excluded). The area of effect must be within attack bonus and Strength score, and each deals Longrange; bludgeoning damage equal to 1d8 points + your Str Giant’s Wrath (SC p105) or modifier. The tentacles threaten the area within of its normal output in the next year. Neither use opportunity per round. You turn 1 pebble/3 lvls into large boulders with a effects Plant Creatures in any way. This spell The tentacles also grant you a +4 bonus on Climb range increment of 120ft. If you hit with a ranged Counters Plant Growth. checks. touch attack it does 2d6 + your Str mod damage. You gain an Insight bonus equal to your caster Dominate Animal(PH p224) False Bravado(MotW, p88) level on attack and damage rolls (max +10). 3rnd + subject’s Con mod, WillNeg, SR applies> Girallon’s Blessing (SC p106) – Telepathically control one Animal with simple – Cause the subject to believe they have the full commands. Self-destructive orders are ignored. The benefits of a Barbarian Rage when they do not. The touched subject gains an additional pair of caster can mentally command the target as a Move They take all the penalties of a rage (-2AC, unable arms. These arms and the original ones (which Action provided they are within Close-range of to use skills or abilities that require concentration become the primary arms) gain clawed hands. The each other. or patience such as moving silently or casting creature gains 4 claw attacks using its back attack spells). At the end of the spell, the subject is bonus + Str mod for attack rolls. Each claw deals Dust Storm(DR331 p71) fatigued for the rest of that encounter. 1d4 + Str mod damage. If an opponent is struck by Fang Blade(DR330 p71) for an additional 2d4 + 1½ times Str mod damage. – Everything within a 60’ diameter by 30’ tall Greenfire(UE p50) a) Anything with 5’ has Concealment, while – The focus snake is transformed into the anything farther has Total Concealment; equivalent of a Longsword sized for the caster. The – One contiguous 5’ cube per level is filled with b) Anything ending its round within the cylinder caster is considered proficient with the weapon. On green energy that churns up from the earth for 1 takes 1d6 Slashing damage. a hit, the foe is affected by the snake’s poison (if round. Any creature in the area when the spell is any) in addition to the normal Longsword damage. cast takes 2d6 + 1/lvl (max +10) acid damage Energize Potion(BoED p98) If anyone other than the caster attempts to wield (Ref½). A creature that travels through the area of the weapon, the snake attacks its holder. effect during the round also takes damage, but gets – A touched magical potion can be launched to a The weapon has a Hardness of 8 & the snake’s hp no saving throw. spot within Close-range, where it explodes in a 10’ at the time of the casting with regards to Sunder The caster has the option of doing no damage to radius Burst, doing 1d6 damage per Spell level of attempts. natural vegetation, ground cover, & plant creatures. the potion. The damage is of an Energy Type At the spell’s end, the snake returns to normal. designated at casting time. Heatstroke (SC p113) Favourable Winds (SW p116) The target creature becomes fatigued by the heat. If SR applies> Produces a wind of about 30mph emanating from it is already fatigued it becomes exhausted. Even if – All creatures within a 20’ radius Burst of the you to propel sailing vessels. Creatures of tiny size it passes its Fort save it still takes 2d6 nonlethal caster take damage from one Energy Type chosen or below in the path of the wind are knocked damage. A creature wearing heavy armour takes -4 at casting time. There are two options: prone, flying tiny creatures are blown back penalty to the save. Creatures immune or resistant a) The caster takes no damage and all creatures in 1d6x10ft. Small creatures are checked and cannot to fire are not affected by this spell. the area of effect take 1d8 + 1 per caster level (max make headway, small flying creatures are blown 1d8+20); or back 1d6x5ft. Hypothermia (SC p118) b) The caster and all creatures in the area of effect All creatures take -2 penalty on ranged attacks and case, the caster does not get a Reflex save, but SR The target creature takes 1d6/caster lvl cold applies. Fire Wings(CDiv p165) damage (max 10d6) and becomes fatigued. A the fatigue. following effects: Infestation of Maggots(CDiv p166)(MoF p102) – The quarterstaff wielded by the caster grows a) The caster gains a Flying speed of 60’ (40’ if in When the Quarterstaff makes a successful melee maneuverability. ½ speed going up, 2x speed going – The touched target must make a Fortitude save attack, it deals normal damage and then can start a down. Able to Charge. Can only carry a Light load. each round or take 1d4 Constitution damage. Once Grapple as a Free Action without provoking an b) Any worn magic items are still in effect, but the the target makes a single saving throw, the spell Attack of Opportunity. The Grapple attempt has a caster cannot hold anything in his/her ‘hands’ & ends. +8 bonus and can be used on creatures up to one cannot cast spells with somatic components. Dispelled by Cure Disease or Heal. size larger than the caster. c) The caster may make an Unarmed Attack with If the Grapple check is successful, the foe takes the wings at a –4 penalty. The wings do the caster’s Jagged Tooth (SC p126) 2d6 damage due to constriction (the caster can normal Unarmed Strike damage +2d6 Fire damage. Doubles the crit range of one natural weapon that chose the damage to be lethal or nonlethal). If spells expires/is dispelled, the caster descends at does slashing/piercing damage. After doing damage, the caster has the option of 60’ per round for 1d6 rounds before falling
