Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Anger of the Noonday Sun | ||
SPC | ||
Arc 6, Drd 6, Shu 6 | ||
General | ||
Blinds creatures within 20 ft. |
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Animate Snow | ||
SPC | ||
Arc 6, Drd 6 | ||
General | ||
Turns snow into creatures to fight for you. |
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Antilife Shell | ||
Abjuration | 1 round | SRD |
None - Yes | Animal 6, APeace 6, Arc 6, Blg 5, Clr 6, Decay 6, Drd 6 | V, S, DF |
10 min./level (D) | 10 ft. | General |
Area: 10-ft.-radius emanation, centered on you | ||
10-ft. field hedges out living creatures. |
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You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier. |
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Aspect of the Earth Hunter | ||
SPC | ||
Arc 4, Drd 6, Rgr 4 | ||
General | ||
Change into bulette and gain some of its abilities. |
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Awaken Sand (XP) | ||
Sandstorm | ||
Arc 6, Drd 6, Sand 6 | ||
General | ||
A region of sand forms into a Huge, sentient creature. |
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Mass Bear's Endurance | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | APeace 6, Arc 6, Clr 6, Drd 6, Endurance 6, Sor/Wiz 6 | V, S, DF |
1 min./level | Close | 30 minutes |
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||
As bear's endurance, affects one subject/ level. |
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Mass bear's endurance works like bear's endurance, except that it affects multiple creatures. |
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Bite of the Werebear | ||
SPC | ||
Arc 6, Drd 6, Sor/Wiz 7 | ||
General | ||
You become enhanced such as that of a brown bear. |
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Blood Sirocco | ||
SPC | ||
Arc 6, Drd 6 | ||
General | ||
Wind bowls over foes and draws away their blood. |
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Mass Bull's Strength | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | V, S, M/DF |
1 min./level | Close | 30 minutes |
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||
As bull's strength, affects one subject/level. |
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This spell functions like bull's strength, except that it affects multiple creatures. |
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Calm Earth (M) | ||
Far Corners of the World | ||
Arc 7, Clr 7, Drd 6 | ||
General | ||
Protects an area from earthquakes and lava. Also slows earth subtype creatures. |
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Mass Cat's Grace | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Arc 6, Brd 6, Celerity 7, Drd 6, Sor/Wiz 6 | V, S, M |
1 min./level | Close | 30 minutes |
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||
As cat's grace, affects one subject/level. |
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This spell functions like cat's grace, except that it affects multiple creatures. |
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Cometfall | ||
SPC | ||
Arc 6, Clr 6, Drd 6 | ||
General | ||
Comet falls atop foes, damaging them and knocking them prone. |
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Conjure Ice Beast VI | ||
Frostburn | ||
Arc 6, Clr 6, Drd 6 | ||
General | ||
Conjures ice creature to fight for you. |
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Mass Cure Light Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text | APeace 5, Arc 5, Brd 5, Clr 5, Drd 6, Healing 5, Hlr 4, Shu 5 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Cures 1d8 damage +1/level for many creatures. |
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You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. |
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Curse of Spilt Water | ||
Dragon 334 | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Transforms an enemy into water. |
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Death Hail | ||
Frostburn | ||
Arc 6, Drd 6, Winter 6 | ||
General | ||
Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage. |
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Mass Desiccate | ||
Sandstorm | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6, Thirst 5 | ||
General | ||
Desiccates several creatures. |
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Dinosaur Stampede | ||
SPC | ||
Arc 6, Drd 6 | ||
General | ||
Spectral dinosaurs deal 1d12 damage +1/level. |
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Greater Dispel Magic | ||
Abjuration | 1 standard action | SRD |
None - No | APeace 6, Arc 6, Beguiler 6, Blg 6, Brd 5, Clr 6, Drd 6, Drow 6, Liberation 6, Shu 6, Sor/Wiz 6, Wuj 6 | V, S |
Instant | Medium | General |
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst | ||
As dispel magic, but +20 on check. |
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This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. |
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Drown | ||
SPC | ||
Arc 6, Drd 6, Watery Death 6 | ||
General | ||
Target immediately begins to drown. |
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Energy Immunity | ||
SPC | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 7, Wuj 7 | ||
24 hours | ||
Subject is immune to damage from one kind of energy. |
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Entomb (M) | ||
Frostburn | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Captures subjects in blocks of ice, suffocating them. |
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Enveloping Cocoon (M) | ||
Complete Divine | ||
Arc 6, Drd 6 | ||
General | ||
Entraps target creature and denies save for attached spell. |
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Extract Water Elemental | ||
SPC | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Pulls water from victim, forms water elemental. |
