Name | Scl | Sv | Rs | Dur | CT | Rng | Re | Description |
---|---|---|---|---|---|---|---|---|
Animate Plants | T | N | N | 1r/l|1h/l;x | 1a | C | G | One or more trees animate and fight for you. |
Greater Aura of Cold | T | N | Y | 1r/l* | 1a | 10f | G | Intense cold deals 2d6 damage to creatures within 10 ft. |
Aura of Vitality | T | W- | Y | 1r/l | 1a | C | G | Targets receive a +4 morale bonus to Strength, Dexterity, and Constitution scores. |
Brilliant Blade | T | W- | Y | 1m/l | 1a | C | 30m | Weapon or group of projectiles gain the brilliant energy quality. |
Changestaff (F) | T | N | N | 1h/l* | 1r | T | 6h | Your staff becomes a treant on command. |
Changestones (F) | T | N | N | 1h/l* | 1r | T | G | Prepared stones become liths. |
Cloud-walkers | T | R- | Y | 10m/l* | 1a | T | 1h | Targets can walk on clouds, flying at high altitudes. |
Conjure Ice Beast VII | C | N | N | 1r/l* | 1r | C | G | Conjures ice creature to fight for you. |
Control Weather | T | N | N | 4d12h;x | 10m | 2m | G | Changes weather in local area. |
Create Crossroads and Backroad (XP) | C | N | N | ! | 1d | T | G | Links two locations by magical path. |
Creeping Doom | C | N | N | 1m/l | 1r | C / 100f | G | Swarms of centipedes attack at your command. |
Mass Cure Moderate Wounds | C | W½|W½ | Y;* | ! | 1a | C | G | Cures 2d8 damage +1/level for many creatures. |
Fire Storm | Ev | R½ | Y | ! | 1r | M | G | Deals 1d6/level fire damage. |
Mass Flesh to Salt | T | F~ | Y | ! | 1a | M | G | Turns several creatures into statues of salt. |
Heal | C | W- | Y | ! | 1a | T | G | Cures 10 points/level (max 150) damage, all diseases and mental conditions. |
Mark of the Unfaithful (F) | Ev | N | Y | P | 1r | U | 12h | Mark someone as an enemy of your faith. |
Master Earth | T | N | N | ! | 1a | P | 4h | Travel through the earth to any location. |
Owl's Insight | T | F- | Y | 1h | 1a | T | 1h | Subject gains +1/2 levels enhancement bonus to Wis for 1 hour. |
Pestilence | N- | F- | Y | ! | 1a | T | G | Subject gains a disease, as do all who touch him. |
Poison Vines | C | F- | Y | 10m/l | 1a | M | 1h | Vines that entangle and are poisonous. |
Rain of Roses | Ev+ | F~ | Y | 1r/l* | 1a | L | G | Roses fall from the sky; evil creatures take 1d4 Wis damage per round and are sickened. |
Raise Ice Forest | C | N | N | P | 1r | L | G | Conjures trees of ice. |
Return to Nature | T | F~ | Y | ! | 1a | C | G | Reduces Intelligence and magical abilities of target. |
Scry Location | D | N | N | 1m/l | 1h | txt | G | Spy on a location at any distance on your current plane with full visual acuity including magical effects, upon succeeding a DC (20 + knowledge modifiers) caster level check (1d20 + caster level). See table for knowledge modifiers. |
Greater Scrying | D | W- | Y | 1h/l | 1a | txt | 6h | As scrying, but faster and longer. |
Shifting Paths | I | Wd | Y | 1d | 10m | M | G | Illusion hides path, creates false new path. |
Slime Wave | C | R- | N | 1r/l | 1a | C | G | Creates 15-ft. spread of green slime. |
Storm Tower | A | N | Y | 1r/l* | 1r | L | G | Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement. |
Submersion Treatment | Ev | R- | Y | 1r/l | 1a | M | G | A column of water paralyzes and potentially drowns one target. |
Summon Desert Ally VII | C | N | N | 1r/l* | 1r | C | G | Calls dustform creature to fight. |
Summon Nature's Ally VII | C | N | N | 1r/l* | 1r | C | G | Calls creature to fight. |
Sunbeam | Ev | R-&R½ | Y | 1r/l# | 1a | 60f | G | Beam blinds and deals 4d6 damage. |
Swamp Lung | C | F- | N | ! | 1a | M | G | Water in lungs makes subject helpless for 1d6 rounds and causes filth fever (DMG 292). |
Monthly Temporary Soul Binding (M) | C | W- | N | 2d/l# | 2m | T | G | As Temporary Soul Binding, except 2 days/level. |
Transmute Metal to Wood | T | N | Y;* | ! | 1a | L | 6h | Metal within 40 ft. becomes wood. |
True Seeing (M) | D | W- | Y | 1m/l | 1a | T | G | Lets you see all things as they really are. |
Waterspout | C | R- | N | 1r/l | 1r | L | G | Creates waterspout that moves, damages creatures, sucks creatures upward. |
Whiteout | C | N | N | 1h/l | 1a | L | 6h | Snow and wind obscure sight; creatures affected may become lost. |
Wind Walk | T | N&W- | M | 1h/l*;x | 1a | T | 24h | You and your allies turn vaporous and travel fast. |
Word of Balance | Ev | N|W- | Y | ! | 1a | 30f | G | Kills, paralyzes, weakens, or nauseates nonneutral creatures. |