Name | ||||||||||
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School | Casting Time | Source Book | ||||||||
Save - Res | Level | Comps | ||||||||
Dur | Range | Recharge | ||||||||
Effect | ||||||||||
Expensive Focus | ||||||||||
Expensive Material | ||||||||||
XP Cost | ||||||||||
Description | ||||||||||
Full Description | ||||||||||
Acorn of Far Travel | ||||||||||
Far Corners of the World | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Makes an acorn feel like a forest to the user and a spell. |
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Aerial Alarm | ||||||||||
HoB | ||||||||||
Arc 2, Rgr 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
Wards and area for 2 hours/level |
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Align Fang | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
5 minutes | ||||||||||
Natural weapon becomes good, evil, lawful, or chaotic. |
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Animalistic Power | ||||||||||
PHBII | ||||||||||
Arc 2, Clr 2, Drd 2, Duskblade 2, Rgr 2, Sor/Wiz 2 | ||||||||||
5 minutes | ||||||||||
Balancing Lorecall | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance. |
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Barkskin | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
None - Yes (harmless) | Arc 2, BVal 2, Drd 2, Plant 2, Rgr 2, Shu 2 | V, S, DF | ||||||||
10 min./level | Touch | 1 hour | ||||||||
Target: Living creature touched | ||||||||||
Grants +2 (or higher) enhancement to natural armor. |
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Barkskin toughens a creatures skin. The effect grants a +2 enhancement bonus to the creatures existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the targets natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
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Bear's Endurance | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes | Adp 2, APeace 2, Arc 2, Artificer 2, Clr 2, Drd 2, Duskblade 2, Dwarf 2, Endurance 2, KotC 2, Retribution 2, Rgr 2, Shu 2, Sor/Wiz 2, Suffering 2, Vassal of Bahamut 2, Wuj 2 | V, S, DF | ||||||||
1 min./level | Touch | 5 minutes | ||||||||
Target: Creature touched | ||||||||||
Subject gains +4 to Con for 1 min./level. |
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The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subjects Constitution drops back to normal. They are not lost first as temporary hit points are. |
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Briar Web | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
30 minutes | ||||||||||
Area slows creatures and thorns deal 1 point of damage/5 ft. moved. |
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Brilliant Energy Arrow (M) | ||||||||||
CR | ||||||||||
Arc 2, Asn 2, Rgr 2 | ||||||||||
General | ||||||||||
Masterwork arrow or bolt radiates light and ignores armor. |
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Burrow | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Hrp 2, PUG 2, Rgr 2 | ||||||||||
5 minutes | ||||||||||
Grow claws and gain burrow speed of 30 ft. |
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Mass Camouflage | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Rgr 2, Wuj 2 | ||||||||||
General | ||||||||||
As camouflage, but affects all in range. |
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Cat's Grace | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes | Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, M | ||||||||
1 min./level | Touch | 5 minutes | ||||||||
Target: Creature touched | ||||||||||
Subject gains +4 to Dex for 1 min./level. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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Conjure Ice Beast II | ||||||||||
Frostburn | ||||||||||
Arc 2, Clr 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Conjures ice creature to fight for you. |
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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). |
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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. |
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Curse of Impending Blades | ||||||||||
SPC | ||||||||||
Arc 2, Brd 2, Rgr 2, Sor/Wiz 2 | ||||||||||
5 minutes | ||||||||||
Subject takes -2 penalty to AC. |
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Easy Climb | ||||||||||
SPC | ||||||||||
Arc 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Changes vertical surface Climb DC to 10. |
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Exacting Shot | ||||||||||
SPC | ||||||||||
Arc 2, Rgr 2 | ||||||||||
5 minutes | ||||||||||
Enhances ranged weapons critical on threat and negates concealment miss chances. |
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Fell the Greatest Foe | ||||||||||
SPC | ||||||||||
Arc 3, Asn 2, Clr 3, Pal 2, Rgr 2 | ||||||||||
General | ||||||||||
Deal extra damage to creatures larger than you. |
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Freedom of Breath | ||||||||||
Sandstorm | ||||||||||
Arc 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Protects against suffocation and dangerous vapors. |
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Halo of Sand | ||||||||||
Sandstorm | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Swirling sand grants +1 deflection bonus/3 levels. |
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Swift Haste | ||||||||||
SPC | ||||||||||
Arc 2, Rgr 2 | ||||||||||
General | ||||||||||
You are hasted for 1d4 rounds (swift). |
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Hold Animal | ||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||
Will negates; see text - Yes | Animal 2, Arc 2, BVal 2, Drd 2, Rgr 2 | V, S | ||||||||
1 round/level (D); see text | Medium | General | ||||||||
Target: One animal | ||||||||||
Paralyzes one animal for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown. |
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Hydrate | ||||||||||
Sandstorm | ||||||||||
Arc 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||||||||||
General | ||||||||||
Heals dessication damage. Heals 2d8 + 1/level (max +10) damage. |
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Invoke the Cerulean Sign | ||||||||||
Lords | ||||||||||
Adp 2, APeace 3, Arc 3, Brd 3, Clr 3, Drd 2, HB 2, Hlr 3, Hth 3, Pal 3, Rgr 2, Shu 3, Sor/Wiz 3, Wuj 3 | ||||||||||
General | ||||||||||
Aberrations become sickened, nauseated, dazed, or stunned. |
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Jagged Tooth | ||||||||||
SPC | ||||||||||
Arc 2, Drd 3, Rgr 2 | ||||||||||
1 hour | ||||||||||
Doubles the critical threat range of natural weapons. |
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Leap Into Animal | ||||||||||
MoE | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Merge with animal and control its actions. |
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Lion's Charge | ||||||||||
SPC | ||||||||||
Arc 3, Drd 3, Rgr 2 | ||||||||||
General | ||||||||||
You gain the pounce special ability. |
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Listening Lorecall | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. |
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Nature's Favor | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls. |
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One with the Land | ||||||||||
