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 page 103 for examples). Wall of Water(DR314 p47) This spell cannot create gems and does not change – The caster creates a transparent wall of fresh or Sudden Stalagmite (SC p213) sea water of up to one 10’ cube per level, shaped as creatures, who are allowed a Reflex save to get out – Creates a stalagmite 1ft wide and up to 10ft tall. of the area of effect before the wall finishes If it reaches the ceiling first, it stops growing. An forming. The wall has the following properties: airborne creature gains +4 to its saving throw. It a) cannot be destroyed or drained (any water taken deals 1d6/caster level (max 10d6) damage. If the from the wall disappears & is instantly replaced); target fails its saving throw is impaled and must b) creatures can move through the wall by making make a DC15 Escape Artist check or a DC25 Str a Swim check as if swimming through calm water;

Level 4 Page 19 Level 5 Spells

Animal Growth(PH p198) Baleful Polymorph(PH p202) effective on living and non-living creatures. SR applies> Call Lightning Storm(PH p207) – One animal per two levels in a 30’ area is – The target is permanently transformed into a targets also gain Damage Reduction 10/magic and lizard, monkey, etc.). If the caster attempts to – The caster can call down one 5’ wide by 30’ tall a +4 Resistance bonus to Saving Throws. transform the target into a form that will be fatal bolt of lightning per level (max 15 bolts). The This spell does not grant the caster special (i.e., a fish on dry land), the target receives a +4 caster has the option of calling the first bolt as part influence over the target animals. bonus on its save. of the spell’s casting. After that, the caster must If the target is transformed, it must make a Will use a Standard Action to create the bolt. The bolts Anticold Sphere (SC p13) save to resist becoming the target animal mentally can be called down any time within the spell’s too. duration. In between bolts, the caster can take other – All creatures in a 10ft radius emanation centred actions, including casting other spells. on you gain immunity to cold damage. In addition, Big Sky(MotW, p83) If cast outside during a storm (or even a Large Air the sphere prevents any creatures with the Cold 5d10 Electricity damage. Otherwise each bolt does – Creates the effect that the sky is full of sky 5d6 Electricity damage. This spell may be used Atonement(PH p201) spirits, granting +2 morale bonus on attack rolls indoors. allies. Each enemy that fails a will save (once each Cloak of the Sea(CAdv p144) – Removes burden of misdeeds from a truly round) behaves as if affected by Fear. repentant touched subject. If the misdeeds were – The touched subject takes one a watery committed willingly & knowingly, then the caster Bite of the Weretiger (SC p28) appearance. must expend 500XP. Uses include: While underwater, the subject is under the effect of a) removing magical alignment changes; – You gain +12 Enh bonus to Str, +4 Enh bonus to Blur, Freedom of Movement, Water Breathing, is b) restoring a paladin, cleric, or druid who had lost Dex, +6 Enh bonus to Con and +5 Enh bonus to immune to subdual damage due to water pressure his/her class abilities. natural armour. Your hands become claws granting or hypothermia. c) a fully willing & understanding subject can 2 claw attacks (1d8 damage, 1d6 if small, + your Leaving water suppresses the effects (except for redeemed/tempted into taking the same alignment Str mod), and your mouth grants a bite attack (2d6 Water Breathing), though the return when the as the caster. No duress, compulsion, or magical + ½ your Str mod). You can full attack but the bite subject is submerged again. influence can be involved in making the subject takes -2. You also gain the Blind Fight and Power want to be redeemed. Attack feats. Cold Snap(DR312 p62) Auril’s Flowers(DR312 p62) Blackwater Tentacle (SW p114) – The temperature in a one mile radius lowers by 5 down to –20 degrees maximum. See ‘Cold 30’ radius Burst, causing 1d6 per level damage – You create a tentacle-shaped mass of water from Dangers’ in DMG3.5 p302. (max 15d6), half of which is Cold damage. The the deepest ocean to attack enemies. It appears If cast by a Druid, the spell effects a two mile targeted area becomes Dense Rubble (see DMG3.5 where you direct it and cannot move. It has a reach radius area & the duration is doubled. p90). of 20ft. It cannot make attacks of opportunity nor If there is no moisture within 3’ of the surface give/use flanking bonuses. Commune with Earth(RoF p189) (such as desert sand or solid stone), this spell has Its attack bonus is your caster level + DC save no effect. modifier (wis for druid, int for wizard, cha for – By becoming “one with the earth”, the caster can sorcerer) and it deals 2d8+caster level (max 20) know up to 3 facts about the surrounding hills, Awaken(PH p202)(DR330 p81)+ damage. Any large or smaller creature hit must mountains, or underground areas (e.g., location of make a Fort save or gain a negative level water, animal population, presence of powerful – The touched animal or tree gains sentience. (cumulative, but only for the duration of the spell). unnatural creatures). The caster can learn about an Animal - The caster must make a Will save vs. DC It has 5hp/caster level and AC 10+caster level and area of ½ mile per level radius above ground & to a 10 + target’s HD. If successful, the animal gains automatically fails all saves. depth of ¼ mile per level. Construction, including the following: Material component: powdered squid beak and a towns & dungeons, obstructs this spell. a) an Intelligence of 3d6; dried sucker from a kracken’s tentacle b) +1d3 Charisma; Commune with Nature(PH p211) c) +2HD; Blood Creepers(PH2 p104) d) the ability to speak 1 language + 1 per know up to 3 facts about the surrounding natural by the caster). – Thorny vines burst from the creature’s body, terrain (e.g., location of water, animal population, Tree – The caster must make a Will save vs. DC of punching through bone, flesh and skin to enwrap presence of powerful unnatural creatures). The the HD the tree will have once awakened. If its arms and legs and tether it to the ground. The caster can learn about an area of 1 mile/level radius successful, the tree gains the following: subject takes 1 point of piercing damage per caster above ground & 100’ /level below ground. a) an Intelligence of 3d6; level (max 15) as the creepers rip apart its body. In Construction, including towns & dungeons, b) a Wisdom of 3d6; addition, the creepers entwine securely around it, obstructs this spell. c) a Charisma of 3d6; trapping its legs and arms. The subject is d) gains skill points & feats appropriate for an immobilised. Contagion, Mass(RoF p190) ‘aberration’ of its HD; Each round, the subject takes an extra 1 point of e) gains the ability to speak 1 language + 1 per piercing damage per caster level (max 15) unless it – Infects one or more targets within a 30’ area with Intelligence modifier (all languages must be known is able to escape. A trapped creature can attempt to chosen disease which takes effect without an by the caster). break free with a DC20 Str check or wriggle free incubation period. f) other ability scores appropriate for an animate with a DC25 Escape Artist check, either of which Disease choices are Blinding Sickness, Cackle object of its size; ends the spell if successful. Other creatures can use Fever, Filth Fever, Mind Fire, Red Ache, The g) gains the ability to move; the aid another action as normal on these checks. Shakes, or Slimy Doom. h) gains senses similar to a human’s. They can make attacks again these vines as if they were wooden objects with a thickness of 3 inches Control Winds(PH p214) (see Smashing an Object, PH p185). Despite its name, blood creepers is equally – The caster gains control of the direction &

Level 5 Page 20 strength of the winds in up to a 40’ per level radius of downward moving air that is 100’ tall. Any Resistance check; around him. The caster has the option of leaving up flying creature caught in the column is forced d) Dead bodies interred within the area cannot to a 40’ radius “eye” of calm air around himself. down 100’ (Reflex save to only fall 50’). If a become Undead; Direction Choices: creature hit the ground, it takes 1d6 damage per e) One spell from the Hallow / Unhallow Table can - Outward from the caster 10’ it fell. be added to the entire Hallowed area for the full - Inward to the caster, but going up at the edge of Any creature on the ground under the column is year. The spell can be designated to effect only the “eye”, if any. knocked Prone (RefNeg, save is modified by x4 the followers of the caster’s faith, only those who do - Clockwise target’s size category bonus/penalty (i.e., –4 for not follow the caster’s faith, creatures that share the - Counter-clockwise. Small, +0 for Medium, +4 for Large, etc.). caster’s alignment, everyone, etc. - Straight, from any one side to the other This spell Counters Unhallow. Strength Choices – increase / decrease by 1 Druid Grove(MotW, p87) category for each 3 levels: Heal Animal Companion (SC p110) Category mph Effect – Living trees become containers for spells (no more than 1/3 caster lvl, max 6th), as if they were – This spell functions like Heal (lvl 7) but affects Strong 21 Difficult sailing scrolls. 10 mins to cast the spell, plus any time only your animal companion. Severe 31Minor ship / building dmg taken to cast the companion spell. Windstorm Grounds flyers, uproots Touching a tree (std act) activates it Inferno(PGF p105) trees, flattens light wood instantaneously. You can only have one Druid Hurricane Flattens all wood buildings, – The target & its non-magical equipment take 6d6 75ships start taking on water Energetic Healing(BoED p98) Fire damage the first round, 5d6 Fire damage the Tornado Flattens non-fortified damage on the sixth and all following rounds. The – The touched subject gains immunity from target’s flammable, nonmagical equipment Cure Critical Wounds(PH p215) magical damage caused by one Energy Type. In automatically fails it save vs. the fire damage. addition, 10% of the energy’s damage is converted As a Full Round Action, the target can try to put – Cures 4d8 +1/level damage (max +20) with into healing, up to a total of 2hp per Caster level the fire out (Reflex save, +2 bonus if the target Positive Energy. (max 30hp). Once the spell has healed its rolls on the ground). Enough water also puts out maximum amount, the spell is discharged. the fire. Dance of the Unicorn(CDiv p161) Echo Skull(MoF p91) Insect Plague(PH p244) – The caster is surrounded by a purifying per level. touched animal skull (unlimited range). In – Summons 1 Locust Swarm(PH p239) per three Within this radius, all nonmagical contaminants addition, any spell that has range greater than levels (max 6 swarms). The swarms must be (including inhaled poison) are negated. Magical ‘touch’ that has no material components or focuses contiguous, but not overlapping. Any creature effects, including the breath of a Green Dragon, can be cast through the skull at a cost of 10 XP per within a swarm is attacked. The swarms are Acid Fog, Cloudkill, etc., are either negated (if spell level. immobile. their caster level is less than or equal to this spell’s caster level) or all target receive a +4 bonus on Fireward(PGF p102) Jungle’s Rapture (SC p128) their saving throw (if the effect’s caster level is in several ways: – The targeted living non-plant creature Dancing Web(BoED p96) a) Put out fires in a one contiguous 20’ cube per immediately takes 1d6 Dex damage, repeated each is automatically extinguished. Spells with the [fire] into a plant. This spell is a curse and cannot be – All creatures in a 20’ radius Burst take 1d6 per subtype are suppressed automatically within the dispelled. level non-lethal damage (max 10d6) (Ref½). Evil area of effect. creatures within the area of effect become b) Elemental (fire) creatures take 1d6 per caster Kiss of Death(MotW, p89) Entangled for 1d6 rounds (RefNeg). level (max 15d6) (no save, no SR). Death Ward(PH p217) flames (including a Wand of Fireball or a Flaming – Make a melee touch attack to deliver poison via a Weapon) has all its fire ability Suppressed for 1d4 kiss, dealing 1d10 temp con damage immediately – Grants immunity to death spells & effects, hours unless the object makes a Will save. and 1d10 temp con damage one minute later. gaining Negative Levels, and Negative Energy damage & ability loss. Flowsight (SW p117) Longstrider, Mass(PH2 p117) Dire Hunger (SC p65) text), SR applies(D)> – All allies in the area gain a +10ft enhancement creatures and objects in contact with the water. The target becomes maddened with hunger viewing You can concentrate to focus the spell on a given Magic Convalescence(PH2 p118) all creatures as food sources and gains a new bite creature, which possibly make it aware of you. On Diminutive 1d2 Huge 2d6 and change your focus every round. – Whenever a creature, including you, casts a spell Tiny 1d3 Gargantuan 2d8 within the area of this spell, you heal one hit point Small 1d4 Colossal 4d6 Hallow(PH p238) per level of the spell cast. The effect of each spell Medium 1d6 Mantle of the Icy Soul (SC p138) but defends itself normally. It attacks the closest – Designates a 40’ radius Emanation from touch personal connection. Hallowed area has the following benefits: – The touched creature gains the Cold subtype a) +2 Deflection bonus to AC & +2 Resistance granting it immunity to cold and vulnerability to Downdraft(DR314 p40) bonus to saves when attacked by Evil creatures; fire (it takes 1.5 times fire damage). A fire creature c) Non-Good Summoned & Conjured creatures subtype but loses the fire subtype for the duration. – The caster creates a 20’ radius Spread column cannot enter the area unless they make a Spell