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Fey Ring (XP) | ||
Far Corners of the World | ||
Arc 7, Brd 6, Clr 7, Drd 6, Sor/Wiz 7 | ||
General | ||
Call a Fey creature that may or may not help you. |
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Find the Path | ||
Divination | 3 rounds | SRD |
None or Will negates (harmless) - No or Yes (harmless) | Arc 6, Brd 6, Cavern 6, Clr 6, Drd 6, Elf 6, Knowledge 6, Meditation 6, Travel 6 | V, S, F |
10 min./level | Personal or touch | 4 hours |
Target: You or creature touched | ||
Shows most direct way to a location. |
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The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round. This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). |
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Fire Seeds | ||
Conjuration (Creation) [Fire] | 1 standard action | SRD |
None or Reflex half; see text - No | Arc 6, Blg 6, Drd 6, Fire 6, Shu 6, Sun 6, Wmg 6, Wuj 6 | V, S, M |
10 min./level or until used | Touch | 1 hour |
Targets: Up to four touched acorns or up to eight touched holly berries | ||
Acorns and berries become grenades and bombs. |
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Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command. Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw. Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. |
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Fires of Purity | ||
SPC | ||
Arc 6, Drd 6, Purification 6, Shu 6, Sor/Wiz 6 | ||
General | ||
Target bursts into magical flame, becoming a dangerous weapon. |
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Freeze | ||
SPC | ||
Arc 6, Drd 6 | ||
General | ||
Ray encases target in ice, dealing 2d6 cold each round. |
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Gatorswarm | ||
Far Corners of the World | ||
Arc 6, Drd 6 | ||
General | ||
This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters. |
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Hide the Path (F) | ||
SPC | ||
Arc 6, Clr 6, Drd 6 | ||
24 hours | ||
Disrupts find the path and other 6th level or lower divination spells. |
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Hungry Gizzard | ||
SPC | ||
Arc 6, Drd 6 | ||
General | ||
Gizzard engulfs victim, grapples and deals damage. |
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Ice Rift | ||
Frostburn | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Intense quake shakes 40-ft. radius spread of ice. |
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Ironwood | ||
Transmutation | 1 minute/lb. created | SRD |
None - No | Arc 6, Drd 6, Wuj 6 | V, S, M |
1 day/level (D) | 0 ft. | 12 hours |
Effect: An ironwood object weighing up to 5 lb./level | ||
Magic wood is strong as steel. |
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Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids. Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus. |
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Liveoak | ||
Transmutation | 10 minutes | SRD |
None - No | Arc 6, Drd 6, Elf 7, Fey 7 | V, S |
1 day/level (D) | Touch | 12 hours |
Target: Tree touched | ||
Oak becomes treant guardian. |
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This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant. If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root. |
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Mephit Mob | ||
Sandstorm | ||
Arc 6, Brd 6, Drd 6, Thirst 7 | ||
1 hour | ||
Summons 2d6 mephits of a kind you designate. |
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Miasma | ||
SPC | ||
Arc 6, Blg 7, Drd 6 | ||
General | ||
Gas fills creature's mouth, suffocating it. |
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Move Earth | ||
Transmutation [Earth] | See text | SRD |
None - No | Arc 6, Artificer 6, Drd 6, Halfling 6, Shu 6, Sor/Wiz 6, Wuj 6 | V, S, M |
Instant | Long | 1 hour |
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) | ||
Digs trenches and builds hills. |
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Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures. |
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Move Snow and Ice | ||
Frostburn | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Digs trenches and builds hills in ice and snow. |
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Mudslide | ||
Stormwrack | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Landslide buries, mires creatures within a 40-ft. radius. |
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Mummify | ||
Sandstorm | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Touched living creature dies and is mummified. |
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Mass Owl's Wisdom | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | APeace 6, Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | V, S, M/DF |
1 min./level | Close | 30 minutes |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
As owl's wisdom, affects one subject/level. |
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This spell functions like owl's wisdom, except that it affects multiple creatures. |
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Phantasmal Disorientation | ||
Complete Divine | ||
Arc 6, Drd 6 | ||
1 hour | ||
Fools creature's sense of direction, making movement difficult. |
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Pox | ||
Book of Vile Darkness | ||
Arc 6, Corruption 6, Drd 6, Pain 6 | ||
General | ||
One creature/level takes 1d4 Con drain. |
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Repel Wood | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 5, Blg 5, Drd 6, Plant 6, Wuj 6 | V, S |
1 min./level (D) | 60 ft. | General |
Area: 60-ft. line-shaped emanation from you | ||
Pushes away wooden objects. |
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Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power. |
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Superior Resistance | ||
