Complete Druid Spell Book

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Druid Spell ListLevel 0: Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: 2 3 6 11 16 20 24 Level 7: Level 8: Level 9: Spell Tables: Glossary: Appendix: 27 29 31 33 35 39

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 SpellsCreate Water(PH p215) Creates 2 gallons/level of pure water. Cure Minor Wounds(PH p216) Cures 1 point of damage with Positive Energy. Darkseed(MotW p86) The target plant/plant creature takes 1 pt damage when the spell is cast and another every hour while the spell is in effect (ignore Hardness). Does not affect plant creatures with Wis/Cha scores. Dawn(MotW p86) All sleeping creatures in 1 15ft radius burst are awakened. Those unconscious because of subdual damage wake up and become staggered. Does not affect dying creatures. Daze Animal(MotW p86) The target animal cannot move or attack, but is not stunned. Detect Crossroad(MoF p88) Sense the direction of a Fey Crossroads within 1 mile. The caster may identify it when it is within 60 and unobstructed. 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. 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. Detect Poison(PH p219) Determines if one creature, one object, or one 5 cube is poisonous, has been poisoned, or contains poison. Identifying the type of poison requires a Wisdom check vs. DC 20. If the caster has ranks in Craft(alchemy), he/she may also make a check with that skill vs. DC 20. This spell is blocked by 3 of wood or dirt, 1 of stone, 1 of metal, & any amount of lead. Fire Eyes(MotW p88) The subject gains the ability to see through normal smoke, fire and fog as if they werent there. Flare(PH p232) Target with sight is Dazzled for 1 minute. Ground Smoke(DR326 p73) One 5 square target fire has its smoke dissipated close to the ground. Guidance(PH p238) Subject can designate one attack roll, saving throw, or skill check on which to receive a +1 Competence bonus, chosen before the roll. Know Direction(PH p246) The caster knows which direction is North. Light(PH p248) Object touched gives off bright light in a 20 radius & dim light for another 20. This spell Counters and Dispels spells with the [darkness] category of equal or lower level. Mending(PH p253) Repairs one object of up to 1 pound. Naturewatch(CDiv p170)(MoF p110) Determine the health of animals & plants in a 90 degree arc. Choices are dead, fragile, alive, needs to be watered, hungry, etc. Purify Food and Drink(PH p267) Purifies 1 cubic foot of food/water per level. Read Magic(PH p269) Reads scrolls & spell books at 1 page per min. Resistance(PH p272) Subject gains +1 Resistance bonus on all saves. Scarecrow(MotW p93) The subject becomes shaken, taking a -2 morale penalty on attack roles, saves and checks. Snowshoes(DR312 p65) The touched subject receives these benefits: a) Can walk on ice without a speed reduction; b) +5 bonus on Balance checks or Reflex saves to walk on ice and/or snow & avoid falling through it; c) Does not leave trails any more noticeable than solid ground for purposes of tracking. Vengeful Mount(DR326 p74) The target Animal will shy away from anyone attempting to make a Ride check or a Handle Animal check with it. If mounted, the rider must immediately make a Ride check vs. DC 10 to stay on. Virtue(PH p298) Touched subject gains 1 Temporary HP.

Level 0

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Level 1 SpellsAnimate Fire(CArc p96 [L2], SC p12)

Transform up to a 5 cube of fire into a Small Animated Object with the [fire] subtype, Hardness 0, and the burn special attack of a Fire Elemental. Breath of the Jungle (SC p38) Animate Water (CArc p96)

from branch to branch at his/her Land speed + 10 Enhancement bonus. The caster may make a Charge action, but not a Run action. The caster ignores hampered movement penalties for undergrowth and other terrain features.

The casters lungs are constantly refilled with air, so he/she has no danger of drowning. Delay Disease (SC p63)

The progress of any non-magical disease is halted for the duration. It allows the subject to skip the saving throw against the spell for that day Detect Animals or Plants (PH p218)

Transform up to a 5 cube of water into a Small Animated Object with the [water] subtype and 2x the default hit-points, but has Hardness 0. Animate Wood (CArc p96)

Increases the DC of any saving throw made in the mist against poison or disease by 2. Buoyant Lifting (SC p40)

Subjects are borne upwards at 60ft/rnd until they reach the surface

Transform one unattended wooden object of up to Calm Animals (PH p207) Small size into a Small Animated Object with Calms 2d4 + 1/lvl HD of Animals, though all Aspect of the Wolf (SC p16) targets must be the same type of Animal. Any threat to a target will end the effect. Only Animals Become a wolf for the duration of the spell. Take trained to attack or guard and Dire Animals are the wolfs physical characteristics but retain your allowed a Will save to negate. own; your level, hp, saving throws remain unchanged; lose extraordinary, spell-like or Camouflage (Und p56) (CDiv p157) supernatural abilities of your normal form but keep those based on class levels. The Natural Spell feat +10 Circumstance bonus on Hide checks. allows you to cast spells. Charm Animal (PH p208)

Caster can detect a specific animal or plant in Cone-shaped Emanation each round. The caster can change the animal / plant being looked for each round. The information gained increases each round spent focusing on a single target: 1st round detect the targets presence or absence. 2nd round number of individual targets & the healthiest ones condition. If not in line-of-sight, the caster only knows the direction. 3rd round condition & location of each individual target. Possible conditions are normal, fair, poor, & weak. This spell works through minor barriers, up to 3 of wood / dirt, 1 of stone, 1 of metal, but it is blocked by any amount of lead. Detect Snares and Pits(PH p220)

Create an aura of blue mist around you that absorbs 10pts of fire damage (as Resist Energy [Fire]). This spell can also be used to put out fires. Nonmagical fires (10pts damage/rnd or less) are automatically put out and this spell can be used as a Dispel Magic effect on magical fires. Babau Slime (SC p22)

One Animal considers the caster its ally. Anything the casters does will be treated the same way as if someone friendly has done it. If the target is in a threatening situation when the spell is cast, it gets a +5 on the save. Any threats from the caster or his/her allies after the spell is in effect breaks the charm. Claws of the Beast (PGF p101)