Level 5 Page 21 Memory Rot(MoF p108) radius Spread around the caster. Each creature is Spore Cloak(RoF p191) SR applies> (a successful reflex save results in ½ as many – The caster is surrounded by a cloud of Yellow – The brain of a living target is infested by spores, quills). Mold spores. causing Intelligence Drain (1d6 the first round, 1 Size #Quills Size #Quills a) Gain Concealment. each round following). Each round, the target is Up to Tiny 1 Large 3d6 b) Anyone who enters the caster’s hex (due to a allowed a new Fortitude save. Once a single save is Small 1d4 Huge+ 4d6 Grapple attack, an Overrun attack, etc.) is affected made, the effect ends. Medium 2d6 by 1d6 Con / 2d6 Con Poison. Direct sunlight ends Each quill does 1d6 Piercing damage and lodges in this effect. Owl’s Insight(MoF p111) the flesh of its living target. The target takes a –1 c) The caster is immune to the spore attacks of cumulative penalty to attacks, saves, & checks for Yellow Mold, Brown Mold, & the rotting touch of – Subject gains half the caster’s level as an each quill embedded in it. One quill can be pulled Violet Fungus. Direct sunlight ends this effect. Enhancement bonus to Wisdom. out as a Standard Action, causing 1d6 damage if If the caster fails a saving throw against a ‘fire’ the extractor fails on a Heal check vs. DC 20. spell or effect, this spell ends. Panacea (SC p152) Radiance(PH2 p122) Stoneskin(PH p284) – Cures the following afflictions: blinded, exhausted, fatigued, frightened, nauseated, – For the duration of this spell, you emanate a – Touched creature gains Damage Reduction panicked, paralysed, shaken, sickened, stunned. It bright light that undead find uncomfortable. The 10/adamantine. When 10 hp per level (max 150 negates sleep effects and the feeblemind spell and illumination within the area is bright, the hp) have been prevented, the spell is discharged. ends any additional effects from poisons. It also equivalent of a daylight spell. Undead in the area cures 1d8 + 1/lvl hp (max 20). Used against are dazzled for as long as they remain in the radius Stone Shape, Greater(Und p62) undead it deals damage as above (will half, SR and for 1d6 rounds thereafter. equal or lower level. – Permanently reshapes a single piece of stone of Phantom Stag(CDiv p174) TBD up to 10 cubic feet + 10 cubic feet per level into a Regenerate Critical Wounds(MotW, p92) shape of the caster’s choosing, though fine detail is – The caster conjures a quasi-real stag-like creature not possible. that can be used for riding or combat. The stag has – Same as Regenerate Light Wounds (lvl 1) except the following stats: that it grants fast healing at 4hp/rnd. Summon Nature’s Ally V(PH p289) a) AC 20; b) 40 + 5/lvl hp; Rejuvenation Cocoon(CDiv p177) c) moves at 20’/lvl (max 300’). Its hooves hover caster’s enemies. The creatures can attack on the such as undergrowth, rubble, etc.; – The willing subject of this spell is surrounded by caster’s initiative starting their first round. d) attacks with its antlers with a +10 bonus & does a yellow-green cocoon of force. The cocoon allows Table # 1d8+9 damage (x2 on a Charge); the subject to move his/her limbs, cast a spell with Summon Nature’s Ally V 1 e) can Trample foes of up to Medium-size by a somatic component, draw a weapon, reach into a Summon Nature’s Ally IV 1d3 passing through the hex. The foe takes 1d6+9 backpack, etc. The subject cannot leave his/her Summon Nature’s Ally III (or less) 1d4+1 damage (RefNeg); current location before the two round duration ends f) able to carry its rider plus 10 lbs./lvl. unless the cocoon being destroyed (Hardness 10 & Swamp Stride (SC p217) The stag gains additional abilities at higher caster 10hp/lvl) or the subject can teleport. levels (abilities are cumulative): One round after the cocoon forms, the subject heals – This spell functions like Tree Stride but is used for diving into pools of water rather than trees. 12th Air Walk, at will for 1 round at a time & gains 10hp per caster level and is cured of poisons & a +2 Deflection bonus to AC. diseases. At the end of the second round, the Each pool must be at least 1ft deep. Each jump has a range of 500ft. 14th Movement is now Flying with Average cocoon dissipates & the spell ends. maneuverability & gains a +4 Deflection bonus to (MotW, p91) AC. Serpent Storm(DR330 p71) Trance, Mass ‘Wounding’ weapon abilities & gains a +6 – Animals, beasts and magical beasts with int 1-2, Deflection bonus to AC. applies> – A 20’ radius Spread has a “snakes” rain down no two of which are more than 30ft apart become 18th Etherealness & gains a +8 Deflection mesmerised, doing nothing but watching you. All bonus to AC. and form a layer on the ground. This is considered Difficult Terrain. but non-trained animals are entitled to a will save. Each round, any creature in the area of effect takes An affected creature can be struck (+2 bonus on Plant Body (SC p159) attack roll) but this breaks the spell on that 1d6 per two level (Ref½) and, if it took at least 1hp creature. – You gain some characteristics of the plant type: of damage, 1d4 Constitution damage (FortNeg). any spell that would affect plant types affects you. Note that this is a magical effect. The snakes Transformation of the Deeps (SW p123) You are immune to critical hits, mind-affecting cannot be injured, charmed, paralyzed, etc. When the spell ends, the “snakes” disappear. stunning and polymorphing. Your ability scores, – 1 creature/3 levels gain the ability to breath skills and feats are unaffected. Sirine’s Grace (SC p191) underwater and immune to damage from – You gain +4 enh bonus to Cha and Dex, a temperature/pressure in the depths. The targets Poison Thorns(CDiv p175) gain Darkvision 60ft. deflection bonus to AC equal to your Cha mod and – Poisonous thorns grow from the caster’s body. a +8 bonus on Perform checks. You also gain a Transmute Mud to Rock(PH p295) Any creature that attacks the caster with a non- swim speed of 60ft and the ability to breath water, and move normally underwater. (1d6 + Strength modifier) damage and is exposed – Transforms two contiguous 10’ cubes per level of to Poison that does 1d4Str/1d4Str damage (DC = Spear of Valarian(BoED p107) mud or quicksand into sandstone. Anyone in the 10 + ½ Caster level + Wisdom modifier). mud is allowed a Reflex save to escape before it – A touched non-magical weapon becomes a +1 hardens. Silver Magical-Beast-Bane Spear. If the weapon is Quill Blast(CDiv p176) This spell Counters & Dispels Transmute Rock to dropped or sundered, the spell ends – Needle-sharp quills strike all creatures in a 20’

Level 5 Page 22 Transmute Rock to Mud(PH p295) effect. On the caster’s action, anyone in the area of unhindered can walk though the wall at normal Reflex save to avoid being entangled again; – Transforms two contiguous 10’ cubes per level of b) make the vines climbable (equivalent to knotted Wind Tunnel(MoF p134) non-magical, unworked stone into mud. rope); a) If cast on the ground, the depth of mud cannot c) binds Helpless targets (DC 25 to escape); – The ranged attacks of 1 subject per level improve exceed 10’. Movement through the mud is reduced d) slows movement as ‘heavy undergrowth’; due to favourable winds: to 5’ & the target receives a –2 penalty on attacks e) camouflage (+4 Competence bonus to Hide a) +10 Competence bonus on ranged attacks; & AC. checks). b) the range increment of subject’s weapon is b) If cast on the ceiling, the mud falls (doing 8d6 doubled. Ref½, no SR) & pools 5’ deep on the floor. Wall of Dispel Magic(Und p63) If this spell is not dispelled, the mud dries naturally into dirt. – Creates an transparent wall whose area is one 10’ This spell Counters & Dispels Transmute Mud to square per level. Rock. When a creature passes through the wall, each ongoing spell effect on the target gets a separate Tree Stride(PH p296) Dispel Check (max +10). If successful, the spell items, which are only suppressed for 1d4 rounds). – The caster may enter a living tree large enough to The wall cannot be seen with See Invisibility, but it fully contains his/her body. The caster then knows can be detected with Detect Magic and True the location of all trees of the same type within Seeing. range. As a Full-Round action, the caster has the option of Wall of Fire(PH p298) teleporting to one of those trees, which counts as has made 1 ‘stride’ per level. – Creates a opaque 20’ tall wall of violet fire that is Type of Range Type of Tree Range either 20’ long per level & straight – or– a ring 5’ Tree radius per 2 levels. One side (caster’s choice) causes 2d4 fire damage within 10’ and 1d4 fire oak, ash, yew 3,000’ other Deciduous 1,500’ damage between 10’ & 20’. Going through the wall elm, linden 2,000’ any other Tree 500’ does 2d6 + 1/lvl (max +20) Fire damage (2x to While the spell has duration remaining & has not Undead). been depleted, the caster may enter & leave trees at If the wall is created on top of someone, the target will. gets a Reflex save to jump to one side (taking damage if the wrong side is chosen). Unhallow(PH p297) – Designates a 40’ radius Emanation from touch Wall of Sand(PGF p118) spot as Unholy. For 1 year, everyone within the a) +2 Deflection bonus to AC & +2 Resistance – Creates an opaque wall made from sand, up to bonus to saves when attacked by Good creatures; one contiguous 5’ square per level, arranged as the b) Blocks any mind control; caster wishes. The wall has the following c) Non-Evil Summoned & Conjured creatures properties: cannot enter the area unless they make a Spell a) Blocks ranged attacks; Resistance check; b) May be moved through by taking a Full- Round d) One spell from the Hallow / Unhallow Table can Action to make a Strength check. For each 5 points be added to the entire Unhallowed area for the full the check exceeds 15, the target may move 5’. year. The spell can be designated to effect only c) Any creature within the wall is considered Blind, followers of the caster’s faith, only those who do Deaf, cannot speak or breath, and must hold its not follow the caster’s faith, creatures that share the breath or start to suffocate. caster’s alignment, everyone, etc. d) It is possible to attack with a melee weapon at a e) If cast by a Cleric, all Charisma checks to creature within the wall, but the target has Cover Rebuke / Command Undead gain a +4 Profane and Total Concealment. bonus & all Charisma checks to Turn / Destroy Undead receive a –4 Profane penalty. Wall of Thorns(PH p300) – Creates one contiguous 10’ cube of brambles per Vigour, Greater(CDiv p186)(DR324 p103)+ level, shaped as the caster desires. The wall’s width can be reduced to 5’ in order to double the amount – Touched living creature gains Fast Healing 4. of area covered. The caster may target the wall to trap creatures within it. Each round spent moving while in the wall causes Vine Mine(MoF p130) including Dexterity & Dodge bonuses). A creature – Creates & controls vines in a 10’ radius per level may move through the wall by making a Strength spread. The vines are ‘assigned’ one of the check as a Full- Round Action. For each 5 points following effects (the caster can ‘assign’ a new the check exceeds 20, the creature may move 5’ effect as a Standard Action): (but still takes damage). a) the vines Entangle & anchor everyone in the It takes 10 minutes to chop a 1’ safe passage target area who fails a Reflex save. To become through the wall. The thorns are immune to normal unentangled requires a full-round Strength or fire, but magic fire will burn down an area in 10 Escape Artist check vs. DC 20. Anyone not minutes. entangled may move ½ speed through the area of Creatures who can pass through overgrown area

Level 5 Page 23 Level 6 Spells

caster). A successful fort save allows the creature creature per level in a 30’ area with Positive Anger of the Noonday Sun(CDiv p150) to move normally in that round. Energy. damage. Curse of Spilt Water(DR334 p74) – All creatures in a 10’ radius Burst around the Caster level. are changed into an identical volume of water. If an two Caster levels (max 10d6) (Ref½). Undead that – Each round as a standard action, you conjure a open container is within 5’ of the target, the caster take special damage from sunlight are destroyed if pillar of rock that bursts from a stone or earthen may have the water fall into it. they fail their save. surface anywhere within the spell’s range. Each Break Enchantment restores the target if cast pillar fills a 5ft square and grows to a height of 20ft before the water evaporate or mixes with a larger Animate Snow (SC p12) or until it hits a barrier such as a ceiling or wall. A body of water. Large or smaller creature in a square a pillar erupts – A 20ft cube of snow in the targeted area becomes must succeed on a Reflex save or be carried Dinosaur Stampede (SC p64) animated into 1d3+2 Large, 1d3 Huge or 1 upward by the force of the pillar. If a pillar is the Cold subtype and deal an extra 1d6 damage on less, the rock slams into the ceiling dealing 4d6 – Creatures in the area take 1d12 + 1/caster lvl a successful hit. points of damage to any creature atop it. (max +20). Creatures more than 10ft above the Animated snow objects take 1d6 damage/rnd if the In a location with a ceiling height of more than ground are not affected. You can move the ambient temperature is above freezing. 20ft, a creature carried up by a pillar must succeed stampede 40ft/rnd on a DC20 Balance check or fall from the top of Antilife Shell(PH p199) the pillar when it reaches its maximum height. On Drown(Und p58) a failed check, the creature plummets to the – One living target has its lungs filled with water & sphere around the caster that cannot be entered by You can also cause a pillar to erupt from a vertical begins drowning (DMG p304). Animals, Aberrations, Magical Beasts, Dragons, surface, in which case any creatures in the pillar’s 1st round – Target’s hp drop to 0 & he/she is Fey, Giants, Humanoids, Monstrous Humanoids, path must succeed on their Reflex saves or take Unconscious. Oozes, Plants, & Vermin. 2d6 points of damage and be knocked prone. 2nd round – Target’s hp drop to –1 & he/she is The following creature types are immune: The pillar created is permanent and has AC3, Dying. Constructs, Elementals, Outsiders, & Undead. hardness 8 and 900 hit points. A pillar can be 3rd round – Target is Dead. climbed with a DC20 Climb check. Aspect of the Earth Hunter (SC p16) The water cannot be forced from the target’s lungs, but the target can be Stabilized with a Heal check a bulette (MM p30). Your creature type changes to – One subject per level in a 30’ area gains a +4 Dispel Magic, Greater(PH p223)(PH3.5e)+ magical beast, size to Huge, your str/dex/con Enhancement bonus to Strength. become 27/15/20; your speed becomes 40ft and – Cancels magical spells and effects on a you gain a burrow speed of 10ft. You gain Cat’s Grace, Mass(PH p208) successful Dispel Check (max +20). This spell can darkvision 60, low-light vision, scent and be used in one of three ways: tremorsense 60ft. – One subject per level in a 30’ area gains a +4 a) Counterspell – Acts like a standard counterspell You cannot speak or cast spells while in bulette Enhancement bonus to Dexterity. except it works against any spell, but a Dispel form (unless you have the Natural Spell feat). Your Check must be made. natural armour becomes +12, you can make 2 claw Chasing Perfection(PH2 p106) b) Targeted Dispel – Each ongoing spell effect on attacks which are natural weapons dealing 2d8+8 successful, the spell effect is ended (except for – The subject improves in all ways. It gains a +4 those caused by magic items, which are only Bear’s Endurance, Mass(PH p203) enhancement bonus to each of its ability scores. suppressed for 1d4 rounds). c) Area Dispel – Each target in a 20’ radius Burst – One subject per level in a 30’ area gains a +4 Cometfall(CDiv p159) (CDivErrata)+ gets a Dispel Check against each spell in turn Enhancement bonus to Constitution. dispelled or all checks fail. Items are not effected. – A 400 pound ball of rock and ice appears 10’ per Bite of the Werebear (SC p28) A caster does not need to make a Dispel Check level above a 10’ by 10’ target square (height is to end a spell he/she cast. – You gain a +16 enh bonus to Str, +2 enh bonus limited by the ceiling, if any). Everything in the target square takes 2d6 per 10’ to dex, +8 enh bonus to Con and +7 enh bonus to Energy Immunity(CArc p105) natural armour. Your hands become claws giving that the comet fell (max 20d6) (Ref ½) & are you 2 claw attacks and your mouth becomes that of targeted by a Trip check at +11 (RefNeg). – The touched creature & his/her possessions a bear, giving you a bite attack. You can attack In addition, the broken comet fills the target square becomes immune to one type of Energy Damage. with both claws at full attack bonus but your bite with Dense Rubble. Non-damage effects, such as being Deafened by a attack takes a -2 penalty. The claw attacks do 1d8 sonic attack, still apply. (1d6 if Small) + Str mod damage and the bite Crumble(CDiv p160)(MoF p86) attack does 2d8 (2d6 if Small) + ½ Str mod. You Enveloping Cocoon(CDiv p164) – One manufacture structure or Construct takes also gain the blindfight and powerattack feats. Effecting a target larger than Huge-size requires a Blood Sirocco (SC p33) – A target creature of up to Large-size is trapped in Size Min Lvl Size Min Lvl move, cast spells with a somatic component, or – Creatures in the cone of size Small or smaller are Gargantuan 16 Colossal 19 attack (except to damage the cocoon with a Natural knocked prone and roll 1d4x10ft taking 1d4 or Light weapon). The cocoon has Hardness 10 & nonlethal damage per 10ft. Medium creatures are 10hp per caster lvl Cure Light Wounds, Mass(PH p216) knocked prone and Large/Huge creatures are The caster has the option of casting an second spell unable to move towards the origin of the cone (the – Cures 1d8 +1/level damage (max +25) to one (from the list below) on the cocoon. If the cocoon

