Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Animate Fire | ||
SPC | ||
Arc 1, Drd 1, Wuj 1 | ||
General | ||
Turn campfire into Small fire elemental. |
||
Animate Water | ||
SPC | ||
Arc 1, Drd 1, Wuj 1 | ||
General | ||
Turn quantity of water into Small water elemental. |
||
Animate Wood | ||
SPC | ||
Arc 1, Drd 1, Wuj 1 | ||
General | ||
This spell imbues a Small or smaller wooden object with mobility and a semblance of life. |
||
Aquatic Escape | ||
CS | ||
Arc 1, Drd 1 | ||
General | ||
Take the form of a fish. |
||
Aspect of the Wolf | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
You change into a wolf and gain some of its abilities. |
||
Aura Against Flame | ||
SPC | ||
Arc 2, Clr 2, Drd 1 | ||
General | ||
Ignores 10 fire damage/attack and extinguish fires. |
||
Babau Slime | ||
SPC | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
5 minutes | ||
Secrete a body-covering acid that damages foes' weapons. |
||
Beast Claws | ||
SPC | ||
Arc 1, Drd 1 | ||
6 hours | ||
Your hands become slashing natural weapons. |
||
Beastland Ferocity | ||
SPC | ||
Arc 1, Brd 1, Drd 1 | ||
30 minutes | ||
Subject fights without penalty while disabled or dying. |
||
Beget Bogun (XP) | ||
SPC | ||
Arc 1, Drd 1 | ||
General | ||
You create a Tiny nature servant. |
||
Blockade | ||
CS | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Fill 5-ft. square with enormous block of wood. |
||
Branch to Branch | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
6 hours | ||
You gain +10 competence bonus on Climb checks in trees and can brachiate through forest. |
||
Breath of the Jungle | ||
SPC | ||
Arc 1, Drd 1 | ||
General | ||
Mist increases DC of saves vs. poison & disease |
||
Buoyant Lifting | ||
SPC | ||
Arc 1, Drd 1 | ||
1 hour | ||
Underwater creatures rise to surface. |
||
Calm Animals | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
Will negates; see text - Yes | Animal 1, Arc 1, BVal 1, Drd 1, Rgr 1 | V, S |
1 min./level | Close | General |
Targets: Animals within 30 ft. of each other | ||
Calms (2d4 + level) HD of animals. |
||
This 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. The 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. |
||
Camouflage | ||
SPC | ||
Arc 1, Drd 1, Hrp 1, Rgr 1, Wuj 1 | ||
1 hour | ||
Grants +10 bonus on Hide checks. |
||
Charm Animal | ||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Arc 1, BVal 1, Drd 1, Rgr 1 | V, S |
1 hour/level | Close | 1 hour |
Target: One animal | ||
Makes one animal your friend. |
||
This spell functions like charm person, except that it affects a creature of the animal type.
This charm makes an animal creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The 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 wouldnt ordinarily do. (Retries are not allowed.) An affected creature 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 person breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming. |
||
Claws of the Bear | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
Your hands become weapons dealing 1d8 damage. |
||
Climb Walls | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
30 minutes | ||
The subject gets a +10, +20@5th, or +30@9th enhancement bonus on Climb checks. |
||
Cloak of Shade | ||
Sandstorm | ||
Arc 1, Clr 1, Drd 1 | ||
6 hours | ||
Touched creature gains protection from heat and sun. |
||
Cloudburst | ||
SPC | ||
Arc 1, Drd 1 | ||
1 hour | ||
Rain obscures vision, extinguishes fires, and hampers missiles. |
||
Cold Fire | ||
SPC | ||
Arc 1, Clr 1, Drd 1 | ||
General | ||
Conjure Ice Beast I | ||
Frostburn | ||
Arc 1, Clr 1, Drd 1, Rgr 1 | ||
General | ||
Conjures ice creature to fight for you. |
||
Crabwalk | ||
SPC | ||
Arc 1, Brd 1, Drd 1, Rgr 1 | ||
5 minutes | ||
Subject gains +2 to AC and Attacks when charging. |
||
Crunchy Snow | ||
Frostburn | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
-20 penalty on Move Silently checks in area. |
||
Cure Light Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 1, APeace 1, Arc 1, Blk 1, Brd 1, BVal 1, ChamGwyn 1, Clr 1, Drd 1, EmBarachiel 1, Healing 1, Hlr 1, HotD 1, Pal 1, Rgr 2, Shu 1 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 1d8 damage +1/level (max +5). |
||
