· 9 years ago · Dec 17, 2016, 01:24 PM
1Name: Amaluna Age: 32 Alignement: Neutral Good Race: Elf Class: Druid HP: 22
2
3AC:13 Touch:11 Flat footed:12
4
5Str: 13 (+1) BAB: 2
6Dex: 13 (+1)
7Con: 12 (+1) Fort: 4
8Int: 8 (-1) Refl: 2
9Wis: 16 (+3) Will: 6
10Cha: 15 (+2)
11
12Languages: Common, Elven, Sylvan, Druidic
13
14Spells per day
15Lv. 0 Lv.1 lv.2
164 3 2
17
18Concentration (con) +1
19Diplomacy (cha) +2
20Handle Animal (cha) +6
21Heal (wis) +7
22Knowledge Nature (int) +1
23listen (wis) +8
24Profession (wis) +3
25ride ( dex) +1
26spellcraft (int) 0
27spot (wis) +8
28survival (wis) +10
29swim (dex) +1
30
31Weapons: dagger, club, dart, quarterstaff, scimitar, sickle, (short)spear, sling
32
33Armor: Light, medium ( NO METAL)
34
35Wild Empathy: Improve animals behaviour towards you (d20+druid lv+cha mod) Domestic animals start at indifferent, wild at unfriendly. also applicable to magical beast with int score at least 2 ( but -4 penalty)
36
37Alert: +2 listen, +2 spot
38Self-sufficient: +2 Heal, +2 survival
39
40Inventar:
41
42Dagger 1d4 10ft
43Longspear 1d8 20ft
44light armor (leather)
45Back Pack
46Bedroll
47Blanket (winter)
48Fishing net, fish hook
49Torch
50Waterskin
51Rations x5
52----------------
53Weight: 50lb
54
55Money
56
5722g 7s 9c
58
590-LEVEL DRUID SPELLS (ORISONS)
60Create Water: Creates 2 gallons/level of pure water.
61Cure Minor Wounds: Cures 1 point of damage.
62Detect Magic: Detects spells and magic items within 60 ft.
63Detect Poison: Detects poison in one creature or object.
64Flare: Dazzles one creature (–1 penalty on attack rolls).
65Guidance: +1 on one attack roll, saving throw, or skill check.
66Know Direction: You discern north.
67Light: Object shines like a torch.
68Mending: Makes minor repairs on an object.
69Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
70Read Magic: Read scrolls and spellbooks.
71Resistance: Subject gains +1 bonus on saving throws.
72Virtue: Subject gains 1 temporary hp.
731ST-LEVEL DRUID SPELLS
74Calm Animals: Calms (2d4 + level) HD of animals.
75Charm Animal: Makes one animal your friend.
76Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
77Detect Animals or Plants: Detects kinds of animals or plants.
78Detect Snares and Pits: Reveals natural or primitive traps.
79Endure Elements: Exist comfortably in hot or cold environments.
80Entangle: Plants entangle everyone in 40-ft.-radius.
81Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
82Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
83Hide from Animals: Animals can’t perceive one subject/level.
84Jump: Subject gets bonus on Jump checks.
85Longstrider: Your speed increases by 10 ft.
86Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
87Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
88Obscuring Mist: Fog surrounds you.
89Pass without Trace: One subject/level leaves no tracks.
90Produce Flame: 1d6 damage +1/level, touch or thrown.
91Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
92Speak with Animals: You can communicate with animals.
93Summon Nature's Ally I: Calls creature to fight.
942ND-LEVEL DRUID SPELLS
95Animal Messenger: Sends a Tiny animal to a specific place.
96Animal Trance: Fascinates 2d6 HD of animals.
97Barkskin: Grants +2 (or higher) enhancement to natural armor.
98Bear's Endurance: Subject gains +4 to Con for 1 min./level.
99Bull's Strength: Subject gains +4 to Str for 1 min./level.
100Cat's Grace: Subject gains +4 to Dex for 1 min./level.
101Chill Metal: Cold metal damages those who touch it.
102Delay Poison: Stops poison from harming subject for 1 hour/level.