Level 6 Page 24 is Dismissed or the duration ends (but not if the magic, protecting 200sq ft/lvl shaped as desired, up this spell, though they may be raised or lowered. cocoon is destroyed), the target is effected by the to 20ft high. This spell cannot be used to tunnel. second spell and receives no saving throw (but SR Any spellcaster trying to cast up to a 6th lvl spell still applies as usual) into the area must make a caster lvl check (DC11 + Mudslide (SW p119) The choice of spell is as follows: Baleful your caster lvl) or it fails. Higher lvl spells function Flame Strike, Infestation of Maggots, Languor, – Creates a mudslide of 40ft radius spread to a Miasma, Phantasmal Disorientation, Poison Hungry Gizzard (SC p117) depth of about 10ft. Creatures who fail their Reflex (target still get his/her secondary save). Whose who succeed take 3d6. Creatures with the Extract Water Elemental(DR314 p46) – A large gizzard engulfs the Medium or smaller Fire subtype who are actually aflame take d8 the gizzard (starting from the round they were evaporates normally, producing deep bog (¼ – The targeted living creature has the water pulled engulfed) the target is considered grappled and movement) and remains indefinitely underwater, from his/her body, causing 1d6 damage per level takes 2d8+8 crushing and 1d8 acid damage. While producing deep muck (½ movement, increase DC (max 20d6) (Fort½). engulfed the target can only cast spells that have no of Move Silently checks by 2 and Balance and If the target is slain, a Water Elemental of the same somatic component, if they have the material Tumble by 5. size category as the target is formed. The Elemental component in hand and if they pass a is free willed and has no obligation towards the Concentration check (DC20 + spell level). The Owl’s Wisdom, Mass(PH p259) caster. target can cut their way out by dealing 25pt Creatures with the [fire] or [water] subtype cannot slashing damage, AC12; from outside, it has AC4. – One subject per level in a 30’ area gains a +4 be targeted by this spell. A newly created gizzard has 5hp/caster lvl Enhancement bonus to Wisdom.

Find the Path(PH p230) Ironwood(PH p246) Phantasmal Disorientation(CDiv p172) direct route to the specified location (not objects or iron. Its Hardness increases to 10, it has 30hp per – The caster causes one living creature to see its people). inch, & no longer burns. Armour & weapons made surroundings twist and move around. Any attempt The subject also knows what actions to take to from ‘ironwood’ can be use by Druids. to move around requires a Survival check vs. DC follow the path, such as the locations of trip wires If only 2½ pounds of wood per level is targeted, the 20 to go in the desired direction (recheck each & the password to a Glyph of Warding. It does not resulting weapon or armour has a +1 Enhancement round). Failure means that the target actually predict the actions of guardians. This spell will get bonus. moved 90 degrees to the left or right of the desired a subject out of a Maze spell in 1 round. direction. Liveoak(PH p248) The target’s ability to fight, cast spells, etc., is not Fire Seeds(PH p230) effected by this spell. to 1 word per caster level. The trigger instruction – Create one of the following: also tell the Treant what to do (often attacking). – Subject is immune to acid, cold, electricity, fire Acorn Grenades: Up to 4 touched acorns become The caster may only have one pending Liveoak and sonic damage up to 12pts/lvl. throwable weapons. Requires a ranged touch attack spell at a time & can only cast it on a tree that is with a maximum range of 100’. The acorns do a near his/her dwelling, a location sacred to the Regenerate Circle(MotW, p92) total of 1d6/lvl Fire damage (max 20d6), divided caster, or within 300’ of something the caster up between the acorns as the caster desires. If hit, wants to guard. – As Regenerate Ring (lvl 3) except it grants fast the target does not get a saving throw. Everything healing at the rate of 4hp/rnd. within 10’ of where the acorn hits takes 1hp per die Mandragora(MotW, p90) of damage that acorn does (Ref½); become voice activated bombs (200’ range). On negates, SR applies> – All wooden objects in a 60’ Line are pushed command, each berry does 1d8 + 1/level Fire – Pull the mandrake root from the container so that away from the caster. Wooden objects move 40’ damage to everything within 5’ (Ref½). you and all other creatures in range make a will per round. If unable to move, objects less than 3” save against its scream. Those who succeed gain in diameter snap. If a creature holds onto a wooden the True Seeing effect while those who fail are Fires of Purity(CDiv p165) object as it is pushed away, it is dragged along. at casting time & cannot be changed. – The touched (usually willing) creature is engulfed Miasma(MotW, p91 SC p141) in magical flames that do not harm it and gains the a) melee attacks do +1d6 + 1 per caster level (max – A breathing target has its mouth & throat filled – This spell works as Resistance (lvl 0) but grants +1d6+15) Fire damage (no save, SR applies) and with unbreathable gas if it fails its Fortitude save. +6 resistance bonus on saves. Catches Fire (RefNeg); To avoid suffocating, it must hold its breath by b) any creature that strikes the subject with a non- making a Constitution check vs. DC 10 + 1 per Spellstaff(PH p282) reach weapon 1d6 + 1/lvl (max 1d6+15) Fire previous success. A creature can only hold its (RefNeg); point. On a failed check, the target begins to – The caster “casts” ones of his/her spells into the c) subject takes half damage from Fire-based suffocate: staff for later use (much like a scroll). Any given attacks. If the attack allows a Reflex save, the 1st round – at 0 hp & Unconscious. caster may have only one spellstaff at any time. subject takes no damage on a successful save. 2nd round – at –1 hp & Dying. 3rd round – Dead. Stonehold(MoF p124) Move Earth(PH p257) – Creates 1 stone arm per level distributed as the – The targeted Gate or Portal cannot no longer be caster desires within range. Each arm must be in its used unless this spell is dispelled. – For each 10 minutes of cast time, 150’ square (up own 10’ x 10’ area, which must contain rock or to 10’ deep) of dirt, sand, etc., if moved, up to a stone formations. Before attacking, each arm hides Hide the Path (SC p114) casting time of 4hrs 10min). The movement is that comes within an arm’s 10’ x 10’ area is – Wards a large continuous area against divination smooth, so buildings, trees, etc. are not toppled by grappled.

Level 6 Page 25 Each arm has the following capabilities: that the wave’s check was greater than the target’s a) considered Medium-size with Str 20; check. b) attack bonus of 1 per Caster level + 5 (Strength If the caster is not within range of a water source, modifier); the spell has the following effects: c) AC 18, Hardness 8, & 1hp per Caster level; a) targets a single creature; d) automatic grapple damage of 1d6+5/rnd; b) the target still takes 1d6 per caster level (max e) uses its caster’s saving throws; & 15d6); f) keeps grappling, even if the opponent is dead. c) the target receives a Bull Rush at +5. If successful, the target is moved 5’ + 5’ per 5 points Stone Metamorphosis, Greater(Und p61)(Und p103)+ that the wave’s check was greater than the target’s In either case, all non-magical exposed flames up – 10 cubic feet + 10 cubic feet per level of touched to Large-size within a 20’ radius Burst are put out. stone is permanently changed into another type of Magical fires are dispelled on a successful Dispel stone. Typically this means changing the stone’s Check (max +10). Hardness anywhere from 6 to 9 (see Underdark page 103 for examples). Tortoise Shell(CDiv p184) This spell cannot create gems and does not change the value of stone objects. – The touched living creature receives the armour plating & thick skin of a tortoise: Stone Tell(PH p284) a) Enhancement bonus to the target’s Natural AC of +6 + (1 per 3 levels above 11th). – The caster can speak to natural or worked stone b) target’s movement slows to its Heavy Armour about what has come into contact with it, what is movement rate, though it does not have any other behind it, etc. Heavy Armour penalties.

Stormwalk (SW p122) Touch of Adamantine(BoED p110) – As Teleport, save that you use the power of a – A single touched weapon is considered to be storm to teleport yourself and others. You appear Adamantine. It gains a +1 Enhancement bonus on 10 minutes after disappearing (during which time attacks (as if Masterwork), bypasses Hardness of you are treated as though being on a different less than 20, has 30% extra hp, & bypasses certain plane), during which time, an unnatural storm types of Damage Reduction. If the weapon is appears at the destination, which must be open to already made from a special material (such as Cold the storm. Iron or Adamantine), it looses the benefit from the original material for the spell’s duration. Summon Greater Elemental (SC p214) – Summons a greater elemental (MM96-100)–air, – The caster can enter a living plant of at least fire, water, earth. A Concentration check is Medium-size that is not considered a creature & required to maintain the spell but commanding the teleport to another plant of the same type any creature is a free action. distance away. The caster either needs to be familiar with the target area or provide directions Summon Nature’s Ally VI(PH p289) (i.e., “200 miles north”) and the spell will find the – Summons one or more creatures to fight the his/her Maximum Load, plus one Medium-sized caster’s enemies. The creatures can attack on the creature per three Caster levels (or the Creature caster’s initiative starting their first round. Equivalent).

Table # Vigorous Circle(CDiv p187)(DR324 p103)+ Summon Nature’s Ally VI 1 Summon Nature’s Ally IV (or less) 1d4+1 – One living creature per two Caster levels in a 30’ area gains Fast Healing 3. Thunder Field(PH2 p126) duration of the spell, any creature that starts its turn – Creates a wall of stone that is one 5’ square per in the spell’s area must take a Fort save or take 1d8 level & 1” thick per 4 levels. The area can be points of sonic damage. In addition , affected doubled by halving the thickness. The stone has a creatures must make a Reflex save or be knocked Hardness 8 & each 5’ square has 15 hit points per prone. If a creature is already prone, failing this inch of thickness. The wall can be of any shape & save has no effect on it. will merge into adjoining stone surfaces.

