Index of Spells by Level - Wuj 2

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Aiming at the Target
    SPC
  Sor/Wiz 2, Wuj 2  
    General

Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.

Alter Self
Transmutation (Polymorph) 1 standard action SRD
- Asn 2, Brd 2, HB 2, Slayer of Domiel 2, Sor/Wiz 2, Transformation 2, Vassal of Bahamut 2, Wuj 2 V, S
10 min./level (D) Personal 4 hours
Target: You

Assume form of a similar creature.

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spell-casting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for non-flying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.

You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Apparition
    Complete Arcane
  Wuj 2  
    General

Cause foes to become shaken when seeing subject disfigured creature.

Arcane Lock (M)
Abjuration 1 standard action SRD
None - No Sor/Wiz 2, Wuj 2 V, S, M
Permanent Touch 1 hour
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Materials: Gold dust worth 25 gp.

Magically locks a portal or chest.

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

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.

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.

Blur
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) Beguiler 2, Brd 2, Celerity 3, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V
1 min./level (D) Touch 5 minutes
Target: Creature touched

Attacks miss subject 20% of the time.

The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own).

Bull's Strength
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Str for 1 min./level.

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Mass Camouflage
    SPC
  Arc 2, Drd 2, Rgr 2, Wuj 2  
    General

As camouflage, but affects all in range.

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.

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.

Detect Thoughts
Divination [Mind-Affecting] 1 standard action SRD
Will negates; see text - No Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, Inquisition 3, Knowledge 2, Mental 2, MH 2, Mind 2, Shu 2, Sor/Wiz 2, Truth 1, Wuj 2 V, S, F/DF
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Allows listening to surface thoughts.

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you cant see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A targets Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Each round, you can turn to detect thoughts 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.

Discern Shapechanger (M)
    SPC
  Sor/Wiz 2, Wuj 2  
    General

See creatures as they really are or know they can shapechange.

Entangling Scarf
    Complete Arcane
  Wuj 2  
    General

A scarf entangles foe.

Fire Shuriken (M)
    SPC
  Asn 2, Wuj 2  
    General

Evoke 1 fire shuriken/3 caster levels (max 6) each deal 3d6 fire damage.

Fog Cloud
Conjuration (Creation) 1 standard action SRD
None - No Arc 2, Beguiler 2, Drd 2, Shu 2, Sor/Wiz 2, Water 2, Wuj 2 V, S
10 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog obscures vision.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Hold Person
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 V, S, F/DF
1 round/level (D); see text Medium General
Target: One humanoid creature

Paralyzes one humanoid for 1 round/level.

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 can't swim and may drown.

Hypnotic Pattern
Illusion (Pattern) 1 standard action SRD
Will negates - Yes Beguiler 2, Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S, M, text
Concentration + 2 rounds Medium General
Effect: Colorful lights in a 10-ft.-radius spread

Fascinates (2d4 + level) HD of creatures.

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Ice Blast
    Complete Arcane
  Wuj 2  
    General

Deal 1d6/2 levels (max 10d6) cold damage in a cone.

Ice Knife
    SPC
  Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2  
    General

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.

Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Adp 2, Arc 2, Asn 2, Beguiler 2, Brd 2, Duskblade 2, HB 2, Hoard 2, Shu 3, Sin-L 2, Slayer of Domiel 3, Sor/Wiz 2, Trickery 2, Wuj 2 V, S, M/DF
1 min./level (D) Personal or touch 5 minutes
Target: You or a creature or object weighing no more than 100 lb./level

Subject is invisible for 1 min./level or until it attacks.

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible characters perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Kiss of the Toad
    Complete Arcane
  Wuj 2  
    General

Your touch becomes poisonous dealing 1d6 Con damage secondary 1d6 Con.

Knock
Transmutation 1 standard action SRD
None - No Beguiler 2, Greed 3, Hoard 2, Sor/Wiz 2, Wuj 2 V
Instant; see text Medium 5 minutes
Target: One door, box, or chest with an area of up to 10 sq. ft./level

Opens locked or magically sealed door.

The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

Lightning Blade
    Complete Arcane
  Wuj 2  
    General

Electrical long sword deals 1d6/level (max 10d6) in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit.

Locate Object
Divination 1 standard action SRD
None - No Arc 3, Brd 2, Clr 3, Hoard 2, Meditation 3, Shu 2, Sin-A 3, Sor/Wiz 2, Travel 2, Wuj 2 V, S, F/DF
1 min./level Long 30 minutes
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level

Senses direction toward object (specific or type).