Covers the subject in slimy red jelly that protects it. A creature that strikes a slime-protected subject with an unarmed strike, a touch attack (inc. touch spells) or a natural weapon takes 1d8pts/acid damage. Any creature in a grapple with the subject takes 1d8 points of acid damage at the beginning of its turn. Beast Claws (SC p25)

The casters hands become 1d8 weapons that make armed attacks. Climb Walls (SC p47)

The caster can see pits, deadfalls, snares, quicksand, a sinkhole, etc, in a 60 Coneshaped Emanation. This spell does not locate items that are obscured (i.e., behind boxes or under a rug). The information gained increases each round: 1st round presence of a hazard. 2nd round number of hazards & the location of each one. If not in line-of-sight, the caster only knows the direction. 3rd+ rounds type & triggering method of one specific hazard. This spell is blocked by 3 of wood or dirt, 1 of stone, 1 of metal, & any amount of lead. Endure Elements (PH p226)

Subject gains +10 enhancement bonus on Climb checks. Increases to +20 at caster level 5th and +30 at caster level 9th. Cold Fire (SC p50)

Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit and cold down to 50. Enrage Animal (SC p82)

Gain two claw attacks dealing 1d4pts/damage that do not provoke attacks of opportunity. No penalties for 2-weapon fighting; if your base attack is >= +6 do not gain any additional attacks. Beastland Ferocity (SC p25)

Subject gains +4 Str (morale), +2 Will (morale), Turn normal fire into cold fire, doing cold damage -2AC. It is identical to a barbarian rage apart from no fatigue at the end. to anything that touches it. If targeting a creature with the fire subtype the spell does 1d6/2 caster lvls Entangle (PH p227) (max 5d6) damage. Crabwalk (SC p53)

Subject continues to fight without penalty even while disabled or dying. Between -1 and -9hp, subject gains +4 enhancement bonus to Str Beget Bogun (CDiv p152)

The subject gains +4 to attack rolls and gains no penalty to AC. This replaces the +2/attack and -2AC that a charge normally confers Cure Light Wounds (PH p215)

Last step in creating a Bogun(CDiv p152), a Tinysized Construct that serves its creator. Branch to Branch (CAdv p144)(MoF p83)

Cures 1d8 +1/level damage (max +5) with Positive Energy. Deep Breath(DR314 p46)

All plants in a 40 radius Spread Entangle & anchor everyone in the target area who fails a Reflex save. To become unentangled requires a Full-Round Strength or Escape Artist check vs. DC 20. Anyone not entangled (including a target that has just broken free) may move speed through the area of effect. On the casters action, anyone in the area of effect who is not entangled must make a new Reflex save to avoid being entangled again. Faerie Fire(PH p229)

Gain a +10 Competence bonus to Climb checks made in trees. While at least 10 above the ground in Medium or Dense Forest, the caster may swing

Level 1

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All objects in a 5 radius Burst are outlined in the casters choice of a blue, green, or violet glow, which is as bright as a candle. This negates Concealment due to darkness, Blur, Displacement, Invisibility, etc. Magical darkness spell of 2nd level or higher Suppress this spell. Foundation of Stone (SC p99)

Obscuring Mist(PH p258)

The subjects burrowing speed increases by 20ft. Raptors Sight (RotW p175)

Creates a 20 radius Spread by 20 high Cloud of fog centred around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Large amounts of fire, such as a Fireball, will also disperse the cloud. Hide from Animals (PH p241) and trip attacks. If cast in mountainous terrain, the One touched subject per level cannot be perceived by Animals. Effected senses include Str bonus increases to +6. Blindsense, Blindsight, Scent, Tremorsense, Sight, Hearing, or Smell. If any of the spells subject Goodberry (PH p237) touches or attacks (including with spells) any When cast on a handful of freshly picked berries, creature, the spell ends for all the subjects. 2d4 become good berries. Each can cure 1 hp (max 8 hp per 24 hours) & is as nourishing as a Omen of Peril(CDiv p171) (RoD p166)

Grant the touched creature the Fast Healing ability for the duration of the spell. The subject heals 1hp/round. It only heals damage caused since the start of the spell and is automatically stabilised if the target begins dying from hp loss during that time. Remove Scent (SC p173)

The caster gains a momentary vision which vaguely indicates the level of danger he/she is in Gain a +5 Competence bonus on Spot checks and for the next hour. The chance of the vision being correct is 70% + 1% per caster level (max 90%), all projectile weapon range increments are rolled secretly by the DM. increased by 50%. The three possible answers the caster will receive are Safety, Peril, or Great Danger. If the Healing Rest(CAdv p151) success roll failed, the caster will randomly get one Up to 1 creature per level in a 30 area has it of the two incorrect answers. natural healing rate doubled. The vision is specific to the religion of the caster and does not provide additional information. Horrible Taste (SC p116)

The spell hides the scent of a creature for the duration and the Scent ability (MM314) cannot be used to detect it. It also negates the harmful effects of noxious stench exuded by certain creatures (eg ghasts). Resist Planar Alignment (SC p174)

Any creature that bites the subject must succeed on a fort save or be nauseated until the end of its next turn. Creatures immune to poison or with no sense of taste are unaffected by this spell. Jump(PH p246)

Grants subject limited protection from a planes alignment traits. Grants immunity to penalties to Cha checks that mildly aligned planes impose on visitors of opposing alignments. Cha, Wis and Int based checks are halved on strongly aligned planes. Ride of the Valenar (RoE p189)

One subject/lvl leaves no tracks or scent trail. Power Sight (MotW p92)

Determine the number of hit die the target creature has Produce Flame (PH p265)

Touched subject gains an Enhancement bonus on Jump checks: Lvl Bonus Lvl Bonus Lvl Bonus 1 +10 5 +20 9 +30 Kuo-Toa Skin(SW p118)

