Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Accelerated Movement | ||
SPC | ||
Arc 1, Brd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. Balance, Climb, Hide, Move Silently, and Tumble at normal speed with no penalty on skill check. |
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Alarm | ||
Abjuration | 1 standard action | SRD |
None - No | Arc 1, Brd 1, HB 1, Rgr 1, Sor/Wiz 1, Wealth 1 | V, S, F/DF |
2 hours/level (D) | Close | 4 hours |
Area: 20-ft.-radius emanation centered on a point in space | ||
Wards an area for 2 hours/level. |
||
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. |
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Animal Messenger | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
None; see text - Yes | Arc 1, Brd 2, Drd 2, EmBarachiel 2, Rgr 1 | V, S, M |
1 day/level | Close | 6 hours |
Target: One Tiny animal | ||
Sends a Tiny animal to a specific place. |
||
You 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. Using 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. During 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). |
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Arrow Mind | ||
SPC | ||
Arc 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity. |
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Aspect of the Wolf | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
You change into a wolf and gain some of its abilities. |
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Blades of Fire | ||
SPC | ||
Arc 1, Rgr 1, Sor/Wiz 1, Wmg 2 | ||
General | ||
Your melee weapons deal +1d8 fire damage for 1 round (swift). |
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Blockade | ||
CS | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Fill 5-ft. square with enormous block of wood. |
||
Bloodhound | ||
SPC | ||
Arc 1, Rgr 1 | ||
General | ||
You gain an immediate retry if you fail a Survival check while tracking. |
||
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. |
||
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. |
||
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. |
||
Dawn | ||
SPC | ||
Arc 0, Drd 0, Rgr 1 | ||
General | ||
Swift, Awaken sleeping and unconscious creatures. |
||
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 Poison | ||
Conjuration (Healing) | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | Adp 2, APeace 2, Arc 2, Brd 2, BVal 1, ChamGwyn 2, Clr 2, Drd 2, Feast 2, Hlr 2, Pal 2, Rgr 1, Shu 2 | V, S, DF |
1 hour/level | Touch | 6 hours |
Target: Creature touched | ||
Stops poison from harming subject for 1 hour/ level. |
||
The 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. |
||
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. |
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Detect Favored Enemy | ||
SPC | ||
Arc 1, Rgr 1 | ||
General | ||
You know if favored enemies are within 60 ft. |
||
Detect Poison | ||
Divination | 1 standard action | SRD |
None - No | APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S |
Instant | Close | 5 minutes |
Target or Area: One creature, one object, or a 5-ft. cube | ||
Detects poison in one creature or object. |
||
You 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. 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. |
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Detect Violence | ||
Dragon 323 | ||
Arc 1, Clr 1, Pal 1, Rgr 1 | ||
30 minutes | ||
Reveals violence done in area within recent past. |
||
Ease of Breath | ||
Frostburn | ||
Arc 1, Clr 1, Drd 1, Rgr 1 | ||
General | ||
+20 inherent bonus on Fortitude saves to resist altitude sickness. |
||
Easy Trail | ||
SPC | ||
Arc 1, Drd 2, Hrp 2, Rgr 1 | ||
6 hours | ||
Makes a trail easier to pass. |
||
Embrace the Wild | ||
SPC | ||
Arc 1, Drd 2, Rgr 1 | ||
1 hour | ||
You gain an animal's senses for 10 min./level. |
||
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. |
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Enrage Animal | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
General | ||
Animal rages like barbarian, not fatigued. |
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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. |
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Extend Shifting | ||
RE | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Extend duration of shifting ability by 4 rounds. |
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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. |
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Guided Shot | ||
SPC | ||
Arc 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. You ignore distance penalties with your ranged attacks for 1 round. |
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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. |
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Hawkeye | ||
SPC | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
You gain +5 on spot checks and fire ranged weapons better. |
||
Healing Lorecall | ||
SPC | ||
Arc 2, Clr 2, Drd 2, Rgr 1 | ||
1 hour | ||
If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. |
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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. |
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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. |
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Hunter's Mercy | ||
SPC | ||
Arc 1, Rgr 1 | ||
General | ||
Your next attack with a bow automatically is a critical hit if you hit. |