Tidal Surge(CDiv p183) (CdivErrata)+ (SC p220) – If the caster is within Medium-range of a large, natural source of water, then he/she creates a wave of water with the following effects: a) targets all creatures within a 20’ radius Burst; b) each target takes 1d6 per caster level (max 15d6); c) each target receives a Bull Rush at +10. If successful, the target is moved 5’ + 5’ per 5 points

Level 6 Page 26 Level 7 Spells

Animate Plants(PH p199) obey the caster’s commands, including attacking per level (max 20d6). Natural vegetation & any his/her foes. If destroyed, the focus stone is other plant life are not effected by the flames, and – One Large-sized plant per three levels is destroyed too. Otherwise, the focus can be used the caster has the option of making Plant Creatures animated & can be directed to attack the caster’s over and over again, each time becoming a Stone- immune too. opponents. As a Move Action, the caster can Born Lith with full hp. A caster may have one change which plants he/she animates. focus stone per four caster levels (max 5). Heal(PH p239) The caster may animate bigger plants in place of a Preparing each stone require 200 gp of materials number of Large plants. and 1 full day, after which is can be used over and – Touched subject is infused with Positive Energy, 1 Huge = 2 Large over. healing 10hp per level (max 150hp) and being 1 Colossal = 8 Large immediately cured of the following: Ability 1 Gargantuan = 4 Large Cloudwalkers(CDiv p159) Damage, Blindness, Confusion, Dazed, Dazzled, -or- Deafened, Diseased, Exhausted, Fatigued, – One subject per level within a 30’ area starts to Feeblemind, Insanity, Nauseated, Sickened, – All plants within Close-range Entangle & anchor walk on air. Once the spell is in effect, each subject Stunned, and/ or being Poisoned. everyone in the target area who fails a Reflex save. may act independently. This spells does not remove Negative Levels, To become unentangled requires a Full-Round Each subject may “climb” straight up or down at a ability Drain, & lost levels. Strength or Escape Artist check vs. DC 20. Anyone movement of 30’. Once a subject is 90’ off the If an Undead is the target of this spell, it takes not entangled may move ½ speed through the area ground, he fly horizontally at a movement of 60’ 10hp per level (max 150hp) of Positive Energy of effect. On the caster’s action, anyone in the area with Perfect maneuverability. damage (SR applies). On a successful save, the of effect who is not entangled must make a new A subject may cancel the spell on himself as a target only takes ½ damage and cannot be brought Reflex save to avoid being entangled again. Standard Action. The caster may dismiss the spell to less than 1hp. normally, but this effects all subjects. Animalistic Power, Mass(PH2 p101) Master Earth(MoF p107) than 30ft apart> – Travel instantly through the earth to any location – This spell functions like animalistic power, – The caster can modify the weather in a two mile the caster can mentally picture. except that it affects multiple creatures. radius (if the caster is a Druid, then the spell effects a three mile radius, plus double duration). Once the Plague(PH2 p121) As the Frost(PH2 p101) spell is cast, it takes 10 minutes for the desired seasonally appropriate. 1rnd/lvl, Fort neg, SR applies> – Your creature type changes to outsider. Unlike – The subjects contract a disease selected from the other outsiders, you can be brought back to life if Season Weather Choices table below, which strikes immediately (no you die in this form. You gain the following Spring Tornado, Thunderstorm, Hot incubation period). The disease progresses rapidly; qualities and abilities: Summer Rain, Heat Wave, Hailstorm the subjects must attempt additional saves each a) Immunity to cold Autumn Hot, Cold, Fog, Sleet round, instead of each day. Use plague’s DC for all b) DR10/magic and piercing Winter Frigid Cold, Blizzard, Thaw saves. See DMG p292 for more information on c) Ad the beginning of your action, creatures Any time within the duration, the caster can change these diseases. within 15ft of you take 2d6 cold damage per round. the weather again as a Standard Action (followed Disease Damage A creature that takes damage from this effect must by another 10 minutes while it manifests). Blinding sickness 1d4 Str* make a Fort save (DC17 + your key ability Cackle fever 1d6 Wis modifier) or be slowed as the slow spell, for the Create Crossroads and Backroad(MoF p86) Filth fever 1d3 Dex, 1d3 Con remaining duration of as the frost. SR applies to Mindfire 1d4 Int this effect. – Links two locations by magical path & summons Red ache 1d6 Str a guardian to maintain them. Details are on MoF Shakes 1d8 Dex Aura of Vitality(MoF p78) p44. Slimy doom 1d4 Con * Each time a victim takes 2 or more points of Str – One subject per 3 levels in a 30’ area gain +4 Creeping Doom(PH p214) damage from blinding sickness, she must make Enhancement bonuses to Strength, Dexterity, and be permanently blinded. – Summons one Centipede Swarm(MM p238) per 2 Caster levels (max 10 swarms), each of which Brilliant Blade (SC p40) Rain of Red Roses(BoED p105) appears where the caster designates within Close- projectiles with the Brilliant Energy special ability they come in contact (they may even be summoned – Red roses fall in a 80’ radius by 80’ high (ignore non-living matter, such as armour). around a creature). Cylinder. Each Evil creature in the area of effect As a Standard Action, the caster can direct one or takes 1d4 Wisdom damage per round (no save) and Changestaff(PH p207) more swarms to move towards any opponent within is Sickened (FortNeg) as long as it remains in the 100’ away from a swarm, it will continue to attack – The caster’s focus staff transforms into a Huge any opponent in its area, but will remain stationary Scrying, Greater(PH p275)(PH3.5e)+ Treant, which follows the caster’s instructions until the caster returns. (though it cannot animate or control other trees). If – Sends a Magical Sensor to watch & listen to a the Treant is every destroyed, the focus staff is Cure Moderate Wounds, Mass(PH p216) target creature. This spell’s DC is adjusted by the destroyed too. The caster must personally spend 28 caster’s knowledge and connection to the target. days preparing & carving the focus staff. – Cures 2d8 +1/level damage (max +30) to one Knowledge DC creature per level in a 30’ area with Positive Changestones(Und p57) Energy. None (must have a Connection) –10 Fire Storm(PH p231) Met the target 0 – One or more specially prepared focus stones (see “stone-born” and have no psionics or ability to – The caster designates 2 contiguous 10’ cubes per Connection DC speak. level are filled with flame, doing 1d6 fire damage For the spell’s duration, the Stone-Born Liths will Likeness or picture 2

Level 7 Page 27 Connection DC Summon Nature’s Ally VII(PH p289) Wind Walk(PH p302) Possession or garment 5 Lock of hair, bit of fingernail, etc. 10 1Round, Close-range, 1rnd/lvl(D)> – The caster and one subject per three levels are If the spell is successful, the caster can see in a – Summons one or more creatures to fight the transformed into a gaseous form, which grants the 10’ radius around the target & the Sensor caster’s enemies. The creatures can attack on following: follows the target up to a rate of 150’. the caster’s initiative starting their first round. a) Fly 10’/Perfect; If the spell is resisted, the caster may not Table # b) able to slip through any opening; attempt to scry on the target again for 1day. c) gains Damage Reduction 10/magic; Summon Nature’s Ally VII 1 Spells that improve the caster’s vision (such as d) immune to poison & criticals; Summon Nature’s Ally VI 1d3 Darkvision) apply when he/she is looking e) has an AC based only on Dexterity, size, Summon Nature’s Ally V (or less) 1d4+1 through the Sensor. In addition, the caster Deflection bonuses, & armour bonuses due to can use the following: Detect Chaos, Detect Force effects; Sunbeam(PH p289) Evil, Detect Good, Detect Law, Detect Magic, f) cannot attack Message, Read Magic, and Tongues. g) can only cast spells with no Verbal, Somatic, – As a Standard Action, the caster can generate one Material, or Focus components; Shifting Paths (SC p188) sunbeam per round, up to a total of 1 per 3 levels h) if wearing white, most viewers will think the Damage is based on creature type: i) may invoke a magic wind, which makes the subject Fly speed increase to 60mph with Poor – Simultaneously hides a road specified by you, Type Effect while creating an illusory path. The false path starts manoeuvrability; Undead 1d6/lvl (max 20d6) (Ref½) & destroyed anywhere in the target area and continues in the j) each subject may independently spends 5 rounds if vulnerable to sunlight (RefNeg) & direction you indicate to the edge of the spell area. to shift back to solid form. At any time before the Blind (RefNeg). end of the duration, the subject may spend 5 more Oozes 1d6/lvl (max 20d6) (Ref½). rounds shifting back to the wind walk form. Slime Wave(CDiv p180) (CDivErrata)+ others 4d6 (Ref½) & Blind (RefNeg). subject at will. – A 15’ radius Spread is splattered with Green Swamp Lung (SC p216) If the spell is within 1 minute of its duration Slime. Each creature or object receives one Patch of Green Slime. descend at 60’ per round (or faster if desired) – Stagnant swamp water floods the lungs of the A Green Slim Patch does 1d6 Constitution damage before the spell expires. living target. If it fails its save it is prone for 1d6 to flesh –or– 2d6 damage to wood & metal (whose rounds and contracts Filth Fevel (DMG 292). Hardness it ignores) each round If not scraped off Word of Balance(Und p63) Creatures that can breath water must make the save on its 1st round, the slime must be destroyed with for the disease but are otherwise unaffected. heat, cold, sunlight, Remove Disease, or being cut – Any Lawful Good, Chaotic Good, Lawful Evil, or away. At the end of the spell’s duration, the Green Chaotic Evil creatures within a 30’ radius Spread Transmute Metal to Wood(PH p294) Slime disappears. who hears ‘word of balance’ & that has no more effects (no save): Storm of Elemental Fury(CDiv p182 SC p209) – All metal objects in a 40’ radius Burst are turned up to Caster lvl: Nauseated for 1 round. up to Caster lvl - 1: Weakened for 2d4 rnds considered to have an Spell Resistance of 20 + its – A 40’ radius black cloud appears 200’ over the & above. caster level, which must be overcome for it to be target location. After the first round, the cloud can up to Caster lvl - 5: Paralyzed for 1d10 min effected. be moved laterally 40’ as a Move Action (in & above. Restoring an object can only be done with a addition to the Standard Action to maintain up to Caster lvl - 10: Dead / Destroyed. Limited Wish, Wish, or Miracle. Concentration). In addition, if the caster is on his/her home plane of Those below the cloud receive the following: existence, any LG, CG, LE, or CE Extraplanar True Seeing(PH p296) creature in the area of effect (even if the ‘word of Round 1: The area from the cloud down to the ground is effected by a Whirling Windstorm(DMG – Within 120 unobstructed feet, the subject can see chaos’ cannot be heard) that has no more HD than p94), which requires Fortitude saves to avoid being through normal & magical darkness, see magically the caster is driven back to its home plane for at knocked down, negates ranged attacks, spells hidden secret doors, not effected by Blur & least 1 day (WillNeg at a –4 penalty). require Concentration checks, etc. Displacement, not effected by Invisibility, sees Round 2: All targets in the area of effect take 5d6 through illusions, know the true form of Wrack Earth(PH2 p128) Ethereal Plane. – Earth and stone blast upward along a 30ft line, 5’, extinguishing unprotected flames, and reducing This spell cannot be used in conjunction with movement to ½; smashing creatures and knocking them out of the scrying magics, such as Clairaudience / way. This spell deals 1d6 points of bludgeoning Round 4: All target in the area of effect take 1d6 Clairvoyance. per level Fire damage, max 15d6, (Ref½). damage per caster level (max 15d6) to every creature it contacts and creates a 5ft wide mound of Waterspout(FR p75, CDiv p187, SW p124)(CDivErrata)+ Storm Tower(CDiv p182)(MoF p125) stone and rubble along the path of the line. Creatures within the area that fail their Reflex – Create a 10’ wide by 80’ tall waterspout. saves are moved to a random side of the rubble. – Creates a 20’ radius Spread by 100’ tall cylinder a) must be cast in a body of water at least 20’ deep The rubble created is difficult terrain that requires of swirling clouds: & more than 10’ wide. 2 squares of movement to enter. Creatures that a) absorbs any electricity; b) can move up to 30’ per round either under the succeed on their saving throws take half damage b) negates Magic Missiles cast into, out of, or caster’s direction (which requires Concentration) and are not moved by the mound of rubble. within the tower; or following a simple program (e.g., go in a circle, c) winds speeds within the tower are 60mph, etc.). Changing the program is a Standard Action. making ranged attacks impossible; c) creatures & objects touched by the waterspout d) moving within the tower is normal, but it can (or those flying / swimming within 10’ of it) must only be entered or existed by a creature of at least make a Reflex save (SR applies) or take 3d8 Gargantuan size; damage. In addition, Medium-size or smaller e) creatures within the tower have Concealment targets that fail their save are pulled into the from those outside the tower; waterspout for 1d3 rounds (automatically taking f) all creatures within 50’ of the tower receives a – 2d6 per round) before being ejected 1d8 x 5ft 10 penalty on Listen checks. above the waterspout’s base.