103Fire TrapM: Opened object deals 1d4 +1/level damage.
104Flame Blade: Touch attack deals 1d8 +1/two levels damage.
105Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
106Fog Cloud: Fog obscures vision.
107Gust of Wind: Blows away or knocks down smaller creatures.
108Heat Metal: Make metal so hot it damages those who touch it.
109Hold Animal: Paralyzes one animal for 1 round/level.
110Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
111Reduce Animal: Shrinks one willing animal.
112Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
113Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
114Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
115Spider Climb: Grants ability to walk on walls and ceilings.
116Summon Nature's Ally II: Calls creature to fight.
117Summon Swarm: Summons swarm of bats, rats, or spiders.
118Tree Shape: You look exactly like a tree for 1 hour/level.
119Warp Wood: Bends wood (shaft, handle, door, plank).
120Wood Shape: Rearranges wooden objects to suit you.
121
122Companion: Wolf
123
124(den teil hat sebastian für mich)
125
126spells lv.0
127
128Create Water
129Conjuration (Creation) [Water]
130
131Components:
132V, S
133Casting time:
1341 standard action
135
136Range:
137Close (25 ft. + 5 ft./2 levels)
138Effect:
139Up to 2 gallons of water/level
140Duration:
141Instantaneous
142This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
143Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
144
145Cure Minor Wounds
146Components:
147V, S
148Casting time:
1491 standard action
150
151Range:
152Touch
153Target:
154Creature touched
155Duration:
156Instantaneous
157When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.
158Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
159
160Detect Magic
161Divination
162
163Components:
164V, S
165Casting time:
1661 standard action
167
168Range:
16960 ft.
170Area:
171Cone-shaped emanation
172You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1731st Round: Presence or absence of magical auras.
1742nd Round: Number of different magical auras and the power of the most potent aura.
1753rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
176
177Detect Poison
178Divination
179
180Components:
181V, S
182Casting time:
1831 standard action
184
185Range:
186Close (25 ft. + 5 ft./2 levels)
187Target, or Area:
188One creature, one object, or a 5-ft. cube
189Duration:
190Instantaneous
191Saving Throw:
192None
193Spell Resistance:
194No
195You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
196The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
197
198Flare
199Evocation [Light]
200
201Components:
202V
203Casting time:
2041 standard action
205
206Range:
207Close (25 ft. + 5 ft./2 levels)
208Effect:
209Burst of light
210Duration:
211Instantaneous
212Saving Throw:
213Fortitude negates
214
215Spell Resistance:
216Yes
217
218This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
219
220Guidance
221Divination
222
223Level:
224Clr 0, Drd 0
225
226Components:
227V, S
228Casting time:
2291 standard action
230
231Range:
232Touch
233Target:
234Creature touched
235Duration:
2361 minute or until discharged
237This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
238
239Know Direction
240Divination
241
242Components:
243V, S
244Casting time:
2451 standard action
246
247Range:
248Personal
249Target:
250You
251Duration:
252Instantaneous
253You instantly know the direction of north from your current position. The spell is effective in any environment in which “north†exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
254
255Light
256Evocation [Light]
257
258Components:
259V, M/DF
260Casting time:
2611 standard action
262
263Range:
264Touch
265Target:
266Object touched
267Duration:
26810 min./level (D)
269This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
270A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
271Arcane Material Component: A firefly or a piece of phosphorescent moss.
272
273
274Mending
275Transmutation
276
277Components:
278V, S
279Casting time:
2801 standard action
281
282Range:
28310 ft.
284Target:
285One object of up to 1 lb.
286Duration:
287Instantaneous
288Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
289Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
290Purify Food and Drink
291Transmutation
292
293Components:
294V, S
295Casting time:
2961 standard action
297
298Range:
29910 ft.
300Target:
3011 cu. ft./level of contaminated food and water
302Duration:
303Instantaneous
304This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
305Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
306
307Read Magic
308Divination
309
310Components:
311V, S, F
312Casting time:
3131 standard action
314
315Range:
316Personal
317Target:
318You
319Duration:
32010 min./level
321By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
322Read magic can be made permanent with a permanency spell.