Magic of Faerun | ||||||||||
Arc 2, Drd 2, Hth 2, Rgr 2 | ||||||||||
4 hours | ||||||||||
Link with nature gives a +2 bonus on nature-related skill checks. |
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Owl's Wisdom | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, BVal 2, ChamGwyn 2, Clr 2, Drd 2, Meditation 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF | ||||||||
1 min./level | Touch | 5 minutes | ||||||||
Target: Creature touched | ||||||||||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owls wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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Protection from Dessication | ||||||||||
Sandstorm | ||||||||||
Arc 3, Clr 3, Drd 2, Rgr 2, Sor/Wiz 3, Summer 3 | ||||||||||
1 hour | ||||||||||
Absorb 10 points/level of dessication damage. |
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Protection from Energy | ||||||||||
Abjuration | 1 standard action | SRD | ||||||||
Fortitude negates (harmless) - Yes (harmless) | APeace 3, Arc 3, Blg 3, Blk 3, Clr 3, Dem 2, Drd 3, Duskblade 3, HB 3, Hoard 3, HotD 3, KotC 3, Luck 3, Protection 3, Rgr 2, Shu 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 | V, S, DF | ||||||||
10 min./level or until discharged | Touch | 1 hour | ||||||||
Target: Creature touched | ||||||||||
Absorb 12 points/level of damage from one kind of energy. |
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Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. |
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Razorscales | ||||||||||
SK | ||||||||||
Arc 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||
Prohibited | ||||||||||
You deal lethal instead of nonlethal damage when grappling*. |
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Reachwalker's Wariness | ||||||||||
RE | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Automatically locate aberrations within 30 ft. |
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Scent | ||||||||||
Magic of Faerun | ||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||
6 hours | ||||||||||
Grants the scent ability for 1 hour/level. |
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Alternate Silvered Weapon | ||||||||||
Book of Exalted Deeds | ||||||||||
Arc 1, Pal 1, Rgr 2 | ||||||||||
General | ||||||||||
Transforms one weapon into a silvered weapon. |
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Snare | ||||||||||
Transmutation | 3 rounds | SRD | ||||||||
None - No | Arc 2, Drd 3, Elf 3, Rgr 2 | V, S, DF | ||||||||
Until triggered or broken | Touch | 12 hours | ||||||||
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level | ||||||||||
Creates a magic booby trap. |
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This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trap-finding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell. |
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Snow Walk | ||||||||||
Frostburn | ||||||||||
Arc 2, Drd 2, Rgr 2, Winter 2 | ||||||||||
1 hour | ||||||||||
Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. |
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Speak with Plants | ||||||||||
Divination | 1 standard action | SRD | ||||||||
- | Arc 2, Brd 4, Drd 3, Rgr 2 | V, S | ||||||||
1 min./level | Personal | 30 minutes | ||||||||
Target: You | ||||||||||
You can talk to normal plants and plant creatures. |
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You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plants sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you. |
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Spellslayer Arrow (M) | ||||||||||
CR | ||||||||||
Arc 2, Asn 2, Rgr 2 | ||||||||||
General | ||||||||||
Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it. |
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Spike Growth | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Reflex partial - Yes | Arc 2, Drd 3, Rgr 2 | V, S, DF | ||||||||
1 hour/level (D) | Medium | 6 hours | ||||||||
Area: One 20-ft. square/level | ||||||||||
Creatures in area take 1d4 damage, may be slowed. |
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Any ground-covering vegetation in the spells area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spells area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spells save DC. Spike growth can't be disabled with the Disable Device skill. Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). |
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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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Summon Desert Ally II | ||||||||||
Sandstorm | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Calls dustform creature to fight. |
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Summon Nature's Ally II | ||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||
None - No | Arc 2, BVal 2, Drd 2, Rgr 2 | 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. |
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This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
1) May be summoned only into an aquatic or watery environment. |
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Surefooted Stride (M) | ||||||||||
Far Corners of the World | ||||||||||
Arc 2, Brd 2, Rgr 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
Treat mountainous terrain as plains. |
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Moderate Temporary Soul Binding | ||||||||||
Conjuration (Teleportation) | 2 rounds | ATB | ||||||||
Will negates (harmless, object) - No | Arc 2, Blk 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, F/DF | ||||||||
10 min./level or until discharged | Touch | 1 hour | ||||||||
Targets: 1 Creature and 1 item | ||||||||||
As Temporary Soul Binding, except the duration is longer. |
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As Temporary Soul Binding, except the duration is longer.
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Tojanida Sight | ||||||||||
Stormwrack | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Gain all-around vision. |
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Train Animal | ||||||||||
Complete Adventurer | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. |
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Trip Vine | ||||||||||
HoB | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
General | ||||||||||
Plants trip creatures entering area. |
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Wind Wall | ||||||||||
Evocation [Air] | 1 standard action | SRD | ||||||||
None; see text - Yes | Air 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3 | V, S, M/DF | ||||||||
1 round/level | Medium | General | ||||||||
Effect: Wall up to 10 ft./level long and 5 ft./level high (S) | ||||||||||
Deflects arrows, smaller creatures, and gases. |
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An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. |
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Woodland Veil | ||||||||||
RotW | ||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Blend unobtrusively into natural surroundings, along with your friends. |
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Zone of Glacial Cold | ||||||||||
Frostburn | ||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
Deals 1d6 cold damage to all creatures in area. |