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since 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. |
||
Deep Breath | ||
SPC | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Your lungs fill with fresh air for the duration of the spell. |
||
Delay Disease | ||
SPC | ||
Arc 1, Clr 1, Drd 1 | ||
24 hours | ||
Postpones effects of a disease. |
||
Detect Animals or Plants | ||
Divination | 1 standard action | SRD |
None - No | Arc 1, Drd 1, Rgr 1 | V, S |
Concentration, up to 10 min./level (D) | Long | General |
Area: Cone-shaped emanation | ||
Detects kinds of animals or plants. |
||
You 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. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen. 3rd 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. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each 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. |
||
Detect Snares and Pits | ||
Divination | 1 standard action | SRD |
None - No | Arc 1, BVal 1, Drd 1, Rgr 1, Shu 1 | V, S |
Concentration, up to 10 min./level (D) | 60 ft. | General |
Area: Cone-shaped emanation | ||
Reveals natural or primitive traps. |
||
You 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. Detect snares and pits does detect certain natural hazardsquicksand (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. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd 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. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each 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. |
||
Ease of Breath | ||
Frostburn | ||
Arc 1, Clr 1, Drd 1, Rgr 1 | ||
General | ||
+20 inherent bonus on Fortitude saves to resist altitude sickness. |
||
Endure Elements | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Adp 1, APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Drd 1, Endurance 1, KotC 1, Ocean 1, Pal 1, Rgr 1, Shu 1, Sor/Wiz 1, Sun 1, Vassal of Bahamut 1, Wuj 1 | V, S |
1 day | Touch | 6 hours |
Target: Creature touched | ||
Exist comfortably in hot or cold environments. |
||
A 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 creatures equipment is likewise protected. Endure 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. |
||
Enrage Animal | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
Animal rages like barbarian, not fatigued. |
||
Enrage Animals | ||
CR | ||
Arc 1, Drd 1, Rgr 1 | ||
30 minutes | ||
Entangle | ||
Transmutation | 1 standard action | SRD |
Reflex partial; see text - No | Arc 1, BVal 1, Drd 1, Plant 1, Rgr 1, Watery Death 1 | V, S, DF |
1 min./level (D) | Long | General |
Area: Plants in a 40-ft.-radius spread | ||
Plants entangle everyone in 40-ft.-radius. |
||
Grasses, 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. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. |
||
Extend Shifting | ||
RE | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Extend duration of shifting ability by 4 rounds. |
||
Extract Drug (F) | ||
Book of Vile Darkness | ||
Arc 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Creates drug from inanimate object. |
||
Eyes of the Avoral | ||
Book of Exalted Deeds | ||
APeace 1, Arc 1, BVal 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
1 hour | ||
Subject gians +8 racial bonus on Spot checks. |
||
Faerie Fire | ||
Evocation [Light] | 1 standard action | SRD |
None - Yes | Arc 1, Drd 1, Fey 1, Moon 1, Shu 1 | V, S, DF |
1 min./level (D) | Long | General |
Area: Creatures and objects within a 5-ft.-radius burst | ||
Outlines subjects with light, canceling blur, concealment, and the like. |
||
A 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. |
||
Foundation of Stone | ||
SPC | ||
Arc 1, Clr 1, Drd 1 | ||
General | ||
+4 bonus to resist being bull rushed or tripped |
||
Frostbite | ||
Magic Books of Faerun | ||
Arc 1, Drd 1 | ||
General | ||
Fort save or take 1d6 nonlethal cold damage and be fatigued. |
||
Goodberry | ||
Transmutation | 1 standard action | SRD |
None - Yes | Arc 1, Drd 1, Feast 1, Hlr 1, Sin-G 1 | V, S, DF |
1 day/level | Touch | 6 hours |
Targets: 2d4 fresh berries touched | ||
2d4 berries each cure 1 hp (max 8 hp/24 hours). |
||
Casting 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. |
||
Handfire | ||
Magic of Faerun | ||