Level 3 Page 12 +4 Enhancement bonus to the same ability score. Junglerazer (SC p127) Each time this spell is cast (after the first) within 1 Primal Form (SC p161) Instantaneous, Ref ½, SR applies> You take on the form and subtype of a Medium Fey, vermin, plants, plant creatures and animals Nature’s Rampart (SC p146) elemental and gain +4 on saving throws against take 1d10/caster lvl negative energy damage (max mind-affecting spells and abilities. There is a 25% 10d10). Shape a natural setting up to 40ft square into a chance that crits and sneak attacks will fail. You defensive position. cannot cast spells/supernatural/extra-ordinary Lash of the Kraken(DR334 p75) – Open outdoor site: Rampart of earth 5ft high abilities but gain benefits based on the form: and 5ft thick behind a ditch 5ft wide and deep Air Fly 20ft (perfect) – The caster gains a barb-covered tentacle: rises behind which creatures receive cover. Earth DR 5/- a) may be used as a primary natural weapon or a Attackers must climb the 10ft from the bottom Fire 1d4 fire damage, resistance to fire 10, secondary natural weapon (with a standard –5 of the ditch to the top of the rampart (climb DC burn penalty); 10) Water Swim 90ft, drench b) if the tentacle hits, it does damage (below) plus – Rough outdoor site or cavern: Stones, wood etc Strength modifier and can start a Grapple without forms a wall 5ft high and 2ft thick behind Protection from Energy(PH p266) generating an attack of opportunity. If successful, which creatures receive cover. Size Dmg Reach Size Dmg Reach ditch 10ft wide and 5ft deep. Creatures are – Touched creature is immune to a total of 12 Fine 10’ Large 1d8 15’ forced to wade through it at ¼ speed (min 5ft) damage per level (max 120 hp) from one Energy Dimin 10’ Huge 2d6 20’ and cannot charge or run. Type. Once all the damage has been taken, the Tiny 1d3 5’ Garg 2d8 40’ Focus: a small quartz gem engraved with the image spell ends. Small 1d4 5’ Colos 4d6 60’ of a tiny castle worth at least 100gp. Note: This spell takes precedence over Resist Medium1d6 10’ Energy. Only when this spell is depleted will Neutralize Poison(PH p257) Resist Energy be applied. Lion’s Charge (SC p133) 10min/lvl> Quench(PH p267) Grants you the pounce ability (MM313) allowing – The touched subject or object has all poison you to make a full attack at the end of your charge. removed from it immediately. If a creature was – This spell extinguishes fires, which can be used poisoned, it does not need to make any further in several ways: Magic Fang, Greater(PH p250) saving throws. This spell does not heal ability a) Put out fires in a one contiguous 20’ cube per damage or drain taken from earlier failed saves. level. Normal fire is automatically extinguished, – One living creature (including a Humanoid) In addition, the subject cannot be poisoned for 10 fire spells are put out with a Dispel Check (max gains one of the following: minutes per level. If the subject is a poisonous +15), and Elemental (fire) creatures 1d6 per caster a) one natural weapon gets an Enhancement bonus creature, it cannot poison anyone for the spell’s level (max 15d6) (no save, SR applies). to attack and damage of +1 per 4 levels (max +5); duration (WillNeg, SR applies) b) A targeted magic item that creates / controls or flames (including a Wand of Fireball or a Flaming b) all natural weapons get a +1 Enhancement Phantom Plough(LoD p187) Weapon) has all its fire ability Suppressed for 1d4 bonus on attacks and damage. hours unless the object makes a Will save. – “Plows” a straight furrow in raw earth that is Meld into Stone(PH p252) 20’/lvl long by 1’ deep by 6” wide. The furrow is Quillfire(MoF p112) ended if it hits a wall, rock, etc., that is more than – The caster (& up to 100 pounds of gear) can step 6” wide. Anyone standing in its path must make a – The caster’s hands grow poisonous quills that into a block of stone that can entirely contains Balance check to avoid falling. Underground can be used either for a melee or ranged attack (10’ his/her body & equipment. The caster remains just creatures in the spell’s path take 4d4 damage. range increment). The quills do 1d8 + 1/2lvls (max under the surface that was entered & is able to hear +5) & are coated with poison (1d6 Str / 1d6 Str what is going on outside the stone (but not see). Plague Carrier(RoF p190) DC18). While in the stone, the caster can target himself/herself with spells. The caster may exit the – Infects touched subject with chosen disease Regenerate Ring(MotW, p93) surface that was entered at any time. which takes effect after the incubation period. The following effect is inflicted on the caster if the During the incubation period, the target does not – Grant a group of creature the Fast Healing ability target stone is damaged as listed: present symptoms, but is transmitting the disease for the duration of the spell. The subjects heals - Stone Shape: Take 3d6 damage. to those who come in contact. 