||
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. |
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Instant Search | ||
SPC | ||
Arc 1, Asn 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. Make Search check at +2 as free action. |
||
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. |
||
Lay of the Land | ||
SPC | ||
Arc 1, Brd 4, Drd 4, Rgr 1 | ||
General | ||
You gain an overview of the geography around you. |
||
Lightfoot | ||
SPC | ||
Arc 1, Asn 1, Rgr 1 | ||
General | ||
Your move does not provoke attacks of opportunity for 1 round (swift) |
||
Living Prints | ||
SPC | ||
Arc 1, Hrp 1, Rgr 1 | ||
General | ||
You perceive tracks as if they had just been made. |
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Locate City | ||
RoD | ||
Arc 1, Brd 1, Rgr 1, Sor/Wiz 1 | ||
1 hour | ||
Find nearest city. |
||
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. |
||
Marked Man (F) | ||
Dragon 325 | ||
Arc 1, Asn 2, Rgr 1, Sor/Wiz 2 | ||
24 hours | ||
Helps track a subject. |
||
Marked Object | ||
SPC | ||
Arc 1, Asn 2, Rgr 1, Sor/Wiz 2 | ||
General | ||
You gain bonus to track a specific being. |
||
Naturewatch | ||
Magic of Faerun | ||
Arc 0, Drd 0, Hth 0, Rgr 1 | ||
General | ||
As deathwatch, but only for animals and plants. |
||
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. |
||
Quickswim | ||
Stormwrack | ||
Arc 1, Brd 1, Drd 1, Rgr 1, Seafolk 1, Sor/Wiz 1 | ||
6 hours | ||
Your swim speed increases by 10 ft. |
||
Ram's Might | ||
Magic of Faerun | ||
Arc 0, Drd 0, Rgr 1 | ||
5 minutes | ||
Your hands become harder and your unarmed attacks inflict normal damage. |
||
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. |
||
Read Magic | ||
Divination | 1 standard action | SRD |
- | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, F |
10 min./level | Personal | General |
Target: You | ||
Read scrolls and spellbooks. |
||
By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat 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). Read magic can be made permanent with a permanency spell. |
||
Remove Scent | ||
SPC | ||
Arc 1, Brd 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Hides touched creature's scent. |
||
Resist Energy | ||
Abjuration | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | Adp 2, APeace 2, Arc 2, Blg 2, ChamGwyn 2, Clr 2, Dragon 2, Drd 2, Duskblade 1, Fire 3, HB 2, Hoard 2, KotC 2, Pal 2, Rgr 1, Shu 2, Sor/Wiz 2, Vassal of Bahamut 2, Wuj 2 | V, S, DF |
10 min./level | Touch | 1 hour |
Target: Creature touched | ||
Ignores 10 (or more) points of damage/attack from specified energy type. |
||
This 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. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Note: 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. |
||
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. |
||
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. |
||
Silvered Claws | ||
Book of Exalted Deeds | ||
Arc 1, Drd 1, Rgr 1 | ||
30 minutes | ||
One creature's natural attacks are treated as silvered weapons. |
||
Silvered Weapon | ||
Mintipers Chapbook | ||
Arc 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | ||
General | ||
Transforms a single weapon or projectile into a silvered weapon or silvered projectile |
||
Smell of Fear | ||
Magic of Faerun | ||
Arc 1, Rgr 1 | ||
5 minutes | ||
Target's aroma triples the chance of wandering encounters. |
||
Sniper's Shot | ||
Complete Adventurer | ||
Arc 1, Asn 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. No range limit on next ranged sneak attack. |
||
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. |
||
Stalking Brand | ||
Magic of Faerun | ||
Arc 1, Rgr 1 | ||
24 hours | ||
Target marked with symbol you can see despite disguises. |
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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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Surefoot | ||
Magic of Faerun | ||
Arc 1, Rgr 1 | ||
1 hour | ||
You gain a +10 competence bonus on Balance checks. |
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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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Tern's Persistence | ||
Stormwrack | ||
Arc 1, Drd 2, Rgr 1, Sor/Wiz 2 | ||
24 hours | ||
Subject can travel overland 50% longer without fatigue. |
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Towering Oak | ||
Magic of Faerun | ||
Arc 1, Rgr 1 | ||
5 minutes | ||
You gain a competence bonus of +10 on your Intimidate checks. |
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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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Urchin's Spines | ||
Stormwrack | ||
Arc 1, Drd 2, Rgr 1, Sor/Wiz 2 | ||
30 minutes | ||
Target grows spines that damage opponents. |
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Vengeful Mount | ||
Dragon 326 | ||
Arc 0, Drd 0, Rgr 1, Sor/Wiz 0 | ||
General | ||
Makes an animal more difficult to ride or handle. |
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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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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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Wings of The Sea | ||
SPC | ||
Arc 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
5 minutes | ||
Woodwisp Arrow (M) | ||
CR | ||
Arc 1, Asn 1, Drd 1, Rgr 1 | ||
General | ||
Enables a masterwork arrow or bolt to pass through wood. |