The caster gains +5 Competence bonus on Ride checks. If the mount is the casters Animal Companion, the bonus increases to +10. Note: Elves from Valenar cast this spell at +1 Caster level. Sandblast (CDiv p178)

The subject gains +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise) Longstrider (PH p249)

A flame as bright as a torch (20 of light) appears in the casters hand. The caster can attack with the flame as either a touch attack or an energy missile with a range of 120. The flame does 1d6 + 1/level (max +5) Fire damage & can be used every round. Each attack removes 1 minute of duration from the spell. If the spell is brought to 0 duration, the spell ends after the damage is applied. Quickswim (SW p120)

All targets within 10 half-circle Burst from the casters hands take 1d6 nonlethal damage from hot sand. Any target failing its saving throw is also Stunned for 1 round. Shillelagh (PH p278)

The caster gains a +10 Enhancement bonus to his/her land movement. Does not effect the speed of Increase your base swim speed by 10ft burrowing, climbing, flying, or swimming. (Enhancement bonus) Low-Light Vision (SC p134)

Raging Flame (DR314 p21)

Subject gains low-light vision. Magic Fang (PH p250)

All non-magical fires in a 30 Burst flare up: a) burn twice as bright & give off light in 2x the normal radius; One natural weapon of touched creature b) burn twice as hot & deal 2x damage (i.e., a (including Humanoids) gets +1 Enhancement bonus creature who has Caught Fire takes 2d6 damage per to attack and damage. round if caught in the area of effect); c) consumes its fuel twice as quickly (an effected torch would only last 30 minutes). This spell Counters and Dispels Slow Burn. Magic Stone (PH p251)

A touched, non-magical club or staff made entirely from oak gains a +1 Enhancement bonus to attack & damage, and its base damage improves as if the weapon was two size categories larger (i.e., Small shillelagh does 1d8, a Medium one does 2d6, and a Large does 3d6). A quarterstaff targeted by this spell gains the bonus on both striking surfaces. The target weapons only gains its bonuses when wielded by the caster. Silvered Claws (BoED p107)

All of the living subjects natural attacks are considered to be Silver for purposes of overcoming Damage Reduction. Slow Burn(DR314 p21)

Rams Might (SC p166)

Up to 3 pebbles gain a +1 Enhancement bonus to attack & deal 1d6 +1 damage (double vs. Undead). Range increment is 20.

You gain +2 enhancement bonus to Str and unarmed attacks deal lethal damage. Rapid Burrowing (SC p166)

All non-magical fires in a 30 Burst are magically fueled: a) burn twice as long while consuming the same amount of fuel (a torch would burn for 2 hours

Level 1

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while giving normal light); b) twice as hard to put out (if a roll is needed to put a fire out, roll twice & take the worst roll). This spell Counters and Dispels Raging Flame. Snakes Swiftness (SC p193)

requirements for Sneak Attacks still apply. Note: This spell does not give the caster the ability to overcome Damage Reduction or inflict Critical Hits. Wall of Smoke (SC p235)

The subject can make one single immediate attack outside of initiative order Speak with Animals (PH p281)

The caster may communicate with Animals, though the spell does not change their intelligence or attitude. Speed Swim(MoF p121)

Creates a thin wall of smoke whose area is up to 1 10ft square/lvl. Creatures that cannot see over the wall gain Concealment. Creatures can pass through the wall but must make a fort save to avoid be nauseated for 1 rnd. Webfoot (SW p125)

Subject gains +4 bonus to Swim checks and is not hindered in shallow bogs. It treats deep bogs as shallow for movement and Tumble checks. Wings of the Sea (SC p240)

Subject gains a swim speed of 30 without needing to make a Swim check. Stonemantle (DR314 p29)

The subjects swim speed increases by 30ft Winter Chill (SC p240)

One or more target objects within range gain the resilience of stone (i.e., Hardness 8, 15 hp per inch). The caster can effect 1 Tiny-sized object per level or the Object Equivalence. All effected object have a dull-gray tint for the spells duration. Summon Natures Ally I(PH p288)

Deals 1d6 cold damage to the target which also becomes fatigued. If the creature is immune to cold it is not affected. Wood Wose (CDiv p190)

Summons one creature from the Summon Natures Ally I Table to fight the casters enemies. The creature can attack on the casters initiative starting its first round. Sun Fathers Face(DR346 p30)

Summon a translucent nature spirit that can do simple outdoor tasks, like feeding animals, catching fish, building a campfire, etc. It has a Strength of 2 (so it can lift 20 lbs.) & a movement of 15, but must stay in range. It cannot be targeted by spells, but is destroyed if it takes 6hp of area of effect damage.

Your face and hair take on aspects of Pelors 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 targets head (following them if they move) and does 1pt electricity damage/rnd. Travellers 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 Fatigued; c) cannot make attack rolls. Vigour, Lesser(CDiv p186)(DR324 p103)+

Touched living creature gains Fast Healing 1. Vine Strike (CAdv p158)

The caster treats Plant creatures as if they were not immune to Sneak Attacks, though all

Level 1

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Level 2 SpellsAdrenaline Surge(MotW, p82)

Each of your summoned creatures in the (spherical) radius gains +4 enhancement bonus to Str. Align Fang (SC p9)

A creatures natural weapon becomes good-, evil-, lawful-, chaotic-aligned as you choose. Animalistic Power (PH2 p101)

If the caster has 5+ ranks in Balance, the slope of the surface being balance upon no longer matters, even if the surface is vertical. If the caster has 10+ ranks in Balance, he/she can balance on liquids, including mud & snow. Each round the caster balances on a substance that cannot normally hold his/her weight, the DC to continue balancing increases by +5. When under the effect of this spell, the DC for balancing on impossible surfaces is 20. Barkskin (PH p202)

save to become unentangled (though failing the save results in the target taking 2d6 Piercing damage). An entangled target to takes any action except trying to get free or holding still takes 2d6 Piercing damage each round. Anyone not entangled may move at speed through the area of effect (taking no damage). Plants provide Cover 5, and Full Cover at 20. Bulls Strength (PH p207)