1hp/round. It only heals damage caused since the - Passwall: Expelled. Disease choices are Blinding Sickness, Cackle start of the spell and is automatically stabilised if a - Stone to Flesh –or– not exiting before the Fever, Filth Fever, Mind Fire, Red Ache, The subject begins dying from hp loss during that time. duration ends –or– the spell is Dispelled –or– the Shakes, or Slimy Doom. stone is broken so that the caster can no longer fit Remove Disease(PH p271) within it: Expelled & take 5d6 damage. Plant Growth(PH p262) - Transmute Rock to Mud –or– the stone is totally – Cures all diseases affecting subject, as well as destroyed: Expelled & Fort save vs. DC 18 or die. – This spell either parasites, Green Slime, etc. a) causes vegetation to grow thick & overgrown in Merrshaulk’s Kiss(DR330 p71) a 100’ radius circle, a 150’ radius half-circle, or a Resist Energy, Mass(CArc p120) 1min/lvl> to be excluded). The area of effect must be within – The one subject (& his/her equipment) per level – Up to one Snake per two levels within a 30’ area Long-range. Movement through the overgrown within a 30’ area are protected from one Energy receive the following: area is reduced to 5’ (or 10’ for creatures of at least Type. Each attack doing damage of that type has a) +1 Morale bonus on attacks, saves, and skill Large size); or the hp of damage reduced by the amount listed checks; b) enhances vegetation within ½ mile to produce below. b) a snake with Poison receives a +2 Morale bonus exceed its normal production by 1/3 in the next year. Lvl # Lvl # Lvl # to the poison’s DC; This spell Counters Diminish Plants. c) a snake with the Constriction special ability Up to 10 7th-10th 20 11th+ 30 th receives a +2 Morale bonus on Grapple checks. Poison(PH p262) 6 Rogue Wave(DR314 p46) – Touch deals 1d10 Constitution damage, repeats of his/her choice and the touched subject receives a Wisdom modifier. – The caster creates a wave of water that has its
Level 3 Page 13 starting point anywhere within range and then etc. (Search vs. DC 23 for a Rogue to locate). Stone Shape(PH p284)(PH3.5e)+ moves is a direction the caster chooses. All Anyone who puts a limb into the snare’s loop is levels (max 10d6) bludgeoning damage (Fort½). If If attached to a supple tree, the person is also lifted – Permanently reshapes a single piece of stone of a creature of up to Large-size fails its save, it is off the ground & takes 1d6 damage. up to 10 cubic feet + 1 cubic foot per level into a knocked Prone. To escape, make a Strength or Escape Artist check shape of the caster’s choosing, though fine detail is If cast on dry land, the wave is 20’ wide, 10’ long, vs. DC 23 or do 5hp damage to the snare (AC 7). not possible. & 10’ high and moves 60’. If cast in the water, the wave is 40’ wide, 10’ long, Speak with Plants(PH p282) Summon Nature’s Ally III(PH p288) & 10’ high and moves 120’. Also, all creatures Creatures, though the spell does not change their – Summons one or more creatures to fight the caster’s enemies. The creatures can attack on the Scales of the Sealord (SW p121) attitude towards the caster. caster’s initiative starting their first round. Your Swim speed increases by 10ft. If you had no Spiderskin(Und p61) Summon Nature’s Ally III 1 Swim speed, you gain one of 15ft and +8 racial Summon Nature’s Ally I 1d4+1 checks. You gain a natural armour bonus of +1/3 – Touched subject’s skin becomes tougher. This caster levels (max +5) and a penalty to cha-based grants a ‘+n’ bonus to the following, where ‘+n’ is Thornskin(CArc p127) checks equal to that bonus when dealing with non- +1 at 3rd level, +2 at 6th level, up to +5 at 12th level: – The caster’s skin grows thorns: aquatic creatures. a) +n Enhancement bonus to the subject’s Natural Armour; a) the caster’s Unarmed Strike’s damage is lethal and does a +1d6 Piercing; Screen of Heat(DR331 p73) b) +n Racial bonus on saves vs. poison; & c) +n Weapon, an Unarmed Strike, or a Grapple, the – Creates a curtain of visual distortion 1” thick and Spike Growth(PH p283) opponent takes 5hp of Piercing damage. up to 10’ long per level. The curtain does not Thunderous Roar (SC p220) At casting time, the caster decides if the curtain – The ground vegetation (roots, grasses, etc.) in All creatures in a 20ft radius burst take 1d6 sonic Looking through a distorted side results in For each 5’ that a creature walks / runs through the damage/2 caster levels (max 5d6). Fort halves. Any Concealment. area of effect, it takes 1d4 damage (no save) & have its movement reduced to ½ due to foot creature that takes damage must make a Reflex save or be knocked prone. Crystalline creatures Sink (SC p190) injuries (RefNeg). receives healing magics; b) a Heal check vs. the Cause 1creature/3 levels no 2 of which are more spell’s DC; or c) 24 hours go by. than 30ft apart and which are in water or another liquid to sink 100ft into the liquid (or bottom if Spikes(CDiv p181) Tortoise Shell(MoF p127) less than 100ft deep). Once sunk, the targets must – Creates a 5’ diameter ‘tortoise shell’ made from at ¼ land speed. gains a +2 Enhancement bonus to attack rolls, +1 damage per level (max +10), and has its critical hit mystic energy. The caster can have it stand vertically, thus providing Cover from half the battle Sleet Storm(PH p280) threat range doubled. Its damage is the better of will fit), or even use it as a small boat. The ‘shell’ – Blocks all vision in a 40’ radius Spread by 20’ Spirit Jaws (SC p202) has Hardness 10, 100hp, & weights 500 pounds high cylinder. Moving in the area of effect requires pounds). movement, while failing by 5 or more causes the A set of dinosaur jaws appears and attacks the target to fall down. creature you designate and attempt to grapple it Treasure Scent (SC p223) (attacking in the round they are summoned and on Snake Shield(DR330 p72) your turn after that). If the initial attack succeeds it You can detect coins (copper, silver, gold,