SPC | ||
Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Subject gains +6 on saving throws. |
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Sandstorm | ||
Sandstorm | ||
Arc 6, Drd 6 | ||
1 hour | ||
Create a large dangerous duststorm. |
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Scalding Mud | ||
Sandstorm | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Transmute rock or earth into boiling muck. |
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Seal Portal (M) | ||
Planar Handbook | ||
Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Seal an interplanar portal or gate. |
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Skyhurling | ||
Far Corners of the World | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions. |
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Snow Wave | ||
Frostburn | ||
Arc 6, Drd 6 | ||
General | ||
Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage. |
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Spellstaff | ||
Transmutation | 10 minutes | SRD |
Will negates (object) - Yes (object) | Arc 6, Drd 6 | V, S, F |
Permanent until discharged (D) | Touch | 24 hours |
Target: Wooden quarterstaff touched | ||
Stores one spell in wooden quarterstaff. |
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You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff. |
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Greater Stone Metamorphosis | ||
Underdark | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 8 | ||
General | ||
Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone. |
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Stone Tell | ||
Divination | 10 minutes | SRD |
- | Arc 6, Drd 6, Dwarf 6, Shu 6 | V, S, DF |
1 min./level | Personal | 30 minutes |
Target: You | ||
Talk to natural or worked stone. |
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You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stones perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone. |
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Stonehold | ||
Magic of Faerun | ||
Arc 6, Drd 6 | ||
24 hours | ||
Stony arm trap grapples and damages creatures. |
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Stormwalk | ||
Stormwrack | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
6 hours | ||
Teleport yourself and one creature/2 levels from a storm. |
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Summon Desert Ally VI | ||
Sandstorm | ||
Arc 6, Drd 6 | ||
General | ||
Calls dustform creature to fight. |
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Summon Greater Elemental | ||
Planar Handbook | ||
Arc 6, Drd 6 | ||
General | ||
Summon a greater elemental to follow your commands. |
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Summon Nature's Ally VI | ||
Conjuration (Summoning) | 1 round | SRD |
None - No | Arc 6, Drd 6, Shu 6 | V, S, DF |
1 round/level (D) | Close | General |
Effect: One or more creatures, no two of which can be more than 30 ft. apart | ||
Calls creature to fight. |
||
This spell functions like summon nature's ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an
1) May be summoned only into an aquatic or watery environment. 2) Can't cast irresistible dance. |
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Semimonthly Temporary Soul Binding (M) | ||
Conjuration (Teleportation) | 2 minutes | ATB |
Will negates (harmless, object) - No | Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6 | V, S, M |
1 day/level or until discharged | Touch | General |
Targets: 1 Creature and 1 item | ||
Materials: A red colored gem valued at least 500gp | ||
As Temporary Soul Binding, except 1 day/level. |
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As Temporary Soul Binding, except 1 day/level.
|
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Tidal Surge | ||
Complete Divine | ||
Arc 6, Drd 6, Ocean 5 | ||
General | ||
Wave of water deals 1d8/two levels damage and bull rushes. |
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Tortoise (AC) Shell | ||
Complete Divine | ||
Arc 6, Drd 6 | ||
1 hour | ||
Creature gains +6 natural armor, +1/three levels above 11th. |
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Touch of Adamantine | ||
Book of Exalted Deeds | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 5 | ||
30 minutes | ||
Weapon gains the properties of an adamantime weapon. |
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Transport via Plants | ||
Conjuration (Teleportation) | 1 standard action | SRD |
None - No | Arc 6, Drd 6 | V, S |
1 round | Unlimited | 4 hours |
Target: You and touched objects or other touched willing creatures | ||
Move instantly from one plant to another of the same kind. |
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You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You can't use this spell to travel through plant creatures. The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree. |
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Vigorous Circle | ||
Complete Divine | ||
Arc 6, Clr 6, Drd 6 | ||
General | ||
As vigor, mass lesser, but grants fast healing 3. |
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Wall of Magma | ||
Sandstorm | ||
Arc 5, Clr 5, Drd 6, Sor/Wiz 5 | ||
5 minutes | ||
Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. |
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Wall of Stone | ||
Conjuration (Creation) [Earth] | 1 standard action | SRD |
See text - No | Adp 5, APeace 5, Arc 5, Artificer 5, Clr 5, Craft 5, Drd 6, Earth 5, Shu 5, Sor/Wiz 5, Wuj 5 | V, S, M/DF |
Instant | Medium | 12 hours |
Effect: Stone wall whose area is up to one 5-ft. square/level (S) | ||
Creates a stone wall that can be shaped. |
||
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the walls area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spells area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. |