Index of Spells by Level - Drd 1

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Fire
    SPC
  Arc 1, Drd 1, Wuj 1  
    General

Turn campfire into Small fire elemental.

Animate Water
    SPC
  Arc 1, Drd 1, Wuj 1  
    General

Turn quantity of water into Small water elemental.

Animate Wood
    SPC
  Arc 1, Drd 1, Wuj 1  
    General

This spell imbues a Small or smaller wooden object with mobility and a semblance of life.

Aquatic Escape
    CS
  Arc 1, Drd 1  
    General

Take the form of a fish.

Aspect of the Wolf
    SPC
  Arc 1, Drd 1, Rgr 1  
    1 hour

You change into a wolf and gain some of its abilities.

Aura Against Flame
    SPC
  Arc 2, Clr 2, Drd 1  
    General

Ignores 10 fire damage/attack and extinguish fires.

Babau Slime
    SPC
  Arc 1, Drd 1, Sor/Wiz 1  
    5 minutes

Secrete a body-covering acid that damages foes' weapons.

Beast Claws
    SPC
  Arc 1, Drd 1  
    6 hours

Your hands become slashing natural weapons.

Beastland Ferocity
    SPC
  Arc 1, Brd 1, Drd 1  
    30 minutes

Subject fights without penalty while disabled or dying.

Beget Bogun (XP)
    SPC
  Arc 1, Drd 1  
    General

You create a Tiny nature servant.

Blockade
    CS
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Fill 5-ft. square with enormous block of wood.

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.

Breath of the Jungle
    SPC
  Arc 1, Drd 1  
    General

Mist increases DC of saves vs. poison & disease

Buoyant Lifting
    SPC
  Arc 1, Drd 1  
    1 hour

Underwater creatures rise to surface.

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.

Cloak of Shade
    Sandstorm
  Arc 1, Clr 1, Drd 1  
    6 hours

Touched creature gains protection from heat and sun.

Cloudburst
    SPC
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

Cold Fire
    SPC
  Arc 1, Clr 1, Drd 1  
    General

Fire becomes blue and white, emits cold.

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.

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).

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.

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 Disease
    SPC
  Arc 1, Clr 1, Drd 1  
    24 hours

Postpones effects of a disease.

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.

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.

Ease of Breath
    Frostburn
  Arc 1, Clr 1, Drd 1, Rgr 1  
    General

+20 inherent bonus on Fortitude saves to resist altitude sickness.

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.

Enrage Animal
    SPC
  Arc 1, Drd 1, Rgr 1  
    General

Animal rages like barbarian, not fatigued.

Enrage Animals
    CR
  Arc 1, Drd 1, Rgr 1  
    30 minutes

Render normal animals hostile, and vicious.

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.

Extend Shifting
    RE
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Extend duration of shifting ability by 4 rounds.

Extract Drug (F)
    Book of Vile Darkness
  Arc 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1  
    General

Creates drug from inanimate object.

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.

Faerie Fire
Evocation [Light] 1 standard action SRD
None - Yes Arc 1, Drd 1, Fey 1, Moon 1, Shu 1 V, S, DF
1 min./level (D) Long General
Area: Creatures and objects within a 5-ft.-radius burst

Outlines subjects with light, canceling blur, concealment, and the like.

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Foundation of Stone
    SPC
  Arc 1, Clr 1, Drd 1  
    General

+4 bonus to resist being bull rushed or tripped

Frostbite
    Magic Books of Faerun
  Arc 1, Drd 1  
    General

Fort save or take 1d6 nonlethal cold damage and be fatigued.

Goodberry
Transmutation 1 standard action SRD
None - Yes Arc 1, Drd 1, Feast 1, Hlr 1, Sin-G 1 V, S, DF
1 day/level Touch 6 hours
Targets: 2d4 fresh berries touched

2d4 berries each cure 1 hp (max 8 hp/24 hours).

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

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.

Hawkeye
    SPC
  Arc 1, Drd 1, Rgr 1  
    1 hour

You gain +5 on spot checks and fire ranged weapons better.

Healthful Rest
    SPC
  Arc 1, Brd 1, Clr 1, Drd 1  
    General

Subjects heal at twice the normal rate.

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.

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.

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.

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.

Locate Node (F)
    CR
  Arc 3, Clr 3, Drd 1, Sor/Wiz 2  
    5 minutes

Finds closest earth node in 1 mile/level radius.

Locate Touchstone
    Planar Handbook
  Arc 2, Brd 1, Clr 2, Drd 1, Sor/Wiz 1  
    6 hours

Find nearest planar touchstone on the plane you currently inhabit.

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.

Magic Stone
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 1, Artificer 1, Clr 1, Drd 1, Earth 1, Halfling 1, HotD 1, Shu 1 V, S, DF
30 minutes or until discharged Touch 5 minutes
Targets: Up to three pebbles touched

Three stones gain +1 on attack, deal 1d6 +1 damage.

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spells enhancement bonus), or 2d6+2 points against undead.