action. It uses your base attack bonus + Wis mod to differentiate between them. You can only pinpoint – The caster is surrounded by a cloud of ghostly attack. Grapple checks get an additional +4. the location once you are within 5ft of it. The spell snakes. Any creature that attempts a melee attack is blocked by 1ft stone, 1" common metal, thin on the caster is attacked by the equivalent of the Standing Wave(CDiv p182) sheet of lead or 3ft of wood or dirt. focus snake using it normal bite attack, plus any Tremor(DR314 p29) Note that the effect will only grapple and constrict – The targeted water lifts and moves any creature Any number of attackers may be affected by this round in a direction designated at cast time for the – The ground in a 40’ radius Spread shakes for one spell, but each can only be attacked once per spell’s duration. If the water comes in contact with round. All creatures in the area must make a Reflex round. land, it lowers what it is carrying onto the shore save or fall Prone & become Stunned for 1 round. gently. Casters must make Concentration checks vs. DC Snakebite(MoF p120) The limit of what the wave can carry is determined 15 + spell level, and any skill check that generates by Caster level: an Attack of Opportunity requires a Concentration check vs. DC 15 or it will automatically fail. – Your arm turns into poisonous snake that you Lvl Max size Lvl Max size carried Structures are not damaged by this spell. can use as a weapon. The snake does 1d3 damage carried and has a (1d6Con+1d4rnd Paralysis)/ th th 5 Up to medium 11 Gargantuan Updraft(DR314 p40) (1d6Con+1d4rnd Paralysis) poison whose DC is th th (10 + ½ caster level + caster’s Wisdom modifier). 7 Large 13 Colossal – The caster creates a column of upward moving Snare(PH p280) caster can move up 30’. On the subsequent rounds, – Creates a magical booby trap out of a rope, vine, the caster (as a Move Action) has the option of Level 3 Page 14 moving up 30’ (to a maximum of 90’), moving down 30’, or moving horizontally up to 30’. If the caster chooses to move horizontally more than 10’, he/she must make a Reflex save with a DC equal to the feet moved at the end of the Move Action. Failure means the caster falls off the column of air. If the caster fall off, dismisses the spell, or has it dispelled, he/she sinks at a rate of 60’ per round and take no damage. Attacking from the top of the column results in 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.
Vigour(CDiv p186)(DR324 p103)+ – Touched living creature gains Fast Healing 2.
Vigour, Mass Lesser(CDiv p186)(DR324 p103)+ – One living creature per two Caster levels in a 30’ area gains Fast Healing 1.
Walk the Mountain’s Path(RoS p163) – Touched creature gains the following benefits: a) not slowed by slopes; b) gains a Climb speed equal to his/her base Land Speed; and c) +10 Enhancement bonus on Balance and Jump checks.
Water Breathing(PH p300) – The touched subjects of the spell can breathe underwater. 2hrs/lvl duration is evenly split between all the subjects.
Weather Eye(CDiv p189)
– Accurately predict natural weather in a 1 mile + 1 mile per level radius around the caster for the next 7 days. If the weather is currently under the effect of magic, this spell identifies that fact in the same way as Detect Magic.
Wind Wall(PH p302) – An Invisible wall of air 2’ wide is created in any continuous shape desired by the caster up to 10’ long per level & 5’ high per level. The wall is total protection from gases (including some breath weapons), gaseous forms, flying creatures up to Small-size, etc. Arrows & bolts are blocked by the wall, & other ranged weapons have a 30% miss chance. Large ranged weapons, such as a giant’s boulders, are not effected. The wall may be walked through normally.
Level 3 Page 15 Level 4 Spells
penalty to speed and a -2 penalty to Dex. If the the direction or strength of the current, or creating Air Walk(PH p196) target’s speed drops to 0 feet, it cannot move. If the a current where there is none. You can change the target fails 4 or more saves, it permanently direction or strength of the current at any time – The touched subject (up to Gargantuan size) transforms into a status as if affected by flesh to during the spell, but this requires a concentration walks on air as if it were solid. Walking “uphill” is stone. Any effect or spell that reverses flesh to check. You can also choose to have a calm area up limited to 45 degrees at half movement. Strong stone also cures this condition. to 80ft diameter in the centre of the affected area. winds can aid or hinder the subject depending on Direction: You can cause the current to go in a their directions. Calm, Mass(MotW, p91) straight line or in a rotation At the end of this spell, a subject who is still speed by 10ft/3 caster levels. round for 1d6 rounds. After that, the spell is over & – Soothes and calms any number of animals, beasts a subject not on the ground will fall normally. and magical beasts with int 1-2, no two of which Control Water(PH p214) A mount that knows the Air Walk Trick will not can be more than 30ft apart. Animals trained to beast and magical beasts are entitled to a saving – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of Antiplant Shell(PH p200) throw, normal animals are not. water by either: The subjects remain where they are and do not a) lowering the water by 2’/lvl (min of 1”). In – Creates a 10’ radius, mobile, invisible sphere attack or flee. They are not helpless and will defend large / deep bodies of water, this forms a whirlpool. around the caster that cannot be entered by Plant themselves if attacked. Any threat breaks the spell. This effect will Slow waterbased creatures / creatures or animated plants. elementals (WillNeg); or, Chain of Eyes(CDiv p158) b) raising the water by 2’/lvl. Boats will slide off Arc of Lightning(CArc p97) the “hump” of the water.