+4 Enhancement bonus to Strength. Burrow (Und p56)

Touched living subject gains Natural Armour +5). Bonus stacks with a creatures normal Natural You imbue the subject with an aspect of the Armour bonus. natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity and Constitution. Bears Endurance (PH p203) Animal Messenger (PH p198)

+4 Enhancement bonus to Constitution. Binding Winds (SC p27)

Touched subject gains claws that do 1d6 damage and are treated as an armed attack. The subject gains a Burrow speed of 10 through earth, sand, clay, & gravel , but not solid stone. Camouflage, Mass (SC p)

Sends a Tiny animal to a specific place known to the caster. Once there, the animal waits until the end of the duration. This spell cannot target an animal trained or under the control of someone else (such as a Familiar). Typically used to carry a written message. Animal Reduction (MotW, p82)

Prevents the subject from moving. The high winds also require a Concentration check before casting spells (DC=this spells DC + level of the spell being cast). It can speak but not be heard or hear due to the wind. Ranged attacks in/out of the area take -2 penalty and the spell holds flying creatures in midair. Bite of the Wererat (SC p28)

+10 Circumstance bonus on Hide checks for any number of creatures, no two of which can be more than 60 apart. If a subject leaves the pack, then the spell ends for that person Cats Grace(PH p208)

+4 Enhancement bonus to Dexterity. Chameleon (CArc p100)

You reduce the target animal by one size category. If this spell would cause any ability score to drop to 0 or less, it becomes 1. Huge->Large: -8 Str, -4 Con, -3 natural armour; +2 Dex, +1AC, +1 attack rolls Large->Medium: -8 Str, -4 Con, -2 natural armour; +2 Dex, +1AC, +1 attack rolls Medium->Small: -4 Str, -2 Con; +2 Dex +1AC +1 attck rolls Small->Tiny: -4 Str, -2 Con; +2 Dex +1AC +1 attck rolls Animal Trance(PH p198)

You gain +6 enhancement bonus to Dex and +2 enhancement bonus to Con and +3 enhancement bonus to natural armour. You gain a bite attack that does 1d4 (1d3 if Small) + 1 times Str mod pts damage Blinding Spittle(PGF p100)(MoF p82)

Touched subject gains a +10 Circumstance bonus on Hide checks as long as he/she is not moving faster than half speed. A sudden change in background will negated the bonus for one round. Chill Metal (PH p209)

Ranged touch attack at a 4 penalty that Blinds the targets eyes until they can be washed out. Blindsight (PGF p100)(Und p56)

2d6 HD of Animals or Magical Beasts with Intelligence of 1 or 2 stop what they are doing and watch the caster for the spells duration. Animals not trained to guard or attack do not get a save, though all other effected creatures do. An effected creature is treated as Fascinated. Avoid Planar Effects (SC p19)

Touched subject gains the Blindsight quality, allowing it to sense creatures within 30 even if they are Invisible or cloaked in darkness. Blood Frenzy(MoF p82)

Protects against natural effects of different planes including extremes in temperature, lack of air, poisonous fumes, positive/negative energy or other attributes of the plane itself: Fire: Provides protection against the 3d10pts of damage from the fire plane Water: Allows the subjects to breath underwater Earth: Subjects avoid suffocation Positive: Is not blinded and stops gaining temp hp when they reach their total Negative: Dont deal damage or bestow negative levels In addition some effects specific to plane are negated by this spell (depends on cosmology) Balancing Lorecall (CAdv p143)

Rage gives +2 to Strength and Constitution, +1 on Will saves, and 1 to AC. Body of the Sun(CDiv p155)

The caster causes targeted metal to become freezing cold, after which it thaws. The metal of 1 creature per 2 levels may be targeted as long as they are within 30, or the caster may target 25 lbs. per level. Magic or attended metal get a Will saves to negate. Damage is determined by the round & the amount of contact (min damage for just touching, normal damage for wearing): Rnd 1 none Rnd 6 1d4 Rnd 2 1d4 Rnd 7 None Rnd 3-5: 2d4 This spell Counters and Dispels Heat Metal. Cloudburst (CDiv p158)(MoF p84)(MoFe)+

All creatures within 5 of the caster take 1d4+1 Fire damage (Ref ) each round. Brambles (CDiv p156)

Touched wooden Bludgeoning melee weapon gains +1 Enhancement bonus to attack rolls & +1 damage per level (max +10). Its damage is the better of Bludgeoning or Piercing. Briar Web(CDiv p156)

This spell only functions outdoors & not in deserts. Falling rain produces many penalties: visibility; 4 penalty on Spot, Search, & Listen checks; 4 penalty on ranged weapon attacks; & flames are extinguished. 10 minutes after the spell ends, all the water disappears, so it cannot be used for plants or drinking. Cloud Wings (SC p49)

The caster gains a +4 Insight bonus on Balance checks.

Plants Entangle everyone in 20 radius Spread who fails a Reflex save. An entangled target may spend a Full Round Action to gain a new Reflex

If the subject can fly, their fly speed is increased by 30ft. Countermoon (SC p53)

Forces a lycanthrope back to its natural form and keeps it from changing for the duration of the spell (both voluntary and forced). Creeping Cold(CDiv p159)

Earthen Grace(DR314 p28)

Turns the targets skin ice-cold for 3 rounds. If the target makes the initial save, it takes damage for all the rounds. Rnd 1 1d6 damage Rnd 2 2d6 damage Rnd 3 2d6 damage Daggerspell Stance (CAdv p145)

The touched creature take nonlethal damage from the natural attacks from creatures made of earth or stone, creatures with the [earth] subtype, falling damage into the ground, weapons with stone heads, etc. If the targets nonlethal damage ever becomes equal to its current hit-points, the spell ends. Earthfast (MoF p90)

Creates a 5 diameter ball of fire, which can roll/jump 30 per round. If the sphere enters a hex per a creature, it stops for that round & does 2d6 Fire damage, unless the target makes a Reflex save for no damage. The caster can move the sphere as a Move Action & it can go over barriers no more than 4 high. Fly, Swift (CAdv p149)