Level 7 Page 28 Level 8 Spells

Animal Shapes(PH p198) b) any ranks the target had in Knowledge skills damage each minute. If he/she goes unconscious, become an Enhancement bonus on the caster’s make a Constitution check vs. DC 15 or take 1d6 – One willing subject per level in a 30’ area are Knowledge checks; lethal damage per minute. polymorphed into an animal of the caster’s choice. c) if the target was a spellcaster, the caster gains 1 All subject must be turned into the same type of spell slot of the highest spell slot the target could Finger of Death(PH p230) animal. The caster may dismiss the spell on all of cast. the spell from himself as a Full-Round Action. See Control Plants(PH p213) – The living target dies on a failed saving throw. the Polymorph Table for details. Awaken, Mass(CDiv p151) – Up to 2HD per level of Plant Creatures in a 30’ Leonal’s Roar(BoED p102) Instantaneous> not attack. The targets will not try to obey orders – Any non-Good creatures within a 40’ radius – The one animal or tree per three levels in a 30’ that are suicidal. Spread who can hear the ‘roar’ & that has no more area gains sentience. All targets must be the same HD than the caster suffer from the following type of creature or tree. Cure Serious Wounds, Mass(PH p216) effects (no save): Animal - The caster must make a Will save vs. DC up to Caster lvl: Deafened for 1d4rnds. 10 + highest target HD. If successful, each animal – Cures 3d8 +1/level damage (max +35) to one up to Caster lvl - 1: Blinded for 2d4 rounds & gains the following: creature per level in a 30’ area with Positive above. a) an Intelligence of 3d6; Energy. up to Caster lvl - 5: Held for 1d10 minutes& b) +1d3 Charisma; above. c) +2HD; Deadfall (SC p59) up to Caster lvl - 10: Dead & above. d) the ability to speak 1 language + 1 per takes 2d6 Sonic damage (FortNeg). In addition, if by the caster). – A 20ft radius, 40ft high cylinder appears where the caster is on his/her home plane of existence, Tree – The caster must make a Will save vs. DC = you direct it, populated with logs, branches and any non-Good Extraplanar creature in the area of to the HD the greatest target tree will have once fallen trees. These collapse dealing 1d6/lvl (max effect (even if the ‘holy word’ cannot be heard) awakened. If successful, each tree gains the 20d6). In addition, targets must succeed on a Ref that has no more HD than the caster is driven back following: save or be knocked prone. The created wood to its home plane for at least 1 day (WillNeg at a – a) an Intelligence of 3d6; counts as dense rubble. 4 penalty). b) a Wisdom of 3d6; c) a Charisma of 3d6; Depthsurge (SW p115) Maelstrom(FR p72) (CDiv p168)(CDivErrata)+ d) gains skill points & feats appropriate for an ‘aberration’ of its HD; Long-range, Instantaneous, FortPart, SR applies> – Create a 120’ wide by 60’ deep whirlpool. – Each creature in a 20ft radius area takes e) gains the ability to speak 1 language + 1 per a) must be cast in a body of water at least 60’ deep 2d6+caster level damage (no save) and then must Intelligence modifier (all languages must be known & more than 120’ wide. make a Fort save or be driven 10ft from the centre by the caster). b) creatures & objects within 50’ of the whirlpool of the blast. A ship in the area must make a Sink f) other ability scores appropriate for an animate must make a Reflex save or take 3d8 damage & be check (DC of spell DC) (see SW p32 for sinking) object of its size; pulled in for 2d4 rounds (automatically taking 3d8 g) gains the ability to move; per round) before being ejected. Large-size and Earth Glide(RoS p162) h) gains senses similar to a human’s. smaller creatures are ejected from the whirlpool’s bottom, while larger creatures are ejected from its – The touched creature may move through earth top. Bombardment(PGF p100) and stone at its Land Speed like a fish swims check vs. the spell’s DC instead of a Reflex save. – Rocks rain down on a 15’ radius Burst. All passing, nor can make a tunnel for others to follow it. creatures in the area of effect take 1d8 per level Megalodon Empowerment (SW p118) (max 20d8) (Ref½) and are buried (RefNeg). A If the area the subject is within is targeted with a buried creature beings to suffocate unless it takes a Move Earth spell, the subject moves back 30’ and – a) Grants you the Scent ability and +10 racial Full Round Action to get free. is Stunned for 1 round (FortNeg DC15). bonus to Survival for tracking by scent. b)Your swim speed increases by 10ft or if you (PH p225) Brilliant Aura(CDiv p157)(MoF p83)(MoFe)+ SC p39 Earthquake don't have one, you gain one equal to your land speed. – Intense tremor shakes a 80’ radius Spread – 1 ally per 2 levels gains a glowing aura: c) Grants you the ability to breath underwater (shapeable). The effect depends on the terrain. The a) Gives off light as bright as a torch. You can retain this form for 1hr/lvl result in [brackets] is halved / avoided with a b) All melee & ranged attacks become Brilliant In addition at any time during the spell, you can Reflex save vs. DC 15. Energy (ignore non-living matter (such as armour). trigger a change which reduces the duration to c) Gain an Enhancement bonus to damage of +1 Terrain Effect 1rnd/lvl but in addition to the above per 2 levels (max +10). Cave Roof collapses [8d6 damage to d) Increases your size category by one anyone below & ‘pinned beneath e) Those who attack with a natural weapon take Cocoon(MoF p85) rubble’]. 1d4 damage (RefNeg) as it fell vertically [8d6 damage & p296) – The living target is surrounded by a cocoon, ‘pinned beneath rubble’]. g) Your base attack becomes your character level, which has Hardness 10 & 100hp. As long as he/she Open [Fall down]. 25% chance of falling in you gain +4 natural armour bonus and +3 is in the cocoon, the target is Paralyzed. Each day, a fissure (Reflex save vs. DC 20 to competence bonus to Fort and Ref the target receives 1 Negative Level. get out before it closes & kills anyone h) You lose the ability to cast spells but if you can If the target dies due to being drained to 0 levels, still trapped). Wild Shape you can do so to one size category the cocoon releases the corpse & shrinks to the size Building Takes 100hp damage (no Hardness) larger than normal of a walnut which lasts for 1day/lvl. When carried [8d6 damage to all within & ‘pinned Material component: potion of Water Breathing and three by the caster, the shrunk cocoon has the following beneath rubble’]. teeth from a shark of at least Large size benefits: Marsh Fissures drain the water. [Sink in a) +4 Enhancement bonus on the ability score mud / quicksand]. which was the target’s highest; Anyone ‘pinned beneath rubble’ takes 1d6 subdual

Level 8 Page 29 Phantom Wolf(CDiv p174) caster. Damage is based on creature type: cyclone & carried with it (taking 1d8 damage per cyclone to put the target down. – The caster summons a Large, Incorporeal, 12HD Undead 1d6/lvl (max 25d6) (Ref½) & If the whirlwind moves out of range, it goes out of Wolf to attack his/her foes. destroyed if vulnerable to sunlight control. For 1d3 rounds, it moves randomly & then (RefNeg) & Blind (RefNeg). dissipates. Red Tide (SC p170) Oozes 1d6/lvl (max 25d6) (Ref½). others 6d6 (Ref½) & Blind (RefNeg). This spell Dispels any spells with the [darkness] – All targets are knocked prone and sickened for subtype within its area of effect. – Teleports the caster, his/her Maximum Load, & 1min. Targets that fail a Fort save take 2d6 Str one willing Medium-sized creature per three levels damage. After 1min the creature must take another Summon Nature’s Ally VIII(PH p289) (or the Creature Equivalent) back to a very familiar Fort save or take an additional 1d6 Str damage. Creature immune to poison are not affected. memorized. The start & end locations must be in – Summons one or more creatures to fight the Creatures with the Fire subtype take an additional the same plane of existence. 1d6/lvl (max 20d6) damage (Ref½). caster’s enemies. The creatures can attack on the caster’s initiative starting their first round. Repel Metal or Stone(PH p271) Table # – All metal & stone objects in a 60’ Line are Summon Nature’s Ally VIII 1 pushed away from the caster. Objects less then 500 Summon Nature’s Ally VII 1d3 pounds move 40’ per round. If unable to move, Summon Nature’s Ally VI (or less) 1d4+1 objects less than 3” in diameter break or bend. If a creature holds onto an effected object as it is Unearthly Beauty(BoED p110) pushed away, it is dragged along. – The caster gains the beauty of a Nymph. Any The location & direction of the line of force fixed Humanoid within 60’ that looks at the caster at casting time & cannot be changed. becomes permanently Blind (FortNeg). The caster can suppress & unsuppress this ability as a Free Reverse Gravity(PH p273) Action. Also as a Free Action, the caster can cause all – All unattached objects & creatures in one creature within 30’ that are looking at him/her to contiguous 10’ cube per 2 levels falls up. If an die (WillNeg). attached object is available, a target can attempt a Note: The caster must abstain from sexual Reflex save to grab onto it. Targets only “fall” to intercourse of one month in order to be able to cast the limit of the area of effect & hover there until this spell. the spell ends. Any ability to fly or levitate makes this spell ineffective. Unyielding Roots (SC p228) – The touched willing creature grows roots into the Speak with Anything(MotW, p94) ground, with the following effects: – Grants the effects of Speak with animals, Speak a) subject cannot move or be moved from his/her with Plants and Tongues to communicate with any current location; living creature, and Stone Tell to communicate b) heals 30 hp per round; with stone, metal, earth, water or any other solid or c) neutralizes poisons automatically; semi-solid object or terrain feature. d) removes Negative Levels automatically; e) +4 bonus to Fortitude & Will saves; Stormrage(CDiv p182)(MoF p125) f) –4 penalty to Reflex saves; and grants the subject an opposed Strength check (vs. – The caster embodies the power of a storm: the enemy’s Strength or Dexterity) to knock the a) Caster Flies at a speed of 90’ (60’ if in medium enemy Prone. or heavy armour) with Average maneuverability. ½ speed going up, 2x speed going down. If spells Wall of Greater Dispel Magic(Und p63) expires/is dispelled, subject descends at 60’ per round for 1d6 rounds before falling. – Creates an transparent wall whose area is one 10’ b) An invisible wall of air 2’ wide is created square per level. around the caster on all sides. The wall is total When a creature passes through the wall, each protection from arrows, bolts, gases (including ongoing spell effect on the target gets a separate some breath weapons), gaseous forms, birds, etc. Dispel Check (max +20). If successful, the spell Larger ranged weapons have a 30% miss chance, effect is ended (except for those caused by magic but large weapons, such as giant’s boulders, are not items, which are only suppressed for 1d4 rounds). effected. The wall may be walked through The wall cannot be seen with See Invisibility, but it normally. can be detected with Detect Magic and True c) Caster is unaffected by normal & magical winds. Seeing. d) Has a pool of one 1d6 per Caster level (max 20d6). As a Standard Action, the caster may strike Whirlwind(PH p301) a single opponent within 100’ with a stroke of electricity by making a ranged touch attack (+3 – Creates a 30’ tall cyclone that is 30’ wide at the bonus if the target has a large amount of metal). top & 10’ wide at the base. As a Standard Action, The caster expends the dice in the pool to do the the caster can “program” the cyclone to move when damage, allowing many little attacks, one big one, & where he/she desires at a movement of 60’ (& etc. can change it again as another Standard Action). Any creature that comes in contact with the Sunburst(PH p289) cyclone who is Large-sized or smaller takes 3d6 or smaller creature fails its first save, it must make – A 80’ radius Burst of light is centred on the a second Reflex save or be picked up by the

Level 8 Page 30 Level 9 Spells

Antipathy(PH p200) infected also becomes a vector for the disease. Regenerate(PH p270) Close-range, 2hrs/lvl, Will½, SR applies> A subject who passes the fort save is safe for one – Touched living subject’s missing limbs are – Target object or location (up to 10’ cube per day. restored. If the severed limb is touching the level) is avoided by a named type of creature (such The possible diseases are: blinding sickness, cackle subject, then it takes 1 round to heal, otherwise the as Red Dragons) or specific alignment (such as fever, filth fever, mindfire, red ache, the shakes, limb regrows in 2d10 rounds. Lawful Evil). If a creature of the named type makes slimy doom. The subject is also healed 4d8 + 1/lvl (max +35) its Will save, it can enter the area or touch the hit points, is no longer Fatigued or Exhausted, & object, but even this causes a –4 penalty to Foresight(PH p233) all subdual damage is restored. This spell cannot Dexterity due to the discomfort of the act. target Undead. This spell Counters and Dispels Sympathy. – The caster receives mental warnings about what may harm the touched subject. Shadow Landscape(CDiv p178) Cast in Stone(MoF p83)(MoFe)+ If the caster placed the spell on himself, he can never be surprised or flat-footed, knows if he/she is SR applies> – Anyone meeting the caster’s gaze within Close- being targeted with spells, ranged attacks, sneak – Causes natural terrain in a 1 mile radius spread is range must make a Will save or be turned to stone. attacks, etc., gains a +2 Insight bonus to AC & infused with energy from the Plane of Shadow to Reflex saves, & knows in general what to do in become more dangerous: Cure Critical Wounds, Mass(PH p215) order to be safe (such as “close your eyes”, “jump”, -all-: Roll twice for all weather condition three “run”). times for Plains) and take the worst result. – Cures 4d8 +1/level damage (max +40) to one If cast on a different target, the caster gets the Desert: Average temperature becomes more creature per level in a 30’ area with Positive warnings & must pass them on verbally to the extreme by 30 degrees and sandstorms blow Energy. target. In this case, neither gets the Insight bonuses. through hourly. Forest: The canopy of leaves block the sun, Light (SC p61) Death Ward, Mass Invulnerability to Elements(MotW, p89) Undergrowth becomes Heavy Undergrowth, & Heavy Undergrowth becomes Entangle. 1min/lvl, > – As Protection from All Elements (lvl 6) but the Hill: Light Undergrowth becomes Heavy – 1 ally/lvl, no two of which are more than 30ft target creature is immune to damage from acid, Undergrowth, it takes two movement to go up a apart become immune to all death spells, magical cold, electricity, fire and sonic. Gradual Slope, four movement to go up a Steep death effects, energy drain, and any negative Slope, and cliffs require a Climb check vs. DC 25 energy effects (like Death Ward (lvl 5) but for Lookingglass(MotW, p90) to go up or down. multiple subjects. Marsh: Half the terrain is considered Quicksand. – Casting this spell creates one end of a path Mountain: Cliffs require a Climb check vs. DC 25 Doom of the Seas (SW p115) between two natural mirrored surfaces. A second to go up or down, Avalanches are 10% likely to – Summons a gargantuan fiendish kraken (stat creates a path between those two mirrors that you effects are one category worse. block on SW p116) which obeys you for the can look through as if casting Clairvoyance. Plains: Half the spaces with Undergrowth are duration of the spell. Within 1min/lvl of casting the second spell, you treated like Entangle and there are more tornados and 1creature/lvl can travel through the path as if & thunderstorms. using Teleport without Error. Underground: Naturally occurring caverns require Drown, Mass(Und p58) Nature’s Avatar(CDiv p170) by stalagmites. – Any number of living target in a 30’ area have The caster and one creature per 4 caster levels can their lungs filled with water & begins to drown – Touched animal gains the following: be designated a ‘Traveller’ & is not effected by the (DMG p304). a) +10 Morale bonus to attack & damage; special traits of the landscape (but weather effects 1st round – Target’s hp drop to 0 & he/she is b) +1d8 per level of Temporary hit points; still apply). Unconscious. c) +1 Dodge bonus to AC; One HD per caster level of Animal, Plants, or 2nd round – Target’s hp drop to –1 & he/she is d) +30’ Enhancement bonus to all forms of Magical Beasts native to the target area can be Dying. movement (land, climb, swim, burrow, fly), up to designated ‘Shadow Guardians’. While in the area 3rd round – Target is Dead. double the base movement; of effect, the Shadow Guardians are Friendly The water cannot be forced from a target’s lungs, e) when making a Full-Round Attack, the subject toward the ‘Travellers’, gain Low-Light Vision, but a target can be Stabilized with a Heal check vs. gets an additional attack at his/her best attack Darkvision 60’, Resist Cold 10, Damage Reduction DC 15. bonus. 10/magic, & Evasion.