though the touched target’s eyes instead of his/her Creeping Cold, Greater(CDiv p160 SCp56) – Two creatures within range, and all creatures in a own. Note that the caster has no control over the per level (max 15d6). creature, the caster has the option of moving the – Turns the target’s skin ice-cold for at least 4 ‘sensor’ to the new creature (thereby seeing rounds. At 15th level, the damage lasts for a 5th Bite of the Wereboar (SC p28) through its eyes instead). round & at 20th, the damage lasts for a 6th. If the target makes the initial save, it takes ½ damage for all the rounds. You gain +4 Enh bonus to Str, +6 Enh bonus to Command Plants(PH p211) Con and +8 Enh bonus to natural armour. Your Rnd 2 – 2d6 damage attack that does 1d8 (1d6 if Small) + 1½ times Str – Up to (2 * Caster level) HD of plant creatures in Rnd 3 – 3d6 damage mod damage. You also gain the Blind Fight feat. a 30’ area become friendly towards the caster and Rnd 4 – 4d6 damage will not attack him/her. Any attempt to give the (Rnd 5 – 5d6 damage) Blight(PH p206) creatures orders requires a successful Charisma (Rnd 6 – 6d6 damage) check. – The touched Plant Creature takes 1d6 damage Cure Serious Wounds(PH p216) per level (max 15d6), Fortitude save for ½. If a Contagious Touch(CDiv p159 SCp52) plant or tree that isn’t considered a creature is Positive Energy. – Infects touched subject (limited to 1 per round) Blinding Beauty(BoED p92) with chosen disease which takes effect without an Desert Burial(DR331 p71) incubation period (FortNeg). Disease choices are Humanoid within 60’ that looks at the caster Mindfire, Red Ache, The Shakes, or Slimy Doom. – All creatures in a 20’ radius Spread that are becomes permanently Blind (FortNeg). The caster standing upon loose earth, mud, or sand sink into it can suppress & unsuppress this ability as a Free Contingent Energy Resistance(Draco p110) up to their necks (i.e., their breathing is not Action. While trapped, a target is considered Helpless, intercourse of one week in order to be able to cast this spell is in effect, if you are dealt damage though a caster may use spells that do not have this spell. associated with one of the 5 energy types, the spell Somatic components if the Material components automatically grants you resistance 10against that are in hand. Blindsight, Greater (SC p32) type of energy for the remainder of the spell’s To free oneself from the loose earth requires either duration (as if you were under the effect of a resist a Strength or Escape Artist check vs. DC (15 + 1 This spell acts as as Blindsight (lvl 3) but with a energy spell of the appropriate type). per two caster levels) as a Full Round Action. radius of 60ft. Once the energy type protected against by a casting Untrapped creatures may aid in this attempt. of this spell is determined, it can’t be changed. You Burrow, Mass (SC p41) can’t have more than instance of the spell in effect Dispel Magic(PH p223)(PH3.5e)+ on yourself at the same time – if you cast the spell – One subject per level within a 30’ area gains a second time while an earlier casting is still in – Cancels magical spells and effects on a claws that do 1d6 damage and are treated as an effect, the earlier spell automatically expires. successful Dispel Check (max +10). This spell can armed attack. The energy resistance granted by this spell does not be used in one of three ways: Each subject gains a Burrow speed of 10’ through stack with similar benefits against the same energy a) Counterspell – Acts like a standard counterspell earth, sand, clay, & gravel , but not solid stone. type (e.g. from resist energy). However it is except it works against any spell, but a Dispel possible to by simultaneously under the effect of Check must be made. Call of Stone(PH2 p105) resist energy (fire) and contingent energy b) Targeted Dispel – Each ongoing spell effect on spells that protect against different types of energy successful, the spell effect is ended (except for – This spell slowly transforms a creature into an those caused by magic items, which are only inanimate stone statue. The target must make a Control Currents (SW p114) suppressed for 1d4 rounds). Fort save each round for the duration of the spell at c) Area Dispel – Each target in a 20’ radius Burst the start of its turn or take a cumulative 10-foot – You alter the flow of water around you, changing gets a Dispel Check against each spell in turn Level 4 Page 16 (highest caster level spell checked first) until one is Freedom of Movement(PH p233) bonus and a Str bonus of +0. an undead creature dispelled or all checks fail. Items are not effected. and is allowed a Will save for half damage. end a spell he/she cast. – Subject moves normally despite magical If a healing spirit travels farther from you than the impediments (Web, Hold Person, etc.). spell’s range, it winks out of existence and the spell Enhance Wild Shape (SC p82) The subject automatically succeeds on any ends. Grapple check to resist being grappled, plus The next time you Wild Shape you gain one of the any Grapple check or Escape Artist check to Icelance(PGF p105) following enhancements: escape a grapple and/or a pin. – Gain the extraordinary abilities of the new can fight underwater. – The material component ice/show becomes a shape spear made from ice, which is magically launched – The new form gains a +2 bonus to Str Freeze(DR312 p63) at a target. The caster must make a ranged attack – The new form gains a +2 bonus to Dex takes 5d6 damage (½ Piercing damage, ½ Cold You can be affected by multiple Enhance Wild – Target takes 1d6 + (1 per 2 levels) Cold damage damage) and becomes Stunned for 1d4 rounds Shape spells simultaneously but with