One stone structure or rock formation (but not a Construct) of up to 25 cubic feet per level has its Hardness & hit-points doubled. The spell ends if the caster moves out of range. Easy Trail(CAdv p147)(MoF p91)

When wielding a dagger in each hand, the caster gains the following: a) if making a Full Round Attack, the caster gains a +2 Insight bonus on attacks & damage; b) if Fighting Defensively, the caster gains Spell Resistance (5 + Caster level); c) if making a Total Defense Action, the caster gains Spell Resistance (5 + Caster level) and Damage Reduction 5/magic. Decomposition (CDiv p161)

The caster flies at a speed of 60 (40 if in Medium or Heavy Armour or if carrying a Medium or Heavy load) with Good maneuverability. speed going up, 2x speed going down. If spells expires/is dispelled, subject descends at 60 per round for 1d6 rounds before falling. Fog Cloud (PH p232)

All plants (but not Plant Creatures) within a 40 radius Emanation of the caster are moved aside, creating a temporary trail. This reduces the penalties for moving through Dense Vegetation(PH p164). Once the area of effect has past, the plants return to normal, hiding the trail (+5 DC to Track checks). Embrace the Wild(CAdv p147)(MotW p87)(Sav p65)

Creates a 20 radius Spread by 20 high Cloud of fog. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Frost Breath (SC p100)

Any enemy within 50 of the caster who takes any lethal damage looses 1hp per round for the spells duration. The damage can be cancelled with a Heal check vs. DC 15 or magical healing.

Gain the natural & extraordinary senses of an Animal with no more HD than the caster level, plus its base Listen and Spot modifiers (if higher than the casters). Natural & extraordinary senses include Blindsense, Blindsight, Darkvision, LowDelay Poison (PH p217) Light Vision, & Scent For example, a Wolverine has Low-Light Vision, Touched creature suppresses the effects of current Scent, and Listen & Spot check modifiers of +6. or new poisons in its body until the spell ends. Estannas Stew (BoED p99) Drifts of the Shalm(PH2 p111) two levels (max 5 servings) of healing stew, which You create drifts of snow, leaves or ash 3 feet disappears after 1 hour. Each creature who thick. It costs 2 squares of movement to enter a consumes a serving (as a Standard Action) is drift-covered square. Additional effects apply based healed 1d6+1 hp. on the type of drift. An Undead within 10 that is splashed with the A snow drift ripples with freezing energy. Anyone stew takes 1d6+1 Positive damage per serving still moving through or located in a snow drift takes 3 in the pot (Will, SR applies). points of cold damage each round. If any part of a leaf drift comes into contact with Eyes of the Avoral (BoED p99) fire (anything from a torch to a fireball will do), the whole drift instantly ignites. The heat from the Subject gains +8 Racial bonus on Spot checks. burning leaves deals 2d6 points of fire damage to anyone in the inferno. Fins to Feet (SC p92, SW p117) An ash drift smoulders with dying embers. Anyone moving through or located in an ash drift takes 3 The subjects tail, tentacles, or finned extremities points of fire damage each round. are transformed into humanoid legs and feet. Affected creatures lose any natural swim speed but Earthbind (Draco p112) gain a land speed (base of 30ft for Medium

You breath a cone of cold that deals 1d4 pts damage/2 lvls (max 5d4). In addition, all affected creatures who fail their reflex save are dazed for 1 rnd. Green Blockade (MotW, p89)

Creates a 20ft long, 1ft thick wall of vegetation in front of you. Any creature trying to pass through must pass a DC15 Str check; success ends movement on the other side of the wall. Fire burns through the blockade in 1rnd, or it can be chopped through in 1min. Gust of Wind (PH p238)

Creates a powerful Line of air 10 wide by 10 high by 60 long starting at the caster. All Listen checks & ranged attacks within the area of the spell receive a 4 penalty, and open flames are extinguished. The effect of the wind on creatures & objects is based on their size. Size Flying? Blown back Subdual Up to tiny Up to tiny Small Small Medium Medium Large+ Yes No Yes No Yes No 2d6 x 10 1d4 x 10 1d6 x 10 prone 1d6 x 5 0 but cant advance No effect 2d6 1d4 per 10 -

You hamper the subject creatures ability to fly (whether through natural or magical means). If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. If the target makes a successful Fort save, its fly speed (including any new effect granted during the sepll druation) is reduced by 10 ft/lvl (max 100ft at 10th lvl). This reduction cant bring the creatures fly speed down to less than 10ft. Earthbind has no effect on other forms of movement, or even of effects that might grant airborne movement without granting fly speed (e.g. jumping or levitate or air walk spells).

Fire Trap(PH p231)

Sets a one-time trap on a closable item. If anyone besides the caster & those who know its password open the item, it explodes with a 5 radius, doing 1d4 + 1/level (max +20) Fire damage. The item itself is unharmed. Flame Blade(PH p231)

Healing Lorecall (CAdv p151)

When the caster casts healing spells while this spell is in effect, the following bonuses apply: A scimitar made of flames appears in the casters a) the caster may use his/her ranks in Heal as the hand which does touch attacks that deals 1d8 + 1 caster level of healing spells; per 2 levels Fire damage (max +10), but no b) if the caster has 5+ ranks in Heal, one of the Strength modifier. following conditions may be removed from the target of a healing spell: Dazed, Dazzled, or Flaming Sphere (PH p232)

Level 2 Spells

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Fatigued; c) if the caster has 10+ ranks in Heal, one of the following conditions may be removed from the target of a healing spell: Exhausted, Nauseated, or Sickened (or one of the conditions listed above).