Elemental Swarm(PH p226) Perinarch, Planar (SC p154) Shambler(PH p277) range, 10min/lvl(D), no SR> – Like Perinarch (lvl 4) but for any highly morphic – Creates 1d4+2 11HD Shambling Mounds within – Designate whether this casting of the spell will or divinely morphic plane. a 30’ area. The caster can either use them as guards connect with the Plane of Air, Earth, Fire, or or to perform tasks, in which case they remain for 7 Water. Summons 2d4 Large Elementals from that Phantom Bear(CDiv p173) days, or to guard a location within range, in which Plane. Ten minutes after the spell is completed, creatures are dismissible by the caster. the spell is completed, 1 Greater Elemental – The caster summons a Huge, Incorporeal, 14HD The Shambling Mounds only have their standard appears. All the Elementals serve the caster for the Bear to attack his/her foes. fire resistance if they reside in rainy or marshy duration of the spell. The caster can dismiss any/all terrain. the Elementals as desired. Rain of Black Tulips(BoED p104) Epidemic(MotW, p88) – The caster takes a new form, which can be – A creature that fails its fort save contracts a takes 5d6 damage per round (no save) and is changed each round as Free Action, which: disease with no incubation period. Any living Nauseated (FortNeg) as long as it remains in the a) can by any creature type, including those which creature (except the caster) within 30ft of the area of effect. has Incorporeal or Gaseous forms; victim must also make a fort save or also b) cannot have more HD than the Caster level (max immediately contract the disease. Each person so 25HD);

Level 9 Page 31 c) may be as small as Fine-size & as large as must make an other save 10-60 minutes later or 10 hp of damage each round. Colossal-size. feel the urge to return. Creatures within range the cyclone are pulled The caster gets the following from the new form: This spell Counters and Dispels Antipathy. towards it by the distant listed (FortNeg): a) Strength, Dexterity, & Constitution; Size Flying? Range Distance b) Extraordinary & Supernatural attacks & Thunderstorm(MotW, p94) up to Large No 60’ 1d4 x 10’ +1d4 qualities. Huge No 40’ Prone form: – Behaves like Meteor Swarm, blasting balls of Gargantuan No 40’ Can’t move away a) Intelligence, Wisdom, & Charisma; lightning (like Fireball). Create 4 2ft or 8 1ft + b) hit points (ignore new Constitution score); spheres that go where you designate. If there are up to Huge Yes 60’? 60’ + 2d6 dmg c) level, class, & alignment; creatures in the way, they take 16d6 damage (no Gargantuan Yes 60’? 1d6 x 10’ d) base attack bonus & base save bonuses (though save) and the balls dissipate. Colossal Yes 60’? 1d6 x 5’ these can be modified by the new form’s Str, Dex, If the spheres reaches their destination, each bursts. Creature that start their round within the cyclone & Con); and Large spheres: 15ft radius spread, dealing 4d8 take 6d6 dmg per round (no save). After 1d10 e) extraordinary abilities, spells, & spell-like electricity damage rounds, a creature it thrown from the cyclone 4d6 x abilities (but not supernatural abilities). Small spheres: 7.5ft radius, dealing 2d6 electricity 5’ horizontally & 4d6 x 5’ vertically (taking falling In addition: damage damage if can’t fly). a) the new form can cast spells if it is physically Creatures failing their ref save are stunned for 1d4 capable (i.e., mouth for verbal components, hands rounds. for somatic, etc.); b) the caster’s equipment is transformed into Transmute Rock to Lava (SC p222) analogous equipment for the new form if humanoid – Any natural or unworked rock becomes an equal suppressed; volume of of molten lava. Any creatures in the area c) +10 bonus on Disguise checks; that pass their Ref save take 6d6 fire damage d) gain 1 day’s natural healing of hit-points only; provided they can physically escape on their next and turn. If they fail their save or cannot escape, they e) if slain, return to original form. take 20d6 fire damage each round they remain in the area. Even after leaving the area, they take half Storm of Vengeance(PH p285) If this spell is cast on a ceiling, the lava falls to the – Creates a storm cloud that is 360’ radius wide. floor and spreads in a 15ft radius dealing 2d6 fire Unless indicated otherwise, everyone in the area damage to anything caught under it (Ref ½) and takes the following effects on the specified round: 10d6 each round they remain in the area. Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) Rnd 2 – Acid Rain: 1d6 Acid dmg (no save) Tsunami(DR314 p47) Rnd 3 – Lightning: 6 targets of the caster’s choice – The caster creates a wave of water that has its Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) starting point anywhere within range and then Rnd 5-10 – Downpour: Concealment at 5’, Total moves is a direction the caster chooses. All Concealment at 10’, movement at ¼, no ranged creatures struck by the wave take 1d6/lvl (max attacks, spells require Concentration checks vs. DC 20d6) bludgeoning damage (Fort½). If a creature of (spell DC + level of spell being cast). up to Huge-size fails its save, it is pulled into the wave & takes damage each round (but gets a new Summon Elemental Monolith(CArc p124) If cast on dry land, the wave is 20’/lvl wide, 10’ – Summons one Elemental Monolith (CArc p156), a long, & 40’ high and moves 60’. CR17 Gargantuan Elemental, of Air, Earth, Fire, or If cast in the water, the wave is 40’/lvl wide, 10’ Water. It attacks immediately on the turn that the long, & 40’ high and moves 60’. Also, all creatures caster finishes the spell under the verbal direction receive a –4 penalty on their save. of the caster. The material component determines which type of Undermaster(Und p62) elemental is summoned: Aquamarine for Air, Tourmaline for Earth, Garnet for Fire, & Pearl for – While the caster stand upon or below the earth, Water. he/she can use any of the following as a spell-like ability as a Standard Action (even if the normal Summon Nature’s Ally IX(PH p289) casting time is longer): Burrow, Earthquake, Earth, Reverse Gravity, Soften Earth and Stone, – Summons one or more creatures to fight the Statue, Stone Shape, Stone Sphere, Stone Tell, caster’s enemies. The creatures can attack on the Stone to Flesh, Transmute Mud to Rock, caster’s initiative starting their first round. Transmute Rock to Mud, and Wall of Stone. Table # Whirlwind, Greater(CDiv p189) Summon Nature’s Ally IX 1 Summon Nature’s Ally VII (or less) 1d4+1 – Creates a cyclone that is 20’ radius from top to bottom and 5’ per level tall As a Move Action, the Sympathy(PH p292) caster can move the cyclone 60’. b) it extinguishes all flames; – Target object or location (up to 10’ cube per c) Listen check fail within the cyclone; level) attracts a named type of creature (such as d) it uproots trees & vegetation and leaves a trail of Red Dragons) or specific alignment (such as Dense Rubble in its wake. Lawful Evil). If a creature of the named type makes e) structures within the cyclone’s radius take 2d6 x its Will save, it can leave the area or object, but

Level 9 Page 32 Spell Tables

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

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

Summon Nature’s Ally II

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

Summon Nature’s Ally III

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

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

Summon Nature’s Ally V

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

Summon Nature’s Ally VI

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

Spell Tables Page 33 Summon Nature’s Ally VII Arrowhawk, Elder [air] Elemental, Earth (greater) [earth] Invisible Stalker [air] Whale, Cachalot (MM p19) (MM p98) (MM p160) (MM p283) Dire Tiger Elemental, Fire (greater) [fire] Pixie (sleep arrows, cannot cast Xorn, Elder [earth] (MM p65) (MM p98) Otto’s Irresistible Dance) (MM p260) Djinni Elemental, Storm (huge) [air] (MM p236) (MM p114) (MM3 p48) Triceratops Elemental, Air (greater) [air] Elemental, Water (greater) [water] MM p61) (MM p95) (MM p98) Tyrannosaurus (MM p61)

Summon Nature’s Ally VIII

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

Summon Nature’s Ally IX

Elemental, Air (elder) [air] Elemental, Water (elder) [water] Pixie (sleep & memory loss arrows, can cast (MM p95) (MM p98) Otto’s Irresistible Dance) Elemental, Earth (elder) [earth] Grig (with fiddle) (MM p236) (MM p98) (MM p235) Unicorn, Celestial Charger Elemental, Fire (elder) [fire] (MM p249) (MM p98)

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

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

Endure Elements(PH p226) 1000 – Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50.

Aid(PH p196) 2000 – Touched subject gains a +1 Morale bonus to attack & saving throws vs. fear and gains Temporary HP equal to 1d8 + 1/lvl (max 1d8+10).

Daylight(PH p216) – Touched object gives off bright light in a 60’ radius & dim light for another 60’. The light may be blocked by putting the object in a container. 2000 Treated as ‘sunlight’ for creatures who receive penalties in those conditions, but is not real sunlight so certain Undead are not destroyed. This spell Suppresses Deeper Darkness and is suppressed by it, leaving only the natural illumination in the overlapping area. This spell Counters and Dispels spells with the [darkness] category of equal or lower level.

Resist Energy(PH p272) – The touched subject & his/her equipment are protected from one Energy Type. Each attack doing damage of that type has the hp of damage reduced by the amount listed below. 2000 Lvl # Lvl # Lvl #

up to 6th 10 7th – 10th 20 11th + 30

Death Ward(PH p217) 4000 – Grants immunity to death spells & effects, gaining Negative Levels, and Negative Energy damage & ability loss.

Freedom of Movement(PH p233) – Subject moves normally despite magical impediments (Web, Hold Person, etc.). 4000 The subject automatically succeeds on any Grapple check to resist being grappled, plus any Grapple check or Escape Artist check to escape a grapple and/or a pin. While under the effect of this spell, the subject can fight underwater.

Spell Tables Page 34 Glossary Auras

Alignment Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. Creature / Object Unit Dim Aura Faint Aura Moderate Aura Strong Aura Overwhelming Aura Outsider HD see below up to 1 2 – 4 5 – 10 11 Undead HD see below up to 2 3 – 8 9 – 20 21 other Creature HD see below up to 10 11 – 25 26 – 50 51

Cleric, Paladin or other Class Level see below 1st 2nd – 4th 5th – 10th 11th+ religious class

Spell or Magic Items Caster Level see below up to 2nd 3rd – 8th 9th – 20th 21st + with an alignment Lingering Aura remains — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days

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

Magic Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Magic. Creature / Object Unit Dim Aura Faint Aura Moderate Aura Strong Aura Overwhelming Aura Active Spell Magic Item Lingering Aura remains

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

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

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

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

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

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

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

Glossary Page 35 Levels of Exhaustion Fatigued(PH p308) Exhausted(PH p308) Subject cannot move run or change and suffers a –2 penalty of Strength & Subject can only move at ½ speed and suffers a –6 penalty of Strength & Dexterity. Any action that would cause ‘Fatigue’ instead causes the subject Dexterity. to become Exhausted. After one hour of complete rest, the subject becomes Fatigued. After 8 hours of complete rest, fatigue is removed.