Arc 1, Clr 1, Drd 1, Hrp 1, Hth 1, Rgr 1 | ||
General | ||
Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead. |
||
Hawkeye | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
You gain +5 on spot checks and fire ranged weapons better. |
||
Healthful Rest | ||
SPC | ||
Arc 1, Brd 1, Clr 1, Drd 1 | ||
General | ||
Subjects heal at twice the normal rate. |
||
Hide from Animals | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes | Arc 1, Blg 1, Drd 1, Rgr 1 | S, DF |
10 min./level (D) | Touch | 4 hours |
Targets: One creature touched/level | ||
Animals cant perceive one subject/level. |
||
Animals 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. |
||
Horrible Taste | ||
SPC | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
1 hour | ||
Attackers that bite you must make a Fort save or be Nauseated for 1 full round. |
||
Ice Skate | ||
Frostburn | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
While on ice, your speed increases by 60 feet. |
||
Impede Sun's Brilliance | ||
Sandstorm | ||
Arc 1, Drd 1, Rgr 1, Summer 1 | ||
1 hour | ||
Diminishes the heat and light of the sun in an area. |
||
Ivory Flesh | ||
Frostburn | ||
Arc 1, Brd 1, Drd 1, Rgr 1 | ||
6 hours | ||
Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. |
||
Jump | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Arc 1, Asn 1, Drd 1, Duskblade 1, Rgr 1, Sor/Wiz 1, Wuj 1 | V, S, M |
1 min./level (D) | Touch | 5 minutes |
Target: Creature touched | ||
Subject gets bonus on Jump checks. |
||
The 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. |
||
Kuo-Toa Skin | ||
Stormwrack | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 2 | ||
6 hours | ||
Subject gains +8 on Escape Artist checks and cannot be snared by webs. |
||
Locate Node (F) | ||
CR | ||
Arc 3, Clr 3, Drd 1, Sor/Wiz 2 | ||
5 minutes | ||
Finds closest earth node in 1 mile/level radius. |
||
Locate Touchstone | ||
Planar Handbook | ||
Arc 2, Brd 1, Clr 2, Drd 1, Sor/Wiz 1 | ||
6 hours | ||
Find nearest planar touchstone on the plane you currently inhabit. |
||
Locate Water | ||
Sandstorm | ||
Arc 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Reveals location, size, and quality of water sources. |
||
Longstrider | ||
Transmutation | 1 standard action | SRD |
- | Arc 1, BVal 1, Drd 1, Rgr 1, Travel 1 | V, S, M |
1 hour/level (D) | Personal | 24 hours |
Target: You | ||
Increases your speed. |
||
This 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. |
||
Low-Light Vision | ||
SPC | ||
Arc 1, Asn 1, Drd 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1 | ||
6 hours | ||
Subject sees twice as far under current light. |
||
Magic Fang | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Arc 1, Bestial 1, Dragon 1, Drd 1, Rgr 1, Scalykind 1 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Living creature touched | ||
One natural weapon of subject creature gets +1 on attack and damage rolls. |
||
Magic 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.) Magic fang can be made permanent with a permanency spell. |
||
Magic Stone | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Arc 1, Artificer 1, Clr 1, Drd 1, Earth 1, Halfling 1, HotD 1, Shu 1 | V, S, DF |
30 minutes or until discharged | Touch | 5 minutes |
Targets: Up to three pebbles touched | ||
Three stones gain +1 on attack, deal 1d6 +1 damage. |
||
You 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 spells enhancement bonus), or 2d6+2 points against undead. |
||
Obscuring Mist | ||
Conjuration (Creation) | 1 standard action | SRD |
None - No | Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 | V, S |
1 min./level | 20 ft. | General |
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high | ||
Fog surrounds you. |
||
A 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). A 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. This spell does not function underwater. |
||
Omen of Peril (F) | ||
RoD | ||
Arc 1, Clr 1, Destiny 1, Drd 1, Liberation 1 | ||
6 hours | ||
You know how dangerous the future will be. |
||
Pass without Trace | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Arc 1, Asn 2, BVal 1, Drd 1, Rgr 1, Shu 1, Slayer of Domiel 2 | V, S, DF |
1 hour/level (D) | Touch | 6 hours |