Linked Perception (PH2 p117)

Lore checks. Owls Wisdom(PH p259)

Imparts to all allies in its area a shared awareness of their surroundings. Each ally in the area (including yourself) gains a +2 bonus on Spot and Listen checks per each ally in the area. For Healing Sting (MoF p100 SC p110) Touched living creature takes 1d12 + 1/lvl dmg (max 1d12+10). The caster healed the same number Listening Lorecall (CAdv p154) of hp. The casters listening improves: a) +4 Insight bonus on Listen checks; Heat Metal (PH p239) b) if the caster has 5+ ranks in Listen, he/she gains Blindsense 30; The caster causes targeted metal to become c) if the caster has 10+ ranks in Listen, he/she gains burning hot, after which it cools. The metal of 1 Blindsight 30. creature per 2 levels may be targeted as long as If the caster is in an area of magical Silence, effects they are within 30, or the caster may target 25 lbs. b) & c) are suppressed. per level. Magic or attended metal get a Will saves to negate. Damage is determined by the round & Locate Node (Und p58) the amount of contact (min damage for just touching, normal damage for wearing): The caster may detect the distance and direction Rnd 1 none Rnd 6 1d4 all Earth Nodes(Und p49) within 1 mile per level or Rnd 2 1d4 Rnd 7 none the distance and direction to a specific, previously Rnd 3-5 2d4 visited Earth Node within 2 miles per level. This This spell Counters and Dispels Chill Metal. spell cannot detect Earth Nodes warded by lead or Heartfire(DR314 p20) the spell Node Lock.

+4 Enhancement bonus to Wisdom. Persistence of the Waves (MotW, p92)

Living subject gains +4 enhancement bonus to Con and suffers -2 enhancement penalty to Str Pressure Sphere (SW p120)

Water pressure causes 4d6 damage in a sphere with a 20ft radius. The water must be at least 5ft deep and the spell must be centred at or below the surface of the water. Reachwalkers Wariness (RoE p189)

The caster can sense any Aberration within a 30 radius spherical Emanation as if he/she has the Blindsense ability. Reduce Animal (PH p269)

Intelligent creatures in a 5 radius Burst are outlined with red fire, with the following effects: a) gives off light as a Torch; b) does not benefit from Concealment unless it is generated by a [darkness] effect of 3rd level or higher; c) does not benefit from Blur, Displacement, Invisibility, etc. d) takes 1d4 Fire damage each round (Fort); e) casting a spell requires a Concentration check vs. continuous damage. The fire can be extinguished by normal means, which ends the spell. Hold Animal (PH p241)

Mark of the Outcast (Und p59)

One willing Animal of whose size is between Small & Huge becomes 1 Size category smaller. Subject gains +2 Size bonus to Dexterity, 2 Size penalty to Strength, and +1 bonus on attacks & AC. A subject who becomes Tiny-size have a reach of 0 & must enter an opponents hex to attack. Remedy Moderate Wounds (MoF p113)(MoFe)+

The targets face is marred by a mark visible to normal, low-light, and dark vision. The target receives a 5 Circumstance penalty on Bluff and Diplomacy checks and a 2 penalty to AC. This spell cannot be dispelled. It can only be removed by Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish. Master Air(MoF p107)

The living subject gains Fast Healing 2. Remove Addiction (BoED p105)

The touched subject is cured of all addictions.

The caster grows insubstantial wings & flies at a speed of 90 (60 if in medium or heavy armour) with Good maneuverability. speed going up, 2x speed going down. If spells expires/is dispelled, One Animal is Held. It gets a new Will save each subject descends at 60 per round for 1d6 rounds round to end the spell. before falling. Jaws of the Moray (SW p117) Might of the Oak(MotW, p91) Grants the subject a bite attack which adds the this attack he automatically attaches to the foe and The living subject gains +4 enhancement bonus to Str and suffers -2 enhancement penalty to Dex. deals automatic bite damage every round he is attached without needing to make a grapple check or provoking attacks of opportunity. To remove the Mountain Stance (DR314 p28) attached creature, the opponent must achieve a pin The touched creature can root itself to the against it. ground as Free-Action. When rooted, any attempt A creature with a natural bite attack can use its damage if greater but still gains the ability to attach to move the subject must overcome a DC of (12 + Caster level). This include checks to Grapple, Lift, itself. Push, Bull Rush, Overrun, Throw, Trip, etc. If the subject is moved against his/her will, the spell ends. Kelpstrand (SC p128) The subject can voluntarily move, though he/she is as a Free-Action. Make a ranged touch attack at each target. If you succeed, immediately make an opposed grapple Natures Favour (CAdv p155) (CDiv p170) (CDivErrata)+ check as a free action (no attack of opportunity). Add caster lvl and Wis mod instead of Str and size The touched Animal gains a Luck bonus of +1 bonus for the grapple check. If you succeed the per 3 levels to attacks & damage (max +5). target is entangled and grappled. Each round they can try to escape by making a grapple or Escape One with the Land (MoF p111) Artist check. You are not considered grappling when using this spell. If you are within 300ft of the Link with nature gives a +2 Competence bonus ocean shore you gain +4 bonus on grapple checks on Animal Empathy, Handle Animal, Hide, Intuit for this spell. Direction, Move Silently, Search, and Wilderness

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. Lvl # Lvl # Lvl # Up to 6th 10 7th - 10th 20 11th + 30

Restoration, Lesser(PH p272)

Touched creature has penalties on one ability score removed -orhas 1d4 ability Damage cured from one ability score. Also, the subject has Fatigue removed or has Exhaustion upgraded to Fatigue. This spell cannot heal permanent ability Drain. Saltray (SC p179)

Make a ranged touch attack to do 1d6/2 lvls (max 5d6). The target must make a Fort save or be stunned for 1 rnd. Scent (CDiv p178) (CDivErrata)+

The subject gains the Scent Ability. Share Husk(MoF p116)

The caster can use the subject animals sense of sight, hearing, & smell, including making Spot &

Level 2 Spells

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Listen checks, as a Free Action.