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

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

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

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

Glossary Page 36 Other Definitions

All Actions Creature Equivalent Fast Healing N Attack Rolls, Saving Throws, Skill Checks, & Some spells express the amount of load that can Subject heals damage taken during the spell’s Ability Checks. be carried and/or teleported as a number of duration at the rate of N hit points per round & Attitude Categories(PH p72) Medium-sized creatures. automatically Stabilizes. This spell does not heal See table on PH3.5 p72. a) the count does not include that caster; starvation, thirst, or suffocation damage. Fast Avert Gaze (i.e., try to avoid eye contact) (MM b) each subject, including the caster, can carry Healing effects do not stack. p309) Maximum Load; Fatigued(PH p308) Gain a 50% chance to avoid a gaze attack, but c) one Small-sized (or smaller) creature can be See above. grant your opponent Concealment (20% miss substituted for one Medium-sized creature; Frightened chance). d) larger creatures may be substituted according See above. Blind(PH p305) to the following table Held Subject cannot see, has a 50% chance of 1 Large-size = 2 Medium-size Subject cannot move & is Helpless. Subject can missing outright in combat (assuming the 1 Huge-size = 4 Medium-size still breath & think, though. correct hex was chosen), receives a –2 penalty 1 Gargantuan-size = 8 Medium-size Helpless(PH p309) on AC & looses Dexterity modifier to AC, 1 Colossal-size = 16 Medium-size Subject is immobile & extremely vulnerable. moves at ½ speed, suffers a –4 penalty on most Crippled Dexterity is considered 0, so the subject’s AC is Strength & Dexterity skills. Effectively has 0 hp, & can’t partake in at –5. Melee attacks are at an additional +4. The Calling Diagram(PH p249) strenuous activity. subject is vulnerable to sneak attacks & coup de Created by making a Spellcraft roll vs. DC 20 Dazed(PH p307) graces. and spending 10 minutes (it is possible to ‘Take Subject can take no actions, but is able to Incorporeal(PH p309) 10’, but not ‘Take 20’). When a Conj(call) spell defend itself normally & has not AC penalty. The subject does not have a solid body & is is used with a Calling Diagram & Dimensional Dazzled(PH p307) immune to non-magical attacks. Magic weapons Anchor, the called creature cannot leave the Sighted creatures receive a –1 penalty to attack & spells can effect them with a 50% miss diagram either by magic or mundane means. rolls, Spot checks, & Search checks. chance. Force effects always effect an The captured creature also cannot use any of its Damage incorporeal target. When attacking, incorporeal abilities, attacks, or even Spell Resistance to Target looses an ability score which heals creatures ignore Natural Armour bonuses & escape. normally. Armour bonuses (unless generated by a Force The description of a Calling Diagram is Drain effect, such as Mage Armour). contained in the spell Magic Circle against Target looses an ability score which can only be Insignia(RoD p166) Evil. healed with magic. Focus for the spells Insignia of Alarm, Insignia Caster Check(PH p305) Deafened(PH p307) of Blessing, Insignia of Healing, & Insignia of Caster level + 1d20 vs. the indicated DC. Subject cannot hear, suffers a –4 Initiative Warding. Must have been crafted by the Catch Fire penalty, can has a 20% chance of spell failure if spellcaster. Reflex save vs. DC 15 to avoid catching fire. the spell has verbal components. Emblem of an organization, such as a Guild, Each round, the subject & its equipment take Defenseless(PH p257) Church, or Militia. The insignia may be an 1d6 fire damage. A new Reflex save vs. DC 15 Helpless, plus always fail saving throws. amulet, badge, ring, etc., but each insignia of a is allowed each round to put the fire out. +4 Dismissible (D)(PH p176) set must have a matching logo, crest, or symbol bonus for rolling on the ground or having useful Dismissing a spell requires the caster to be and be worth at least 10gp. help. The fire goes out automatically if the within spell range & use a verbal component. If Invisible(PH p309) subject is doused with water, jumps in a lake, the original spell did not have a verbal Gain a +2 bonus on attack, and the target looses etc. component, a somatic component is used its Dexterity modifier to AC. An attacker must Cloud instead. Either act counts as a Standard Action guess at the correct hex of the invisible creature. 5’ of cloud provides Concealment, while 10’ or that does not generate an Attack of Opportunity. If the guess is correct, then there is still a 50% more provides Full Concealment. Concentration spells can be dismissed as a Free miss chance (i.e., Total Concealment). Dispersed by a Moderate Wind (11-20 mph) in Action on the caster’s action. Magical Sensor four rounds or by a Strong Wing (21+ mph) in Dispel Check(PH p307) When using Clairvoyance/Clairaudience, one round. 1d20 + Caster Level (max +N) vs. DC 11 + Scrying, or any other “Div(scry)” spell., the Comatose(PH p228) target spell’s caster level. ‘N’ is determined by spell creates a magical, Invisible spot that is Target enters a catatonic coma & cannot be spell. looked and/or listened through. It cannot be awaken. Elves & Half-Elves are vulnerable to Energy Type damaged, but can be Dispelled. It also can be this effect. Acid, Cold, Electricity, Fire, or Sonic. located with See Invisible, Detect Magic, or Community Sizes(DMG p137) Entangled(PH p308) Detect Scrying. Indicates the adult population. Non-adult Subject receives a –2 penalty to attacks, a –4 Nauseated(PH p310) population will be 10% – 40% more. penalty to effective Dexterity, & must make Subject cannot attack, cast spells, concentrate, Thorp 20 – 80 Concentration checks to cast spells. If the or do anything other than a single move action Hamlet 81 – 400 entanglement is ‘anchored’, the subject cannot each round. Village 401 – 900 move, otherwise the subject can only move at ½ Negative Energy Damage Small Town 901 – 2,000 speed, but can’t run or charge. Harms the living (& the Deathless) and heals the Large Town 2,001 – 5,000 To remove the entangle usually requires a Undead. Small City 5,001 – 12,000 Strength or Escape Artist check whose DC is Negative Level(PH p310) Large City 12,001 – 25,000 designated by the effect. For 24 hours, the subject has the following Metropolis 25,001 or more Exhausted(PH p308) penalties per Negative Level: –1 to all skill & Confused(PH p212) See above. ability checks, –1 to all attack rolls, –1 to all Mental-effect causes the target acts randomly Fascinated(PH p308) saving throws; –5 hit points, –1 effective level, each round that the spell is in effect: Subject stays still & quiet as long as the effect looses 1 spell from the highest level castable 01-10: Attack the caster. lasts. During this time, it receives a –4 penalty that is still available for that day. 11-20: Act normally. on Listen & Spot checks. For any Negative Level that is still in effect after 21-50: Do nothing. If potentially threatened, the subject receives a 24 hours, the subject must make a Fortitude 51-70: Run away from the caster at top speed new saving throw. If obviously threatened, the save vs. the DC of the Negative Level (either the 71-00: Attack the nearest creature (ignoring fascination ends. spell’s DC or for a monster, 10 + ½ HD + your familiar). An ally can “shake” a creature out of fascination Charisma modifier). If the subject fails, then Cowering as a Standard Action. he/she loose an actual level permanently (though See above it may be returned with Restoration or Greater

Glossary Page 37 Restoration). Vile Damage Non-Recoverable Level HP lost due to Vile Damage can only be Levels lost by Raise Dead or Resurrection regained by magical healing within a Hallow or cannot be replaced by any means. Consecrate spell. Object Equivalent(PH p300) Some spells express the amount of inanimate matter that can be effected as a number of Small-sized objects. Larger object may be substituted according to the following table 1 Small-size = 2 Tiny-size 1 Medium-size = 2 Small-size 1 Large-size = 4 Small-size 1 Huge-size = 8 Small-size 1 Gargantuan-size = 16 Small-size 1 Colossal-size = 32 Small-size Panicked(PH p311) See above. Primary Stat For Artificers & Wizards, use Intelligence. For Bards & Sorcerers, use Charisma. For Clerics, Druids, Paladins, & Rangers, use Wisdom. Positive Energy Heals the living (& the Deathless) and damages the Undead, who typically receives a Will save for ½ damage. Prone(PH p311) The subject is lying on the ground. Attackers gain a +4 bonus with melee attacks, but receive a –4 penalty with ranged attacks. The prone creature receives a –4 penalty on melee attacks & cannot make most ranged attacks. Rubble, Dense(DMG p90) TBD Scent Ability(MM p314) Subject can detect opponents by smell within 30’ (60’ downwind, 15’ upwind) & can track by scent. Shaken(PH p312) See above. Sickened(PH p228) Target suffers a –2 penalty on attacks, damage, saves, skill checks, & ability checks. Slowed(PH p280) Subject may only take one Standard or Move Action each round; suffers a –1 penalty to AC, melee attacks, melee damage, & Reflex saves. Staggered(PH p313) Subject can only take one Standard Action or one Move Action each round. Stunned(PH p313) Subject looses Dex bonus to AC, has a –2 penalty to AC, and cannot take actions. Suspended Animation Target is unconscious, does not need to eat, drink, or break, and no longer ages. Untyped Damage Damage that is not Acid damage, Cold damage, Electricity damage, Fire damage, Sonic damage, Positive Energy damage, nor Negative Energy damage. This kind of damage is not blocked by any type of resistance. Weakened Target’s has a 2d6 penalty to Strength for the indicated time. Wind, Moderate (DMG p95) 11 – 20 mph Wind, Strong (DMG p95) 21 – 30 mph Wind, Severe (DMG p95) 31 – 50 mph Temporary HP These hit-points are removed first if the subject is damaged. They cannot be restored, even by healing.

Glossary Page 38 Appendix

Key to Sourcebooks

BoED CWar CDiv CArc CAdv Complete Adventurer DMG ’s Guide v.3.5 DR### Dragon Magazine (with issue number) DU## Dungeon Magazine (with issue number) Draco Eb Campaign Setting FR Campaign Setting LoD MotW MM v.3.5 MM3 Monster Manual MoF Magic of Faerûn PGF Player’s Guide to Faerûn PH Player’s Handbook v.3.5 RoD RoS RotW RoE Races of Eberron RoF Races of Faerûn SC SM Silver Marches SW Stormwrack UA Und Underdark

3.5up D&D v.3.5 Accessory Update http://www.wizards.com/dnd/files/DnD35_update_booklet.zip PH3.5e Player’s Handbook v.3.5 Errata http://www.wizards.com/dnd/files/PHB_Errata09242003.zip PGFe Player’s Guide to Faerûn Errata http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip CDivErrata Complete Divine Errata http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip CArcErrata Complete Arcane Errata http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip EbErrata Eberron Errata http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.

Appendix Page 39 Index Adrenaline Surge...... 6 Briar Web...... 6 Affliction...... 11 Brilliant Aura...... 29 Air Breathing...... 11 Brilliant Blade...... 27 Air Walk...... 16 Bull’s Strength...... 6 Align Fang...... 6 Bull’s Strength, Mass...... 24 Align Fang, Mass...... 11 Buoyant Lifting...... 3 Alter Fortune...... 11 Burrow...... 6 Anger of the Noonday Sun...... 24 Burrow, Mass ...... 16 Animal Growth...... 20 Call Lightning...... 11 Animal Messenger...... 6 Call Lightning Storm...... 20 Animal Reduction...... 6 Call of Stone...... 16 Animal Shapes...... 29 Calm Animals...... 3 Animalistic Power...... 6 Calm, Mass...... 16 Animalistic Power, Mass...... 27 Camel’s Tenacity...... 11 Animate Fire...... 3 Camouflage...... 3 Animate Plants...... 27 Camouflage, Mass...... 6 Animate Snow...... 24 Capricious Zephyr...... 11 Animate Water...... 3 Cast in Stone...... 31 Animate Wood...... 3 Cat’s Grace...... 6 Anticold Sphere...... 20 Cat’s Grace, Mass...... 24 Antilife Shell...... 24 Chain of Eyes...... 16 Antipathy...... 31 Chameleon...... 6 Antiplant Shell...... 16 Changestaff...... 27 Arc of Lightning...... 16 Changestones...... 27 As the Frost...... 27 Charge of the Triceratops...... 11 Aspect of the Earth Hunter...... 24 Charm Animal...... 3 Aspect of the Wolf ...... 3 Chasing Perfection...... 24 Atonement...... 20 Chill Metal...... 6 Attune Form...... 11 Circle Dance...... 11 Aura Against Flame ...... 3 Claws of the Beast...... 3 Aura of Vitality...... 27 Climb Walls...... 3 Auril’s Flowers...... 20 Cloak of the Sea...... 20 Awaken...... 20 Cloud Wings...... 6 Awaken, Mass...... 29 Cloudburst...... 6 Babau Slime...... 3 Cloudwalkers...... 27 Balancing Lorecall...... 6 Cocoon...... 29 Baleful Polymorph...... 20 Cold Fire...... 3 Barkskin...... 6 Cold Snap...... 20 Bear’s Endurance...... 6 Cometfall...... 24 Bear’s Endurance, Mass...... 24 Command Plants...... 16 Beast Claws...... 3 Commune with Earth...... 20 Beastland Ferocity...... 3 Commune with Nature...... 20 Beget Bogun...... 3 Contagion...... 11 Big Sky...... 20 Contagion, Mass...... 20 Binding Winds...... 6 Contagious Touch...... 16 Bite of the Werebear...... 24 Contingent Energy Resistance...... 16 Bite of the Wereboar...... 16 Control Currents...... 16 Bite of the Wererat...... 6 Control Plants...... 29 Bite of the Weretiger...... 20 Control Water...... 16 Bite of the Werewolf...... 11 Control Weather...... 27 Blackwater Tentacle...... 20 Control Winds...... 20 Blight...... 16 Corona of Cold...... 11 Blinding Beauty...... 16 Countermoon...... 7 Blinding Spittle...... 6 Crabwalk...... 3 Blindsight...... 6 Creaking Cacophony ...... 11 Blindsight, Greater ...... 16 Create Crossroads and Backroad...... 27 Blood Creepers...... 20 Create Water...... 2 Blood Frenzy...... 6 Creeping Cold...... 7 Blood Sirocco...... 24 Creeping Cold, Greater...... 16 Body of the Sun...... 6 Creeping Doom...... 27 Bombardment...... 29 Crown of Clarity...... 11 Bones of the Earth...... 24 Crumble...... 24 Bottle of Smoke...... 11 Crushing Coils...... 11 Brambles...... 6 Cure Critical Wounds...... 21 Branch to Branch...... 3 Cure Critical Wounds, Mass...... 31 Breath of the Jungle...... 3 Cure Light Wounds...... 3