different (no save) and becomes incased in a 5 inch thick (FortNeg). enhancements. sheath of ice (RefNeg). The spell Ice Storm can be used to create this If encased, the target has the following penalties: spell’s material component. Essence of the Raptor (SC p84) a) Takes 1d6 + (1 per 2 levels) Cold damage each round (no save); Ice Storm(PH p243) Your speed increases to 60ft and you gain a +8 b) Cannot move except to make Strength checks checks. You also gain the Scent ability. c) Cannot speak or cast spells with Verbal or – Hail deals 3d6 Bludgeoning damage + 2d6 Cold Somatic components; damage in a 20’ radius by 40’ high cylinder. Listen Eye of the Hurricane(DR314 p38) d) If underwater, the target rises to the surface in checks receive a –4 penalty during the round of the block of ice; hail & movement through the target area is halved. – Creates a 40’ radius sphere-shaped Emanation e) The ice blocks ‘Line of Effect’, so the target storm centred on the caster with a 10’ radius “quiet cannot be targeted with spells; Jaws of the Wolf(MoF p102) area” around the caster. The area of effect stays f) The ice allows the target to breath; The winds are Hurricane-force, making normal end of the spell’s duration, it melts instantly. – Transforms one wooden carving per 2 levels into ranged attack into the area of effect impossible. a wolf that obeys the caster’s mental commands. In Even siege weapons & giant boulders receive a –8 Frost Bite(DR312 p64) addition to their standard abilities, the wolves have attack penalty. special ability. outside or from the “quiet area” inside) on their – The target creature becomes extremely cold: round must make a Fortitude save or take the a) 1d6 per 2 levels lethal Cold damage (max 10d6) Land Womb(MoF p104) following effects: Size Flying? Effect (no save); – The caster and one creature/level sink into Size Flying? Effect b) 1d4 per 2 levels non-lethal Cold damage (max natural earth, stopping 10’ below the ground. There Up to med No Blown back 1d4x10’, 10d4) (FortNeg); is enough air for the duration, but spells with 1d4 nonlethal dmg/10’, c) becomes Fatigued (FortNeg). Somatic components cannot be cast. Only Prone. Divinations of 5th level or higher can detect the Up to med Yes Blown back 2d6x10’, Giant Vermin(PH p235) “womb”. 2d6 nonlethal dmg. – Enlarge either 3 normal centipedes, 2 normal Large No Prone. spiders, or 1 normal scorpion in a 30’ area Languor(CDiv p167) Large Yes Blown back 1d6x10’. (all subjects must be the same type). The Huge Yes Blown back 1d6x5’. – The target is slowed and weakened: extremely simple commands (i.e., “Attack”). Gargantuan - n/a a) may only take one Standard Action or Move Lvl Size Lvl Size Action each round; up to 9th Medium 18th – 19th Gargantuan Feathers(MotW, p88) b) suffers a –1 penalty to AC, attacks, & Reflex 10th – 13th Large 20th+ Colossal saves; 14th – 17th Huge – Functions like Polymorph Oher except you c) has its movement halved. polymorph 1 creature/lvl into a feathered creature d) Enhancement penalty to Strength of (1d6-1) per Healing Spirit(PH2 p114) of Small size (all subjects are the same species). 2 levels (min 0, max –10). If the target’s Strength Any subject may return to their normal form (full is below 1, it is Helpless. rnd action) – You conjure an incorporeal object of magical This spell counters Haste. energy that appears in any square within range. Effects a) – c) are countered by Haste. Flame Strike(PH p231) This healing spirit resembles a 1ft-diameter ball of light. It sheds bright illumination in a 10ft radius and shadowy illumination for another 20ft. A – A 40’ tall column of fire with a 10’ radius – Touched creature killed within 1 round returns to appears. 1d6 damage per level (max 15d6), half of healing spirit cannot be affected by attacks or spells. 0 hp. The caster takes 1d4 damage per HD of the which is Fire damage & the other half is Untyped creature revived. The touched body must be whole, Damage. A healing spirit flies at a speed of 20ft with perfect manoeuvrability. In the round you cast the spell though this spell will heal ability damage up to 1, and at the start of your turn once per round cures normal poisons & diseases. Creatures killed Forestfold(CAdv p149)(CDiv p166) by [death] effects cannot be brought back by this thereafter, you can direct the healing spirit to move and touch a creature by entering its space. The spell. The subject looses 1 level and must want & – At casting time, the caster chooses one of the be able to return. following types of terrain: Aquatic, Desert, Plains, spirit’s touch carries positive energy, healing a Forest, Hills, Mountains, Marsh, or Underground. living creature of 1d8 points of damage. Lay of the Land (SC p131) When in that type of terrain, the caster gains a +20 Since undead are powered by negative energy, a healing spirit damages them instead of healing Competence bonus on Hide & Move Silently You gain an overview of the area around you, them. The spirit can affect an unwilling target checks. relating to rivers, lakes and settlements. It indicates (such as an undead) but succeeding on an the direction and distance to each from the current incorporeal touch attack, using your base attack location. You understand the terrain up to 50 miles