none or will negates (see text), SR applies>

A mace of sunlight attacks opponents at a distance as you direct it, dealing 1d8 + 1/caster lvl points fire damage per hit (max +5 at 15th level), and dazzling the target for 1 round. Against undead, the As Snakes Swiftness (lvl 1) except it affects all weapon deals 2d6 points of fire damage and the allies within a 20ft radius burst. creature must make a will save or be blinded for 1 round; undead especially vulnerable to daylight or Snowshoes, Mass (DR312 p65) sunlight take a -2 penalty on this saving throw. The sunmace has the same threat range and critical One subject per level within a 30 area receives multipliers as a real mace (crit 20, x2 damage). the following benefits: The mace strikes the opponent you designate, a) Can walk on ice without a speed reduction; starting with one attack in the round the spell is b) +5 bonus on Balance checks ore Reflex saves to cast and. It uses your base attack bonus (possibly walk on ice and/or snow & avoid falling through it; allowing it multiple attacks per round in c) Does not leave trails any more noticeable than subsequent rounds) plus your Wis mod as its attack solid ground for purposes of tracking. bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage Soften Earth and Stone (PH p280) reduction. It does not get a flanking bonus or help a not affect the sunmace. If the sunmace goes beyond Softens one 10 square per level of earth or the spell range, out of your sight, or if you are not unworked stone to a depth of 1-4. directing it, it returns to you and hovers. Wet Earth Mud: Ref save or stuck for 1d2 Each round after the first, you can use a move rounds (unable to move, attack, or cast spells). action to redirect to a new target. If you do not, it Those who save can move through the area at continues to attack the previous rounds target. speed & cant run or charge. A sunmace cannot be attacked or harmed by Dry Earth Loose Dirt: speed & cannot run or physical attacks, but Dispel Magic, disintegrate, a charge through the effected area. Unworked Stone sphere of annihilation or a rod of cancellation Clay: does not effect movement, but is easier to affects it. A sunmaces AC against touch attacks is work / destroy. 12. A deeper darkness spell cast on a sunmace instantly dispels it (and as not other effect). Speed of the Wind (MotW, p94) If an attacked creature has spell resistance, you the sunmace strikes it. If it is successfully resisted, Living subject gains +4 enhancement bonus to the spell is dispelled. If not, the weapon has its Dex and -2 enhancement penalty to Con. normal effect on that creature for the duration of the spell. Spider Climb(PH p283) Snakes Swiftness, Mass (SC p193)

Tree Shape (PH p296)

The caster becomes a Large-sized tree, shrub, or even a dead log. While in this form, the caster continues to have all his/her senses, gains a +10 Natural Armour bonus to AC, is immune to criticals, has an effective Dexterity of 0 & a movement of 0. This spell may be dismissed as a Free Action. Urchins Spines (SW p124)

The subjects skin, clothes and armour are covered by 2-inch spines. An opponent who grapples the subject or strikes with a natural weapon takes 1d3 piercing damage and make a DC13 Fort save or take 1d2 initial and secondary Dex damage. Venomous Volley(DR330 p73)

Every creature within a 15 Cone-shaped Burst receives the following: a) 1d6 damage per two Caster levels (max 5d6) (Ref, SR applies); & b) 4 penalties on Fortitude saving throws vs. Poison for 1 minute per Caster level (no save, SR applies). Warp Wood (PH p300)

One Small-sized wooden object per level (or the Object Equivalent) in a 20 radius may be either a) ruined by warping (melee weapons have a 4 attack penalty, etc.); or b) straighten wood that was warped magically or naturally. Wild Instincts (RoE p191)

Swim(CArc p125, SW p122)

Touched creature can travel along walls & ceilings like a spider (20 movement). The subject does not loose his/her Dex bonus to AC while climbing, nor do opponents gain a bonus to attack the subject. The subject must have bare hands & feet.

The subject gains swimming ability: a) can swim at his/her normal land speed; b) gains a +8 Competence bonus on Swim checks to perform special actions or avoid hazards, with standard penalties; c) can Take 10 on Swim checks under rushed or Splinterbolt (SC p203) A ranged attack deals 4d6 pts of piercing damage. Limitations: a) this spell does not grant water breathing; & Criticals on 18-20. You can fire 1 additional Splinterbolt every 4 levels beyond 3rd (up to a max b) if carrying more than a Light Load, the subject must make a Swim check to move at his/her of 3 at 11th). Splinterbolts may be aimed at normal land speed. different targets but must be launched simultaneously at targets within 30ft of each other. Terns Persistence (SW p123) Damage is treated as magic and piercing for the purposes of DR. The subject can travel overland 50% longer before risking injury or fatigue. The subject can't run for Summon Natures Ally II(PH p288) extended periods but can run tactically for 1 * con score rounds Summons one or more creatures to fight the casters enemies. The creatures can attack on the casters initiative starting their first round. Table # Tigers Tooth (SC p221) Summon Natures Ally II 1 As Magic Fang (lvl 1) except as noted above. Summon Natures Ally I 1d3 Summon Swarm(PH p289) Tojanida Sight (SW p123)

The caster gains the following: a) +10 Insight bonus on Listen & Spot checks; b) retain your Dexterity bonus to AC even if FlatFooted and/or attacked by an unseen opponent. Mindset When the caster has this spell prepared, but not cast, he/she gains a +1 Insight bonus on Listen and Spot checks Wings of Air (SC p240)

The touched winged creature becomes more agile in the air. The creatures manoeuvrability improves by 1 grade. A single creature cannot benefit from multiple applications of this spell. Winters 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)

Summons either a Swarm of Bats(MM p237), a Swarm of Rats(MM p239), or a Swarm of Spiders(MM p239). The swarm attacks any creatures that are within its area. If there is no creature to attack, the swarm moves to the nearest creature. The caster has Train Animal (CAdv p157) no control over the swarms movement or target. The touched Animal gains Caster level of Tricks (max +5). This spell does not modify the Sunmace (DR346 p30)