Index Page 40 Cure Light Wounds, Mass...... 24 False Bravado...... 12 Cure Minor Wounds...... 2 Fang Blade...... 12 Cure Moderate Wounds...... 11 Favourable Winds...... 12 Cure Moderate Wounds, Mass...... 27 Feathers...... 17 Cure Serious Wounds...... 16 Find the Path...... 25 Cure Serious Wounds, Mass...... 29 Finger of Death...... 29 Curse of Spilt Water...... 24 Fins to Feet ...... 7 Daggerspell Stance...... 7 Fire Eyes...... 2 Dance of the Unicorn...... 21 Fire Seeds...... 25 Dancing Web...... 21 Fire Storm...... 27 Darkseed...... 2 Fire Trap...... 7 Dawn...... 2 Fire Wings...... 12 Daylight...... 11 Fires of Purity...... 25 Daze Animal...... 2 Fireward...... 21 Deadfall...... 29 Flame Blade...... 7 Death Ward...... 21 Flame Strike...... 17 Death Ward, Mass...... 31 Flaming Sphere...... 7 Decomposition...... 7 Flare...... 2 Deep Breath...... 3 Flowsight...... 21 Dehydrate...... 12 Fly, Swift...... 7 Delay Disease...... 3 Fog Cloud...... 7 Delay Poison...... 7 Foresight...... 31 Depthsurge...... 29 Forestfold...... 17 Desert Burial...... 16 Foundation of Stone...... 4 Detect Animals or Plants...... 3 Freedom of Movement...... 17 Detect Crossroad...... 2 Freeze...... 17 Detect Magic...... 2 Frost Bite...... 17 Detect Poison...... 2 Frost Breath...... 12 Detect Snares and Pits...... 3 Gate Seal...... 25 Diminish Plants...... 12 Geyser...... 12 Dinosaur Stampede...... 24 Giant Vermin...... 17 Dire Hunger...... 21 Giant’s Wrath...... 12 Dispel Magic...... 16 Girallon’s Blessing...... 12 Dispel Magic, Greater...... 24 Goodberry...... 4 Dominate Animal...... 12 Green Blockade...... 7 Doom of the Seas...... 31 Greenfire...... 12 Downdraft...... 21 Ground Smoke...... 2 Drifts of the Shalm...... 7 Guidance...... 2 Drown...... 24 Gust of Wind...... 7 Drown, Mass...... 31 Hallow...... 21 Druid Grove...... 21 Hawkeye...... 4 Dust Storm...... 12 Heal...... 27 Earth Glide...... 29 Heal Animal Companion ...... 21 Earthbind...... 7 Healing Lorecall...... 8 Earthen Grace...... 7 Healing Rest...... 4 Earthfast...... 7 Healing Spirit...... 17 Earthquake...... 29 Healing Sting...... 8 Easy Trail...... 7 Heartfire...... 8 Echo Skull...... 21 Heat Metal...... 8 Elemental Swarm...... 31 Heatstroke...... 12 Embrace the Wild...... 7 Hide from Animals...... 4 Endure Elements...... 3 Hide the Path...... 25 Energetic Healing...... 21 Hold Animal...... 8 Energize Potion...... 12 Horrible Taste...... 4 Energy Immunity...... 24 Hungry Gizzard...... 25 Energy Vortex...... 12 Hypothermia...... 12 Enhance Wild Shape ...... 17 Ice Storm...... 17 Enrage Animal...... 3 Icelance...... 17 Entangle...... 3 Inferno...... 21 Entangling Staff...... 12 Infestation of Maggots...... 12 Enveloping Cocoon...... 24 Insect Plague...... 21 Epidemic...... 31 Invulnerability to Elements...... 31 Essence of the Raptor ...... 17 Ironwood...... 25 Estanna’s Stew...... 7 Jagged Tooth ...... 12 Evard’s Menaching Tentacles...... 12 Jaws of the Moray...... 8 Extract Water Elemental...... 25 Jaws of the Wolf...... 17 Eye of the Hurricane...... 17 Jump...... 4 Eyes of the Avoral...... 7 Jungle’s Rapture...... 21 Faerie Fire...... 4 Junglerazer...... 13

Index Page 41 Kelpstrand...... 8 Planar Tolerance...... 18 Kiss of Death...... 21 Plant Body...... 22 Know Direction...... 2 Plant Growth...... 13 Kuo-Toa Skin...... 4 Poison...... 13 Land Womb...... 17 Poison Thorns...... 22 Languor...... 17 Poison Vines...... 18 Lash of the Kraken...... 13 Power Sight...... 4 Last Breath...... 17 Pressure Sphere...... 8 Lay of the Land ...... 17 Primal Form...... 13 Leonal’s Roar...... 29 Produce Flame...... 4 Light...... 2 Protection from All Elements...... 25 Linked Perception...... 8 Protection from Energy...... 13 Lion’s Charge...... 13 Purify Food and Drink...... 2 Listening Lorecall...... 8 Quench...... 13 Liveoak...... 25 Quickswim...... 4 Locate Node...... 8 Quill Blast...... 22 Longstrider...... 4 Quillfire...... 13 Longstrider, Mass...... 21 Radiance...... 22 Lookingglass...... 31 Raging Flame...... 4 Low-Light Vision...... 4 Rain of Black Tulips...... 31 Maelstrom...... 29 Rain of Red Roses...... 27 Magic Convalescence...... 21 Ram’s Might...... 4 Magic Fang...... 4 Rapid Burrowing...... 4 Magic Fang, Greater...... 13 Raptor’s Sight...... 4 Magic Fang, Superior...... 18 Reachwalker’s Wariness...... 8 Magic Stone...... 4 Read Magic...... 2 Mandragora...... 25 Red Tide...... 30 Mantle of the Icy Soul...... 21 Reduce Animal...... 8 Mark of the Outcast...... 8 Regenerate...... 31 Master Air...... 8 Regenerate Circle...... 25 Master Earth...... 27 Regenerate Critical Wounds...... 22 Megalodon Empowerment...... 29 Regenerate Light Wounds...... 4 Meld into Stone...... 13 Regenerate Ring...... 13 Memory Rot...... 22 Regenerate Serious Wounds...... 18 Mending...... 2 Reincarnate...... 18 Merrshaulk’s Kiss...... 13 Rejuvenation Cocoon...... 22 Meteoric Strike...... 18 Remedy Moderate Wounds...... 8 Miasma...... 25 Remove Addiction...... 8 Miasma of Entropy...... 18 Remove Disease...... 13 Might of the Oak...... 8 Remove Scent...... 4 Moon Bolt...... 18 Renewed Vigour...... 18 Mountain Stance...... 8 Repel Metal or Stone...... 30 Move Earth...... 25 Repel Vermin...... 18 Mudslide...... 25 Repel Wood...... 25 Murderous Mist...... 18 Resist Energy...... 8 Nature’s Avatar...... 31 Resist Energy, Mass...... 13 Nature’s Balance...... 13 Resist Planar Alignment...... 4 Nature’s Favour...... 8 Resistance...... 2 Nature’s Rampart...... 13 Resistance, Greater...... 18 Naturewatch...... 2 Resistance, Superior ...... 25 Neutralize Poison...... 13 Restoration, Lesser...... 8 Obscuring Mist...... 4 Reverse Gravity...... 30 Omen of Peril...... 4 Ride of the Valenar...... 4 One with the Land...... 8 Rogue Wave...... 13 Owl’s Insight...... 22 Rushing Waters...... 18 Owl’s Wisdom...... 8 Rusting Grasp...... 18 Owl’s Wisdom, Mass...... 25 Saltray...... 9 Panacea...... 22 Sandblast...... 4 Pass without Trace...... 4 Scales of the Sealord...... 14 Perinarch...... 18 Scarecrow...... 2 Perinarch, Planar...... 31 Scent...... 9 Persistence of the Waves...... 8 Screen of Heat...... 14 Phantasmal Disorientation...... 25 Scrying...... 18 Phantom Bear...... 31 Scrying, Greater...... 27 Phantom Plough...... 13 Serpent Storm...... 22 Phantom Stag...... 22 Shadow Landscap...... 31 Phantom Wolf...... 30 Shadowblast...... 18 Plague...... 27 Shambler...... 31 Plague Carrier...... 13 Shapechange...... 31

Index Page 42 Share Husk...... 9 Swamp Lung...... 28 Sheltered Vitality...... 18 Swamp Stride...... 22 Shifting Paths...... 28 Swim...... 9 Shillelagh...... 4 Swim, Mass...... 19 Silvered Claws...... 4 Sympathy...... 32 Sink...... 14 Tern’s Persistence...... 9 Sirine’s Grace...... 22 Thalassemia...... 19 Sleet Storm...... 14 Thornskin...... 14 Slime Wave...... 28 Thunder Field...... 26 Slow...... 19 Thunderhead...... 5 Slow Burn...... 5 Thunderous Roar ...... 14 Snake Shield...... 14 Thunderstorm...... 32 Snake’s Swiftness...... 5 Tidal Surge...... 26 Snake’s Swiftness, Mass...... 9 Tiger’s Tooth...... 9 Snakebite...... 14 Tojanida Sight...... 9 Snare...... 14 Tortoise Shell...... 14, 26 Snowshoes...... 2 Touch of Adamantine...... 26 Snowshoes, Mass...... 9 Train Animal...... 9 Spark of Life...... 18 Trance, Mass...... 22 Speak with Animals...... 5 Transformation of the Deeps...... 22 Speak with Anything...... 30 Transmute Metal to Wood...... 28 Speak with Plants...... 14 Transmute Mud to Rock...... 22 Spear of Valarian...... 22 Transmute Rock to Lava...... 32 Speed of the Wind...... 9 Transmute Rock to Mud...... 23 Speed Swim...... 5 Transport via Plants...... 26 Spellstaff...... 25 Traveller’s Mount...... 5 Spiderskin...... 14 Treasure Scent...... 14 Spike Growth...... 14 Tree Shape...... 9 Spike Stones...... 19 Tree Stride...... 23 Spikes...... 14 Tremor...... 14 Spirit Jaws...... 14 True Seeing...... 28 Spitting Cobra...... 19 Tsunami...... 32 Splinterbolt...... 9 Undermaster...... 32 Spore Cloak...... 22 Unearthly Beauty...... 30 Standing Wave...... 14 Unhallow...... 23 Stars of Arvandor...... 19 Unyielding Roots...... 30 Starvation...... 19 Updraft...... 14 Stone Metamorphosis...... 19 Urchin’s Spines ...... 9 Stone Metamorphosis, Greater...... 26 Vengeful Mount...... 2 Stone Shape...... 14 Venomous Volley...... 9 Stone Shape, Greater...... 22 Vigorous Circle...... 26 Stone Tell...... 26 Vigour...... 15 Stonehold...... 25 Vigour, Greater...... 23 Stonemantle...... 5 Vigour, Lesser...... 5 Stoneskin...... 22 Vigour, Mass Lesser...... 15 Storm of Elemental Fury...... 28 Vine Mine...... 23 Storm of Vengeance...... 32 Vine Strike...... 5 Storm Tower...... 28 Virtue...... 2 Stormrage...... 30 Vortex of Teeth ...... 19 Stormwalk...... 26 Wake Trailing...... 19 Sudden Stalagmite...... 19 Walk the Mountain’s Path...... 15 Summon Elemental Monolith...... 32 Wall of Dispel Magic...... 23 Summon Elementite Swarm...... 19 Wall of Fire...... 23 Summon Greater Elemental...... 26 Wall of Greater Dispel Magic...... 30 Summon Nature’s Ally I...... 5 Wall of Sand...... 23 Summon Nature’s Ally II...... 9 Wall of Smoke...... 5 Summon Nature’s Ally III...... 14 Wall of Stone...... 26 Summon Nature’s Ally IV...... 19 Wall of Thorns...... 23 Summon Nature’s Ally IX...... 32 Wall of Water...... 19 Summon Nature’s Ally V...... 22 Warp Wood...... 9 Summon Nature’s Ally VI...... 26 Water Breathing...... 15 Summon Nature’s Ally VII...... 28 Waterball...... 19 Summon Nature’s Ally VIII...... 30 Waterspout...... 28 Summon Swarm...... 9 Weather Eye...... 15 Sun Father’s Face...... 5 Webfoot...... 5 Sunbeam...... 28 Whirlwind...... 30 Sunburst...... 30 Whirlwind, Greater...... 32 Sunmace...... 9 Wild Instincts...... 9 Surefooted Stride...... 5 Wild Runner...... 19

Index Page 43 Wind at Back...... 19 Wood Rot...... 19 Wind Tunnel...... 23 Wood Shape...... 10 Wind Walk...... 28 Wood Wose...... 5 Wind Wall...... 15 Woodland Veil...... 10 Wings of Air...... 9 Word of Balance...... 28 Wings of Air, Greater ...... 19 Word of Recall...... 30 Wings of the Sea...... 5 Wrack Earth...... 28 Winter Chill...... 5 Wracking Touch...... 10 Winter’s Embrace...... 10 ...... 11, 22, 28

Index Page 44 Changelog

1.0. 17 September 2006: initial release (all spells from Chet’s PDF plus Player’s Handbook 2)

1.1: 8 October 2006: Added spells from the Draconomicon

1.2. 18 December 2006: Fixed typo to indicate that 9th level Summon Nature’s Ally pixie can cast Otto’s Irresistible Dance 07 January 2007: sort key to source books in alphabetical order 16 January 2007: Added spells from the supplement book Masters of the Wild

1.3. September 2007: Added spells from the Spell Compendium

1.3.1 September 2007: Removed some duplicate spells and fixed some typos

1.4 21 January 2008: Added alphabetical index; removed some duplicate spells; fixed some typos

1.5 20 July 2009: Added spells from Stormwrack

Appendix Page 45