Targets: One creature/level touched | ||
One subject/level leaves no tracks. |
||
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means. |
||
Produce Flame | ||
Evocation [Fire] | 1 standard action | SRD |
None - Yes | Arc 1, Blg 2, Drd 1, Fire 2, Orc 2, Shu 2 | V, S |
1 min./level (D) | 0 ft. | General |
Effect: Flame in your palm | ||
1d6 damage +1/level, touch or thrown. |
||
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In 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. This spell does not function underwater. |
||
Quickswim | ||
Stormwrack | ||
Arc 1, Brd 1, Drd 1, Rgr 1, Seafolk 1, Sor/Wiz 1 | ||
6 hours | ||
Your swim speed increases by 10 ft. |
||
Raging Flame | ||
Dragon 314 | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Accelerates burning fires, they last half as long, and burn twice as hot. |
||
Rapid Burrowing | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
Raptor's Sight | ||
RotW | ||
Arc 1, Drd 1, Rgr 1, Sky 1 | ||
6 hours | ||
Gain +5 on Spot checks; range increment penalty halved. |
||
Remove Scent | ||
SPC | ||
Arc 1, Brd 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Hides touched creature's scent. |
||
Resist Planar Alignment | ||
Planar Handbook | ||
Arc 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 | ||
1 hour | ||
Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
||
Rhino's Rush | ||
SPC | ||
Arc 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sin-W 1, Wrath 1 | ||
General | ||
Deal double damage when charging for one round. |
||
Ride of The Valenar | ||
RE | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
Gain +5 bonus on Ride for 10 min./level. |
||
Sandblast | ||
Complete Divine | ||
Arc 1, Drd 1 | ||
General | ||
You fire hot sand that deals 1d6 nonlethal damage, stuns enemies. |
||
Segojan's Armor | ||
Magic Books of Faerun | ||
Arc 1, Clr 1, Drd 1, Rgr 1 | ||
6 hours | ||
You fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size. |
||
Shifter Prowess | ||
RE | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Shifter racial bonuses to skills increase by +8. |
||
Shillelagh | ||
Transmutation | 1 standard action | SRD |
Will negates (object) - Yes (object) | Arc 1, Drd 1 | V, S, DF |
1 min./level | Touch | 30 minutes |
Target: One touched nonmagical oak club or quarterstaff | ||
Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. |
||
Your 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. |
||
Silvered Claws | ||
Book of Exalted Deeds | ||
Arc 1, Drd 1, Rgr 1 | ||
30 minutes | ||
One creature's natural attacks are treated as silvered weapons. |
||
Slow Burn | ||
Dragon 314 | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Dims and slows natural fire burn rates, doubling fire life and halving damage. |
||
Snake's Swiftness | ||
Miniatures | ||
Arc 1, Drd 1, Sor/Wiz 2 | ||
General | ||
Subject immediately makes one attack. |
||
Snowdrift | ||
Frostburn | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Forms existing snow into another shape. |
||
Snowshoes | ||
SPC | ||
Arc 1, Clr 1, Drd 1, Rgr 1 | ||
General | ||
Subject walks easily on ice and snow. |
||
Snowsight | ||
Frostburn | ||
Arc 1, Drd 1, Rgr 1, Winter 1 | ||
6 hours | ||
Normal vision in winter weather conditions. |
||
Speak with Animals | ||
Divination | 1 standard action | SRD |
- | Arc 1, Brd 3, BVal 1, Drd 1, Hlr 1, Rgr 1, Shu 1 | V, S |
1 min./level | Personal | 30 minutes |
Target: You | ||
You can communicate with animals. |
||
You 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 animals are 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. |
||
Speed Swim | ||
Magic of Faerun | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
5 minutes | ||
Target gains swim speed 30. |
||
Spider Hand | ||
Book of Vile Darkness | ||
Arc 1, Clr 1, Drd 1 | ||
General | ||
Your hand becomes a Small monstrous spider. |
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Spore Field | ||
CS | ||
Arc 1, Drd 1, Rgr 2 | ||
General | ||
Mushrooms grow from ground, slowing movement and sickening living creatures. |
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Stalactite Trap | ||
Magic Books of Faerun | ||
Arc 1, Clr 1, Drd 1 | ||
6 hours | ||
A stalactite gains the ability to hurl itself at a foe. |