323Focus: A clear crystal or mineral prism.
324
325Resistance
326Abjuration
327
328Components:
329V, S, M/DF
330Casting time:
3311 standard action
332
333Range:
334Touch
335Target:
336Creature touched
337Duration:
3381 minute
339You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
340Resistance can be made permanent with a permanency spell.
341Arcane Material Component: A miniature cloak.
342
343Virtue
344Transmutation
345
346Components:
347V, S, DF
348Casting time:
3491 standard action
350
351Range:
352Touch
353Target:
354Creature touched
355Duration:
3561 min.
357The subject gains 1 temporary hit point.
358
359
360spells lv.1
361
362Calm Animals
363
364Enchantment (Compulsion) [Mind-Affecting]
365
366Components:
367V, S
368Casting time:
3691 standard action
370
371Range:
372Close (25 ft. + 5 ft./2 levels)
373Targets:
374Animals within 30 ft. of each other
375
376Duration:
3771 min./level
378Saving Throw:
379Will negates; see text
380
381Spell Resistance:
382Yes
383This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
384The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
385
386Charm Animal
387
388Enchantment (Charm) [Mind-Affecting]
389
390Level:
391Drd 1, Rgr 1
392
393Components:
394V, S
395Casting time:
3961 standard action
397
398Range:
399Close (25 ft. + 5 ft./2 levels)
400Target:
401One animal
402
403Duration:
4041 hour/level
405Saving Throw:
406Will negates
407
408Spell Resistance:
409Yes
410This charm makes an animal regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the animal is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
411The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected animal never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming.
412
413Cure Light Wounds
414Conjuration (Healing)
415
416Components:
417V, S
418Casting time:
4191 standard action
420
421Range:
422Touch
423Target:
424Creature touched
425Duration:
426Instantaneous
427Saving Throw:
428Will half (harmless); see text
429
430Spell Resistance:
431Yes (harmless); see text
432When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
433Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
434
435Detect Animals or Plants
436
437Divination
438
439Components:
440V, S
441Casting time:
4421 standard action
443
444Range:
445Long (400 ft. + 40 ft./level)
446Area:
447Cone-shaped emanation
448Duration:
449Concentration, up to 10 min./level (D)
450
451You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.
4521st Round: Presence or absence of that kind of animal or plant in the area.
4532nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.
4543rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
455Conditions: For purposes of this spell, the categories of condition are as follows:
456Normal: Has at least 90% of full normal hit points, free of disease.
457Fair: 30% to 90% of full normal hit points remaining.
458Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
459Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
460If a creature falls into more than one category, the spell indicates the weaker of the two.
461Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
462
463Detect Snares and Pits
464Divination
465
466Components:
467V, S
468Casting time:
4691 standard action
470
471Range:
47260 ft.
473Area:
474Cone-shaped emanation
475Duration:
476Concentration, up to 10 min./level (D)
477
478Saving Throw:
479
480You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
481Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
482The amount of information revealed depends on how long you study a particular area.
4831st Round: Presence or absence of hazards.
4842nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
485Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
486Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
487
488Endure Elements
489Abjuration
490
491Components:
492V, S
493Casting time:
4941 standard action
495
496Range:
497Touch
498Target:
499Creature touched
500Duration:
50124 hours
502Saving Throw:
503Will negates (harmless)
504
505Spell Resistance:
506Yes (harmless)
507A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.
508Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
509
510
511Entangle
512Transmutation
513
514Components:
515V, S, DF
516Casting time:
5171 standard action
518
519Range:
520Long (400 ft. + 40 ft./level)
521Area:
522Plants in a 40-ft.-radius spread
523
524Duration:
5251 min./level (D)
526Saving Throw:
527Reflex partial; see text
528
529
530Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
531Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
532
533Faerie Fire
534Evocation [Light]
535
536Components:
537V, S, DF
538Casting time:
5391 standard action
540
541Range:
542Long (400 ft. + 40 ft./level)
543Area:
544Creatures and objects within a 5-ft.-radius burst
545Duration:
5461 min./level (D)
547Spell Resistance:
548Yes
549A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
550
551Goodberry
552Transmutation
553
554Components:
555V, S, DF
556Casting time:
5571 standard action
558
559Range:
560Touch
561Targets:
5622d4 fresh berries touched
563Duration:
564One day/level
565Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
566
567Hide from Animals
568
569Abjuration
570
571Components:
572S, DF
573Casting time:
5741 standard action
575
576Range:
577Touch
578Targets:
579One creature touched/level
580Duration:
58110 min./level (D)
582Saving Throw:
583Will negates (harmless)
584
585Spell Resistance:
586Yes
587Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
588
589
590Jump
591
592Transmutation
593
594Components:
595V, S, M
596Casting time:
5971 standard action
598
599Range:
600Touch
601Target:
602Creature touched
603Duration:
6041 min./level (D)
605Saving Throw:
606Will negates (harmless)
607
608Spell Resistance:
609Yes
610The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
611Material Component: A grasshopper’s hind leg, which you break when the spell is cast.
612
613Longstrider
614Transmutation
615
616Components:
617V, S, M
618Casting time:
6191 standard action
620
621Range:
622Personal
623Target:
624You
625Duration:
6261 hour/level (D)
627This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
628Material Component: A pinch of dirt.
629
630Magic Fang
631Transmutation
632
633Components:
634V, S, DF
635Casting time:
6361 standard action
637
638Range:
639Touch
640Target:
641Living creature touched
642Duration:
6431 min./level
644Saving Throw:
645Will negates (harmless)
646
647Spell Resistance:
648Yes (harmless)
649
650Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)
651Magic fang can be made permanent with a permanency spell.
652
653Magic Stone
654Transmutation
655
656Components:
657V, S, DF
658Casting time:
6591 standard action
660
661Range:
662Touch
663Targets:
664Up to three pebbles touched
665Duration:
66630 minutes or until discharged
667Saving Throw:
668Will negates (harmless, object)
669
670Spell Resistance:
671Yes (harmless, object)
672You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.
673
674
675Obscuring Mist
676Conjuration (Creation)
677
678Components:
679V, S
680Casting time:
6811 standard action
682
683Range:
68420 ft.
685Effect:
686Cloud spreads in 20-ft. radius from you, 20 ft. high
687Duration:
6881 min./level
689A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
690A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
691This spell does not function underwater.
692
693Pass without Trace
694Transmutation
695
696Components:
697V, S, DF
698Casting time:
6991 standard action
700
701Range:
702Touch
703Targets:
704One creature/level touched
705Duration:
7061 hour/level (D)
707The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
708
709Produce Flame
710Evocation [Fire]
711
712Components:
713V, S
714Casting time:
7151 standard action
716
717Range:
7180 ft.
719Effect:
720Flame in your palm
721Duration:
7221 min./level (D)
723Saving Throw:
724None
725Spell Resistance:
726Yes
727Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
728In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
729This spell does not function underwater.
730
731Shillelagh
732Transmutation
733
734Components:
735V, S, DF
736Casting time:
7371 standard action
738
739Range:
740Touch
741Target:
742One touched nonmagical oak club or quarterstaff
743Duration:
7441 min./level
745Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
746
747Speak with Animals
748
749Divination
750
751Components:
752V, S
753Casting time:
7541 standard action
755
756Range:
757Personal
758Target:
759You
760Duration:
7611 min./level
762
763You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animalsare likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
764
765Summon Nature’s Ally I
766Conjuration (Summoning)
767
768Components:
769V, S, DF
770Casting time:
7711 round
772
773Range:
774Close (25 ft. + 5 ft./2 levels)
775Effect:
776One summoned creature
777Duration:
7781 round/level (D)
779
780This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
781A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
782The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature’s Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
783
784Summon Nature’s Ally
7851st Level
786Dire rat
787Eagle (animal)
788Monkey (animal)
789Octopus1 (animal)
790Owl (animal)
791Porpoise1 (animal)
792Snake, Small viper (animal)
793Wolf (animal)
794
795spells lv.2
796
797Animal Messenger
798Enchantment (Compulsion) [Mind-Affecting]
799
800Components:
801V, S, M
802Casting time:
8031 standard action
804
805Range:
806Close (25 ft. + 5 ft./2 levels)
807Target:
808One Tiny animal
809
810Duration:
811One day/level
812Saving Throw:
813None; see text
814Spell Resistance:
815Yes
816You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
817Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
818During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).