Level 4 Page 17 away. Rusting Grasp(PH p273) Planar Tolerance (SC p159) save, no SR> This spell works like Avoid Planar Effects (lvl 2) – The caster’s touch corrodes non-magic iron and Gives every natural weapon you possess an Enh except that it lasts an hour/lvl. alloys, causing one of the following effects per bonus on attack and damage rolls of +1 per 4 caster round: lvls (max +5). Poison Vines(CDiv p175) (CdivErrata)+ (SC p160) a) a touch attack on a ferrous creature does 3d6+ b) a melee touch attack vs. a non-magic metal anchor everyone in the target area who fails a c) a melee touch vs. non-magic metal armour – Your melee weapon bursts into orange, red and Reflex save. To become unentangled requires a destroys 1d6 of its AC bonus; or gold flames and shining sparks trail in its wake. full-round Strength or Escape Artist check vs. DC d) up to a 3’ radius of a non-magic metal touched Your next successful melee attack deals extra fire 20. Anyone not entangled (including a target that is destroyed. damage equals to 1d6 + 1d6 points per 4 caster has just broken free) may move ½ speed through levels. In addition, the flames splash into all the area of effect. On the caster’s action, anyone in Scrying(PH p274)(PH3.5e)+ squares adjacent to the target. Any creatures the area of effect who is not entangled must make a this again. If a create has SR, it applies to this does 1d6 Dex / 2d6 Dex damage. The caster plus – Sends a Magical Sensor to watch & listen to a splash effect. up to (caster level) allies are immune to the poison. target creature. This spell’s DC is adjusted by the You are not harmed by your own meteoric strike. caster’s knowledge and connection to the target. You can cast meteoric strike before you make an Regenerate Serious Wounds(MotW, p93) Knowledge DC unarmed attack. If you do, your unarmed attack is
None (must have a Connection) –10 considered armed. As Regenerate Light Wounds (lvl 1) except it Heard of the target –5 grants fast healing at 3hp/rnd. Met the target 0 Miasma of Entropy (SC p141) Know the target well 5 Possession or garment 5 – destroy all non-magical formerly-living objects – If cast on a body dead up to one week whose soul Lock of hair, bit of fingernail, etc. 10 in a 30ft cone (eg wood, leather etc). Objects is willing & able to return, then a new Humanoid If the spell is successful, the caster can see in a 10’ weighing more than 1 pound/caster level are not body of a random type is mystically created for the radius around the target & the Sensor follows the affected soul to enter. The target retains his/her Intelligence, target up to a rate of 150’. If the spell is resisted, – Or destroy a single object of non-living organic Wisdom, Charisma, and memories. The target the caster may not attempt to scry on the target matter weighing up to 10 pounds/caster level. loose one class level, but retains all other level- again for 1day. Spells that improve the caster’s based advantages (including skill ranks, base vision (such as Moon Bolt (SC p143) attack bonus, base hit points, etc.). The new body’s Darkvision) apply when he/she is looking through by removing any previous Racial Modifiers & The following spells have a 5%/lvl chance of Up to two targets, no more than 15ft apart) are applying the new body’s Racial Modifiers (see the working through the ‘sensor’: Detect Chaos, struck with energy bolts. If the target is alive, it Reincarnation Forms Table in the Creature Index). Detect Evil, Detect Good, Detect Law, Detect takes 1d4 points of Str damage per 3 caster levels Magic, & Message. (max 5d4), Fort ½. If the target is undead it Renewed Vigour(PH2 p123) Focus is determined by class – Clerics use a Holy becomes helpless for 1d4 rounds after which it Water font (min 100gp), Druids use a natural pool takes -2 on attack and Will save rolls for the next When you cast this spell, you remove the fatigued of water, all others uses a 2’x4’ silver mirror (min minute, WillNeg. condition from any creature in the area and cause 1,000gp). exhausted creatures to become fatigued. In Murderous Mist(CDiv p169)(MoF p109)(MoFe)+ addition, affected creatures get a +2 bonus to Con Shadowblast (SC p186) for 1 round per caster level. 30’ radius & is 20’ high. The cloud moves in a Repel Vermin(PH p271) – Natives of the Plane of Shadow in a 20ft radius straight line away from the caster at a rate of 10’ spread are stunned for 1d6 rounds. Shadow natives per round. – Creates a 10’ radius area around the caster that that are undead or vulnerable to light also take Anyone within the steam takes 2d6 Fire dmg causes insects & other vermin to stay away. 2d10 damage if they fail a second Fort save. (Ref½) & is permanently Blind (RefNeg). The Vermin whose HD are 1/3 Creatures that fail either Fort save cannot use steam provides Concealment for any creature rd of the caster level Spell-Like or Supernatural abilities to open any within it. or greater are allowed a Will save to enter the portal to Shadow for 3d6 minutes. All openings to area, but even then they take 2d6 damage. Shadow are closed by this spell. Creatures on the Perinarch (SC p153) other side of portals are not affected. Resistance, Greater (SC p174) Gives you automatic control over a radius of raw Sheltered Vitality (SC p188) Limbo to reshape it as you desire, adding or – As Resistance but has duration 24 hrs and grants removing one of the four basic elements per round, +4 resistance bonus on saves. – The subject gains immunity to fatigue, eg a chunk of earth surrounded by an atmosphere exhaustion, and ability damage from any source. of air. Control cannot be wrested away from you Rushing Waters(Und p61, SC p178) while this spell is in effect. If you move more than You are unable to create complex effects but can spell’s target point out in a 15’ radius Spread. All – The touched undead creature is subject to extra mix two or three elements in a crude fashion. You creatures in the area of effect are targeted with a damage from critical hits, sneak attacks, nonlethal can attempt to sieze control of a new area that Bull Rush with a +30 bonus. Each target that damage, ability drain, energy