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Stonemantle | ||
Dragon 314 | ||
Arc 2, Clr 2, Drd 1, Sor/Wiz 2 | ||
1 hour | ||
Object gets hardness set to 8 and 15 hit points per inch unless it already has a better hardness. |
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Summon Desert Ally I | ||
Sandstorm | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
Calls dustform creature to fight. |
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Summon Nature's Ally I | ||
Conjuration (Summoning) | 1 round | SRD |
None - No | Arc 1, BVal 1, Drd 1, Rgr 1 | V, S, DF |
1 round/level (D) | Close | General |
Effect: One summoned creature | ||
Calls creature to fight. |
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This 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. A 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. The 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.
1) May be summoned only into an aquatic or watery environment. |
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Sunstroke | ||
Sandstorm | ||
Arc 1, Drd 1, Sor/Wiz 1, Summer 2 | ||
General | ||
Target takes 2d6 nonlethal damage and is fatigued. |
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Suspend Disease | ||
Book of Vile Darkness | ||
Arc 1, Clr 1, Drd 1, Sor/Wiz 1 | ||
24 hours | ||
Keeps disease from harming creature for 24 hours. |
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Temporary Soul Binding | ||
Conjuration (Teleportation) | 1 round | ATB |
Will negates (harmless, object) - No | Arc 1, Blk 1, Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 | V, S |
1 min./level or until discharged | Touch | General |
Targets: 1 Creature and 1 item | ||
An item is temporarily soul bound to the subject. |
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The item gains a temporary mark of Soulbinding (This is different from the Permenant binding mark.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Should the duration lapse after the creature has died but before the creature is reborn, the duration automatically extends until rebirth.
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Thunderhead | ||
SPC | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Small lightning bolts deal 1d6 electricity damage/round. |
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Traveler's Mount | ||
Complete Divine | ||
Arc 1, Blk 1, Drd 1, Pal 1, Rgr 1 | ||
6 hours | ||
Creature moves faster but can't attack. |
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Undertow | ||
Far Corners of the World | ||
Arc 1, Drd 1, Sor/Wiz 2 | ||
General | ||
Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round. |
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Lesser Vigor | ||
Complete Divine | ||
Arc 1, Clr 1, Drd 1, SaveLife 1 | ||
General | ||
Creature heals 1 hp/round (max 15 rounds). |
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Vine Strike | ||
Complete Adventurer | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
Swift. You can sneak attack plant creatures for 1 round. |
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Wall of Smoke | ||
Far Corners of the World | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save). |
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Waste Strider | ||
Sandstorm | ||
Arc 1, Drd 1, Rgr 1, Sand 1 | ||
6 hours | ||
Move through the wasteland without penalties. |
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Webfoot | ||
Stormwrack | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
Target gains +4 on Swim and is less hindered by bog terrain. |
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Winged Watcher | ||
CS | ||
Arc 1, Drd 1 | ||
General | ||
Take the form of a bird. |
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Wings of The Sea | ||
SPC | ||
Arc 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
5 minutes | ||
Winter Chill | ||
SPC | ||
Arc 1, Drd 1 | ||
General | ||
Wood Wose | ||
Complete Divine | ||
Arc 1, Drd 1 | ||
1 hour | ||
Nature spirit does simple tasks for you. |
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Woodwisp Arrow (M) | ||
CR | ||
Arc 1, Asn 1, Drd 1, Rgr 1 | ||
General | ||
Enables a masterwork arrow or bolt to pass through wood. |