You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

Minor Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 2, Beguiler 2, Brd 2, Creation 2, Gnome 3, Illusion 2, Shu 2, Sor/Wiz 2, Wuj 2 V, S, F
Concentration + 2 rounds Long 12 hours
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As silent image, plus some sound.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature.

The illusion includes some minor sounds but not understandable speech. You can move the image within the limits of the size of the effect.

Misdirection
Illusion (Glamer) 1 standard action SRD
None or Will negates; see text - No Asn 2, Beguiler 2, Brd 2, Slayer of Domiel 3, Sor/Wiz 2, Wuj 2 V, S
1 hour/level Close 6 hours
Target: One creature or object, up to a 10-ft. cube in size

Misleads divinations for one creature or object.

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Protection from Arrows
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) HB 2, Sor/Wiz 2, Wuj 2 V, S, F
1 hour/level or until discharged Touch 6 hours
Target: Creature touched

Subject immune to most ranged attacks.

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

Protection from Charm
    Complete Arcane
  Wuj 2  
    General

The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.

Pyrotechnics
Transmutation 1 standard action SRD
Will negates or Fortitude negates; see text - Yes or No; see text Brd 2, HB 2, Sor/Wiz 2, Wmg 2, Wuj 2 V, S, M
1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Long General
Target: One fire source, up to a 20-ft. cube

Turns fire into blinding light or choking smoke.

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Material Component Note: A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Rain of Needles
    Complete Arcane
  Wuj 2  
    General

Normal ranged attack deals 1d4/level (max 5d4) damage.

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.

Rope Trick
Transmutation 1 standard action SRD
None - No Sor/Wiz 2, Wuj 2 V, S, M
1 hour/level (D) Touch 6 hours
Target: One touched piece of rope from 5 ft. to 30 ft. long

As many as eight creatures hide in extradimensional space.

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (planes). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope disappear. In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but its invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

See Invisibility
Divination 1 standard action SRD
- Adp 2, Arc 2, Beguiler 2, Brd 3, Duskblade 2, EmBarachiel 3, HB 2, MH 2, Sor/Wiz 2, Truth 3, Wuj 2 V, S, M
10 min./level (D) Personal 4 hours
Target: You

Reveals invisible creatures or objects.

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Sonic Whip
    SPC
  Brd 2, Wuj 2  
    General

Scares animals, normal whip in combat.

Spider Climb
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 2, Asn 2, Beguiler 2, Drd 2, Duskblade 2, HB 2, Hoard 2, Slayer of Domiel 1, Sor/Wiz 2, Spider 1, Wuj 2 V, S, M
10 min./level Touch 1 hour
Target: Creature touched

Grants ability to walk on walls and ceilings.

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Summon Monster II
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Blk 2, Brd 2, Clr 2, Dem 2, KotC 2, Sor/Wiz 2, Summoner 2, Wuj 2 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list (Summon Monster I).

Summon Monster Alignment
Celestial giant bee LG
Celestial giant bombardier beetle NG
Celestial riding dog NG
Celestial eagle CG
Lemure (devil) LE
Fiendish squid (1) LE
Fiendish wolf LE
Fiendish Large monstrous centipede NE
Fiendish Medium monstrous scorpion NE
Fiendish Medium shark (1) NE
Fiendish Medium monstrous spider CE
Fiendish Medium viper snake CE

1 May be summoned only into an aquatic or watery environment.

Swim
    Complete Arcane
  Arc 2, Drd 2, Sor/Wiz 2, Wuj 2  
    1 hour

Subject gains a swim speed equal to their land speed.

Wall of Gloom
    Complete Arcane
  Sor/Wiz 2, Wuj 2  
    General

A shadowy wall deters passage.

Warp Wood
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Blg 2, Drd 2, Wuj 2 V, S
Instant Close 5 minutes
Target: 1 Small wooden object/level, all within a 20-ft. radius

Bends wood (shaft, handle, door, plank).

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.

You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.

Until the object is completely warped, it suffers no ill effects.

Whispering Wind
Transmutation [Air] 1 standard action SRD
None - No Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S
No more than 1 hour/level or until discharged (destination is reached) 1 mile/level 30 minutes
Area: 10-ft.-radius spread

Sends a short message 1 mile/level.

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Wood Shape
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Artifice 2, Craft 2, Drd 2, Wuj 2 V, S, DF
Instant Touch 6 hours
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level

Rearranges wooden objects to suit you.

Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isnt possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.