Instantaneous, Ref, SR applies>

Two black tentacles sprout from your shoulder blades and arch over your shoulders. The tentacles Diminish Plants (PH p221) have 10-foot reach and are animate. Each round as This spell either a free action, starting on the turn when you cast the a) prunes vegetation to 1/3 its normal size in a spell, you can direct each tentacle to attack one 100 radius circle, a 150 radius halfcircle, or a opponent within reach. The tentacles use your base 200 radius quarter circle (caster may choose plants attack bonus and Strength score, and each deals to be excluded). The area of effect must be within bludgeoning damage equal to 1d8 points + your Str Longrange; modifier. The tentacles threaten the area within or their reach, and each can make one attack of b) blights vegetation within mile to produce 1/3 of opportunity per round. its normal output in the next year. Neither use The tentacles also grant you a +4 bonus on Climb effects Plant Creatures in any way. This spell checks. Counters Plant Growth. False Bravado (MotW, p88)

The ray of water does the following if it hits: a) 2d6 non-lethal damage + 1d6 per 2 levels (i.e., 5d6 at 6th) (max 8d6) (no save); & b) target is knocked Prone (RefNeg). Giants Wrath (SC p105)

You turn 1 pebble/3 lvls into large boulders with a range increment of 120ft. If you hit with a ranged touch attack it does 2d6 + your Str mod damage. You gain an Insight bonus equal to your caster level on attack and damage rolls (max +10). Girallons Blessing (SC p106)

Cause the subject to believe they have the full Telepathically control one Animal with simple benefits of a Barbarian Rage when they do not. commands. Self-destructive orders are ignored. The They take all the penalties of a rage (-2AC, unable caster can mentally command the target as a Move to use skills or abilities that require concentration Action provided they are within Close-range of or patience such as moving silently or casting each other. spells). At the end of the spell, the subject is fatigued for the rest of that encounter. Dust Storm(DR331 p71)

The touched subject gains an additional pair of arms. These arms and the original ones (which become the primary arms) gain clawed hands. The creature gains 4 claw attacks using its back attack bonus + Str mod for attack rolls. Each claw deals 1d4 + Str mod damage. If an opponent is struck by 2 or more claws in 1 round, the subject can rend it for an additional 2d4 + 1 times Str mod damage. Greenfire (UE p50)

Everything within a 60 diameter by 30 tall cylinder are affect as follows: a) Anything with 5 has Concealment, while anything farther has Total Concealment; b) Anything ending its round within the cylinder takes 1d6 Slashing damage. Energize Potion (BoED p98)

A touched magical potion can be launched to a spot within Close-range, where it explodes in a 10 radius Burst, doing 1d6 damage per Spell level of the potion. The damage is of an Energy Type designated at casting time.

The focus snake is transformed into the equivalent of a Longsword sized for the caster. The caster is considered proficient with the weapon. On a hit, the foe is affected by the snakes poison (if any) in addition to the normal Longsword damage. If anyone other than the caster attempts to wield the weapon, the snake attacks its holder. The weapon has a Hardness of 8 & the snakes hp at the time of the casting with regards to Sunder attempts. At the spells end, the snake returns to normal. Favourable Winds (SW p116)

One contiguous 5 cube per level is filled with green energy that churns up from the earth for 1 round. Any creature in the area when the spell is cast takes 2d6 + 1/lvl (max +10) acid damage (Ref). A creature that travels through the area of effect during the round also takes damage, but gets no saving throw. The caster has the option of doing no damage to natural vegetation, ground cover, & plant creatures. Heatstroke (SC p113)

The target creature becomes fatigued by the heat. If it is already fatigued it becomes exhausted. Even if it passes its Fort save it still takes 2d6 nonlethal Energy Vortex(CDiv p164) Produces a wind of about 30mph emanating from damage. A creature wearing heavy armour takes -4 or below in the path of the wind are knocked prone, to fire are not affected by this spell. All creatures within a 20 radius Burst of the flying tiny creatures are blown back 1d6x10ft. caster take damage from one Energy Type chosen Small creatures are checked and cannot make Hypothermia (SC p118) at casting time. There are two options: 1d6x5ft. the area of effect take 1d8 + 1 per caster level (max All creatures take -2 penalty on ranged attacks and The target creature takes 1d6/caster lvl cold 1d8+20); or damage (max 10d6) and becomes fatigued. A Listen checks. b) The caster and all creatures in the area of effect successful fort save halves the damage and negates take 2d8 + 2 per caster level (max 2d8+20). In this Fire Wings (CDiv p165) the fatigue. case, the caster does not get a Reflex save, but SR Entangling Staff (CAdv p147) following effects: Medium or Heavy Armour) with Good The quarterstaff wielded by the caster grows maneuverability. speed going up, 2x speed going the target makes a single saving throw, the spell vines that can be used to grab foes. down. Able to Charge. Can only carry a Light load. ends. When the Quarterstaff makes a successful melee b) Any worn magic items are still in effect, but the Dispelled by Cure Disease or Heal. attack, it deals normal damage and then can start a caster cannot hold anything in his/her hands & Grapple as a Free Action without provoking an Jagged Tooth (SC p126) cannot cast spells with somatic components. Attack of Opportunity. The Grapple attempt has a c) The caster may make an Unarmed Attack with +8 bonus and can be used on creatures up to one the wings at a 4 penalty. The wings do the casters Doubles the crit range of one natural weapon that size larger than the caster. normal Unarmed Strike damage +2d6 Fire damage. does slashing/piercing damage. If the Grapple check is successful, the foe takes 2d6 If spells expires/is dispelled, the caster descends at Junglerazer (SC p127) damage due to constriction (the caster can chose the 60 per round for 1d6 rounds before falling After doing damage, the caster has the option of Frost Breath (DR312 p64) Fey, vermin, plants, plant creatures and animals releasing the foe, which leaves it Entangled. take 1d10/caster lvl negative energy damage (max If the grapple is maintained, the caster has the All creatures in a Close-range Cone take 1d4 per 10d10). opportunity to do constriction damage once 2 levels Cold damage (max 5d4) (Ref) and per round on a successful Grapple check. becomes Dazed for 1 round (RefNeg). Lash of the Kraken (DR334 p75) Evards Menaching Tentacles (PH2, p113)