drain, fatigue, already contains foes but they can make a reflex looses its Strength check moves 5’ + 5’ per 5 exhaustion and damage to physical ability scores as check to get out of the area. points which it lost the check. Any creature moved if it were alive. Examples of things you can do are: Thick barrier, 5’ or more must make a Reflex save or fall prone. It loses immunity to effects that require a Fort save, Fiery barrier, Complete Barrier; see full spell Any normal fire in the area of effect, up to a poison, sleep, paralysis, stunning, disease, and description for details. bonfire, is extinguished. death effects. It gains a Fort bonus equal to its Cha mod. For the duration of the spell, both positive Level 4 Page 18 and negative energy heal it. check (although this deals 3d6 slashing damage). c) any creature with the [fire] subtype takes 2d6 + 1/lvl damage each round he/she is partially or Slow(PH p280) Summon Elementite Swarm (SC p214) entirely within the wall; d) creatures within the wall have Cover with WillNeg, SR applies> – Summons an elementite swarm that acts respect to those outside of the wall. – One subject per level within a 30’ area: This spell immediately on your turn. You must concentrate to Counters & Dispels Haste. maintain the spell’s effect. Waterball(MotW, p96) Close-range, 1rnd/lvl(D)> looks like a blue fireball. When the spell reaches – One 20’ square per level of rocky ground (or a – Summons one or more creatures to fight the the target point it explodes dealing 1d6/lvl (max stone floor) does damage to those walking across caster’s enemies. The creatures can attack on the 10d6) subdual damage. DR applies as well. it. For each 5’ that a creature walks / runs through caster’s initiative starting their first round. the area of effect, it takes 1d8 damage (no save) & Table # Wild Runner (SC p239) have its movement reduced to ½ due to foot Summon Nature’s Ally IV 1 injuries (RefNeg). Summon Nature’s Ally III 1d3 – You assume the appearance and characteristics The movement penalty lasts until a) the target Summon Nature’s Ally II 1d4+1 of a centaur. Your creature type changes to receives healing magics; b) a Heal check vs. the (or less) Monstrous Humanoid and size to Large. Your spell’s DC; or c) 24 hours go by. physical stats change as follows: Str: 18, Dex: 14, Swim, Mass (SC p)217 Con: 15 and your landspeed becomes 50ft. You Spitting Cobra(DR330 p73) quadrupeds including the ability to fight effectively category), 1StdAct, Personal, 1min/lvl(D)> Like Swim (lvl 2) except that it affects 1 creture/lvl with a rider. – The caster gains a ranged touch attack that can no two of which are more than 30ft apart. be used up to once per round. The maximum range Wind at Back(MoF p134) is 120’. If hit, the target is inflicted with the same Thalassemia (SW p123) type of poison as the focus snake (i.e., same initial overland (but not tactical) movement rate doubled. Each use of the ranged attack reduces the spell’s Thins the touched creatures blood to seawater, All target must be traveling in the same direction. duration by 2 minutes. If this would reduce the dealing 1d6/lvl (max 15d6) damage. Only living remaining duration to 0 minutes (or less), the spell creatures with a circulatory system and blood can Wings of Air, Greater (SC p240) ends after the final attack is resolved. be targeted. Creatures with the Fire subtype take For the duration of the spell, the focus snake loses 1d8/lvl damage instead. Creatures immune to – Functions like Wings of Air (lvl 2) except that the its poison attack. If it did not have any poison, then critical hits are not harmed. target’s manoeuvrability increases by two grades. the spell fails. Vortex of Teeth (SC p232) Wood Rot(CArc p130, SC p241) Stars of Arvandor(BoED p108) no save, no SR> range, 1min/lvl(D)> – Creatures in a hollow cylinder (40ft radius, 20ft – The caster can instantly destroy a touched non- – One twinkling star per level (max 10) floats high with 5ft-radius save zone in centre) in which magical wooden object. of up to 6’ in diameter or a around the caster’s head. creatures take 3d8/round damage. It also affects 3’ radius of a larger wooden object (such as a Once per round, the caster may either take a Free incorporeal creatures. door). The caster may attempt to sunder a wooden Action to launch one star –or– take a Standard weapon, though this typically generates an attack Action to launch up to three stars. Wake Trailing (SW p124) of opportunity. If a magical wooden weapon is Each star can have a separate target, requires a -or- (no save, SR applies). If the target is non-Evil, half You can track a vessel across open water using the to use this spell. – The caster’s touch attack does 3d6 + 1 per level Condition DC mod Starvation (SC p206) (max 3d6+15) to Plant creatures. The touch attack Every 4hrs since trail was made +1 Trail leads through vigorous currents +2 creature, the spell cannot be used to destroy a – The living target takes 1d6/caster level (max Trail leads through dangerous or stronger +5 wooden object. 10d6) nonlethal damage and becomes fatigued. A currents creature that passes its Fort save takes half damage Poor visibility (apply only largest) and is not fatigued. Moonlight +3 Fog or precipitation +3 Stone Metamorphosis(Und p61)(Und p103)+ Overcast or moonless night +6 If multiple ships have passed, you can only track a – 10 cubic feet + 1 cubic foot per level of touched specific one if you have some knowledge of the stone is permanently changed into another type of size/type of the ship or other specific knowledge of stone. Typically this means changing the stone’s the ship you are tracking. Hardness anywhere from 6 to 9 (see