819Material Component: A morsel of food the animal likes.
820
821Animal Trance
822Enchantment (Compulsion) [Mind-Affecting, Sonic]
823
824Components:
825V, S
826Casting time:
8271 standard action
828
829Range:
830Close (25 ft. + 5 ft./2 levels)
831Targets:
832Animals or magical beasts with Intelligence 1 or 2
833
834Duration:
835Concentration
836
837Saving Throw:
838Will negates; see text
839
840Spell Resistance:
841Yes
842Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
843A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
844Barkskin
845Transmutation
846
847Components:
848V, S, DF
849Casting time:
8501 standard action
851
852Range:
853Touch
854Target:
855Living creature touched
856Duration:
85710 min./level
858Saving Throw:
859None
860Spell Resistance:
861Yes (harmless)
862Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
863The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
864
865Bear’s Endurance
866Transmutation
867
868Level:
869Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
870
871Components:
872V, S, DF
873Casting time:
8741 standard action
875
876Range:
877Touch
878Target:
879Creature touched
880Duration:
8811 min./level
882Saving Throw:
883Will negates (harmless)
884
885Spell Resistance:
886Yes
887The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.
888Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
889
890Bull's Strength
891Transmutation
892
893Components:
894V, S, M/DF
895Casting time:
8961 standard action
897
898Range:
899Touch
900Target:
901Creature touched
902Duration:
9031 min./level
904Saving Throw:
905Will negates (harmless)
906
907Spell Resistance:
908Yes (harmless)
909The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
910Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
911
912
913
914
915
916
917
918
919Cat’s Grace
920Transmutation
921
922Components:
923V, S, M
924Casting time:
9251 standard action
926
927Range:
928Touch
929Target:
930Creature touched
931Duration:
9321 min./level
933Saving Throw:
934Will negates (harmless)
935
936Spell Resistance:
937Yes
938The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
939Material Component: A pinch of cat fur.
940
941Chill Metal
942Transmutation [Cold]
943
944Components:
945V, S, DF
946Casting time:
9471 standard action
948
949Range:
950Close (25 ft. + 5 ft./2 levels)
951Target:
952Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
953Duration:
9547 rounds
955Saving Throw:
956Will negates (object)
957
958Spell Resistance:
959Yes (object)
960Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
961A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
962On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
963Round
964Metal
965Temperature Damage
9661 Cold None
9672 Icy 1d4 points
9683–5 Freezing 2d4 points
9696 Icy 1d4 points
9707 Cold None
971Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
972Chill metal counters and dispels heat metal.
973
974Delay Poison
975Conjuration (Healing)
976
977Components:
978V, S, DF
979Casting time:
9801 standard action
981
982Range:
983Touch
984Target:
985Creature touched
986Duration:
9871 hour/level
988Saving Throw:
989Fortitude negates (harmless)
990
991Spell Resistance:
992Yes (harmless)
993The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
994
995
996
997
998Fire Trap
999Abjuration [Fire]
1000
1001Components:
1002V, S, M
1003Casting time:
100410 minutes
1005Range:
1006Touch
1007Target:
1008Object touched
1009Duration:
1010Permanent until discharged (D)
1011Saving Throw:
1012Reflex half; see text
1013
1014Spell Resistance:
1015Yes
1016Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
1017When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
1018A fire trapped item cannot have a second closure or warding spell placed on it.
1019A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.
1020Underwater, this ward deals half damage and creates a large cloud of steam.
1021You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
1022Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
1023Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
1024
1025
1026Flame Blade
1027Evocation [Fire]
1028
1029Components:
1030V, S, DF
1031Casting time:
10321 standard action
1033
1034Range:
10350 ft.
1036Effect:
1037Sword-like beam
1038Duration:
10391 min./level (D)
1040Saving Throw:
1041None
1042Spell Resistance:
1043Yes
1044A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
1045The spell does not function underwater.