Obscuring Mist
Conjuration (Creation) 1 standard action SRD
None - No Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 V, S
1 min./level 20 ft. General
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

Fog surrounds you.

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Omen of Peril (F)
    RoD
  Arc 1, Clr 1, Destiny 1, Drd 1, Liberation 1  
    6 hours

You know how dangerous the future will be.

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.

Produce Flame
Evocation [Fire] 1 standard action SRD
None - Yes Arc 1, Blg 2, Drd 1, Fire 2, Orc 2, Shu 2 V, S
1 min./level (D) 0 ft. General
Effect: Flame in your palm

1d6 damage +1/level, touch or thrown.

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Quickswim
    Stormwrack
  Arc 1, Brd 1, Drd 1, Rgr 1, Seafolk 1, Sor/Wiz 1  
    6 hours

Your swim speed increases by 10 ft.

Raging Flame
    Dragon 314
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Accelerates burning fires, they last half as long, and burn twice as hot.

Rapid Burrowing
    SPC
  Arc 1, Drd 1, Rgr 1  
    1 hour

+20 ft. to subject’s burrow speed*.

Raptor's Sight
    RotW
  Arc 1, Drd 1, Rgr 1, Sky 1  
    6 hours

Gain +5 on Spot checks; range increment penalty halved.

Remove Scent
    SPC
  Arc 1, Brd 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Hides touched creature's scent.

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.

Sandblast
    Complete Divine
  Arc 1, Drd 1  
    General

You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.

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.

Shillelagh
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Arc 1, Drd 1 V, S, DF
1 min./level Touch 30 minutes
Target: One touched nonmagical oak club or quarterstaff

Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Silvered Claws
    Book of Exalted Deeds
  Arc 1, Drd 1, Rgr 1  
    30 minutes

One creature's natural attacks are treated as silvered weapons.

Slow Burn
    Dragon 314
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Dims and slows natural fire burn rates, doubling fire life and halving damage.

Snake's Swiftness
    Miniatures
  Arc 1, Drd 1, Sor/Wiz 2  
    General

Subject immediately makes one attack.

Snowdrift
    Frostburn
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Forms existing snow into another shape.

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.

Spider Hand
    Book of Vile Darkness
  Arc 1, Clr 1, Drd 1  
    General

Your hand becomes a Small monstrous spider.

Spore Field
    CS
  Arc 1, Drd 1, Rgr 2  
    General

Mushrooms grow from ground, slowing movement and sickening living creatures.

Stalactite Trap
    Magic Books of Faerun
  Arc 1, Clr 1, Drd 1  
    6 hours

A stalactite gains the ability to hurl itself at a foe.

Stonemantle
    Dragon 314
  Arc 2, Clr 2, Drd 1, Sor/Wiz 2  
    1 hour

Object gets hardness set to 8 and 15 hit points per inch unless it already has a better hardness.

Summon Desert Ally I
    Sandstorm
  Arc 1, Drd 1, Rgr 1  
    General

Calls dustform creature to fight.

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.

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.

Sunstroke
    Sandstorm
  Arc 1, Drd 1, Sor/Wiz 1, Summer 2  
    General

Target takes 2d6 nonlethal damage and is fatigued.

Suspend Disease
    Book of Vile Darkness
  Arc 1, Clr 1, Drd 1, Sor/Wiz 1  
    24 hours

Keeps disease from harming creature for 24 hours.

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.

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.

Thunderhead
    SPC
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Small lightning bolts deal 1d6 electricity damage/round.

Traveler's Mount
    Complete Divine
  Arc 1, Blk 1, Drd 1, Pal 1, Rgr 1  
    6 hours

Creature moves faster but can't attack.

Undertow
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 2  
    General

Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.

Lesser Vigor
    Complete Divine
  Arc 1, Clr 1, Drd 1, SaveLife 1  
    General

Creature heals 1 hp/round (max 15 rounds).

Vine Strike
    Complete Adventurer
  Arc 1, Drd 1, Rgr 1  
    General

Swift. You can sneak attack plant creatures for 1 round.

Wall of Smoke
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).

Waste Strider
    Sandstorm
  Arc 1, Drd 1, Rgr 1, Sand 1  
    6 hours

Move through the wasteland without penalties.

Webfoot
    Stormwrack
  Arc 1, Drd 1, Rgr 1  
    1 hour

Target gains +4 on Swim and is less hindered by bog terrain.

Winged Watcher
    CS
  Arc 1, Drd 1  
    General

Take the form of a bird.

Wings of The Sea
    SPC
  Arc 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1  
    5 minutes

+30 ft. to subject’s swim** speed*.

Winter Chill
    SPC
  Arc 1, Drd 1  
    General

Creature takes 1d6 cold damage and is fatigued.

Wood Wose
    Complete Divine
  Arc 1, Drd 1  
    1 hour

Nature spirit does simple tasks for you.

Woodwisp Arrow (M)
    CR
  Arc 1, Asn 1, Drd 1, Rgr 1  
    General

Enables a masterwork arrow or bolt to pass through wood.