1046
1047Flaming Sphere
1048Evocation [Fire]
1049
1050Components:
1051V, S, M/DF
1052Casting time:
10531 standard action
1054
1055Range:
1056Medium (100 ft. + 10 ft./level)
1057Effect:
10585-ft.-diameter sphere
1059Duration:
10601 round/level
1061
1062Saving Throw:
1063Reflex negates
1064
1065Spell Resistance:
1066Yes
1067A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
1068The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
1069Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
1070
1071Fog Cloud
1072Conjuration (Creation)
1073
1074Components:
1075V, S
1076Casting time:
10771 standard action
1078
1079Range:
1080Medium (100 ft. + 10 ft. level)
1081Effect:
1082Fog spreads in 20-ft. radius, 20 ft. high
1083Duration:
108410 min./level
1085A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment(50% miss chance, and the attacker can’t use sight to locate the target).
1086A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
1087The spell does not function underwater.
1088
1089Gust of Wind
1090Evocation [Air]
1091
1092Components:
1093V, S
1094Casting time:
10951 standard action
1096
1097Range:
109860 ft.
1099Effect:
1100Line-shaped gust of severe wind emanating out from you to the extreme of the range
1101Duration:
11021 round
1103
1104Saving Throw:
1105Fortitude negates
1106
1107Spell Resistance:
1108Yes
1109This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
1110A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
1111Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
1112Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.
1113Large or larger creatures may move normally within a gust of wind effect.
1114A gust of wind can’t move a creature beyond the limit of its range.
1115Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
1116The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
1117In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
1118Gust of wind can be made permanent with a permanency spell.
1119
1120Heat Metal
1121Transmutation [Fire]
1122
1123Components:
1124V, S, DF
1125Casting time:
11261 standard action
1127
1128Range:
1129Close (25 ft. + 5 ft./2 levels)
1130Target:
1131Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
1132Duration:
11337 rounds
1134Saving Throw:
1135Will negates (object)
1136
1137Spell Resistance:
1138Yes (object)
1139Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
1140A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
1141On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
1142Round
1143Metal
1144Temperature Damage
11451 Warm None
11462 Hot 1d4 points
11473–5 Searing 2d4 points
11486 Hot 1d4 points
11497 Warm None
1150Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
1151Heat metal counters and dispels chill metal.
1152
1153Hold Animal
1154
1155Enchantment (Compulsion) [Mind-Affecting]
1156
1157Components:
1158V, S
1159Casting time:
11601 standard action
1161
1162Range:
1163Medium (100 ft. + 10 ft./level)
1164Target:
1165One animal
1166
1167Duration:
11681 round/level (D); see text
1169
1170Saving Throw:
1171Will negates; see text
1172
1173Spell Resistance:
1174Yes
1175The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
1176A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
1177Arcane Focus: A small, straight piece of iron.
1178
1179Owl’s Wisdom
1180Transmutation
1181
1182Components:
1183V, S, M/DF
1184Casting time:
11851 standard action
1186
1187Range:
1188Touch
1189Target:
1190Creature touched
1191Duration:
11921 min./level
1193Saving Throw:
1194Will negates (harmless)
1195
1196Spell Resistance:
1197Yes
1198The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
1199Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.
1200
1201Reduce Animal
1202
1203Transmutation
1204
1205Components:
1206V, S
1207Casting time:
12081 standard action
1209
1210Range:
1211Touch
1212Target:
1213One willing animal of Small, Medium, Large, or Huge size
1214Duration:
12151 hour/level (D)
1216This spell causes instant diminution of a willing animal, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
1217A Small animal whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large animal whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
1218All equipment worn or carried by a creature is similarly reduced by the spell.
1219Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
1220Multiple magical effects that reduce size do not stack.
1221Reduce animal counters and dispels enlarge person.
1222Reduce animal can be made permanent with a permanency spell.
1223Material Component: A pinch of powdered iron.
1224
1225Resist Energy
1226Abjuration
1227
1228Components:
1229V, S, DF
1230Casting time:
12311 standard action
1232
1233Range:
1234Touch
1235Target:
1236Creature touched
1237Duration:
123810 min./level
1239Saving Throw:
1240Fortitude negates (harmless)
1241
1242Spell Resistance:
1243Yes (harmless)
1244This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.
1245Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
1246Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
1247
1248Restoration, Lesser
1249Conjuration (Healing)
1250
1251Components:
1252V, S
1253Casting time:
12543 rounds
1255Range:
1256Touch
1257Target:
1258Creature touched
1259Duration:
1260Instantaneous
1261Saving Throw:
1262Will negates (harmless)
1263
1264Spell Resistance:
1265Yes (harmless)
1266Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
1267
1268Soften Earth and Stone
1269Transmutation [Earth]
1270
1271Components:
1272V, S, DF
1273Casting time:
12741 standard action
1275
1276Range:
1277Close (25 ft. + 5 ft./2 levels)
1278Area:
127910-ft. square/level; see text
1280Duration:
1281Instantaneous
1282When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
1283A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
1284Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
1285Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
1286While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
1287A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
1288
1289Spider Climb
1290
1291Transmutation
1292
1293Components:
1294V, S, M
1295Casting time:
12961 standard action
1297
1298Range:
1299Touch
1300Target:
1301Creature touched
1302Duration:
130310 min./level
1304Saving Throw:
1305Will negates (harmless)
1306
1307Spell Resistance:
1308Yes (harmless)
1309The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
1310Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.
1311
1312Summon Nature’s Ally II
1313Conjuration (Summoning)
1314
1315Components:
1316V, S, DF
1317Casting time:
13181 round
1319
1320Range:
1321Close (25 ft. + 5 ft./2 levels)
1322Effect:
1323One or more creatures, no two of which can be more than 30 ft. apart
1324Duration:
13251 round/level (D)
1326
1327
1328This spell functions like summon nature’s ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
1329When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
1330
1331Summon Nature’s Ally
13321st Level
1333Dire rat
1334Eagle (animal)
1335Monkey (animal)
1336Octopus1 (animal)
1337Owl (animal)
1338Porpoise1 (animal)
1339Snake, Small viper (animal)
1340Wolf (animal)
13412nd Level
1342Bear, black (animal)
1343Crocodile (animal)
1344Dire badger
1345Dire bat
1346Elemental, Small (any)
1347Hippogriff
1348Shark, Medium1 (animal)
1349Snake, Medium viper (animal)
1350Squid1 (animal)
1351Wolverine (animal)
1352
1353
1354Summon Swarm
1355Conjuration (Summoning)
1356
1357Components:
1358V, S, M/DF
1359Casting time:
13601 round
1361
1362Range:
1363Close (25 ft. + 5 ft./2 levels)
1364Effect:
1365One swarm of bats, rats, or spiders
1366Duration:
1367Concentration + 2 rounds
1368
1369You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
1370Arcane Material Component: A square of red cloth.
1371
1372Tree Shape
1373Transmutation
1374
1375Components:
1376V, S, DF
1377Casting time:
13781 standard action
1379
1380Range:
1381Personal
1382Target:
1383You
1384Duration:
13851 hour/level (D)
1386By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
1387You can dismiss tree shape as a free action (instead of as a standard action).
1388
1389Warp Wood
1390Transmutation
1391
1392Components:
1393V, S
1394Casting time:
13951 standard action
1396
1397Range:
1398Close (25 ft. + 5 ft./2 levels)
1399Target:
14001 Small wooden object/level, all within a 20-ft. radius
1401Duration:
1402Instantaneous
1403Saving Throw:
1404Will negates (object)
1405
1406Spell Resistance:
1407Yes (object)
1408
1409You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls.
1410You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
1411Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.
1412You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
1413Until the object is completely warped, it suffers no ill effects.
1414
1415Wood Shape
1416Transmutation
1417
1418Components:
1419V, S, DF
1420Casting time:
14211 standard action
1422
1423Range:
1424Touch
1425Target:
1426One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
1427Duration:
1428Instantaneous
1429Saving Throw:
1430Will negates (object)
1431
1432Spell Resistance:
1433Yes (object)
1434Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.