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 | ||
Animal Growth | ||
Transmutation | 1 standard action | SRD |
Fortitude negates - Yes | Arc 4, Drd 5, Rgr 4, Scalykind 5, Sor/Wiz 5, Wuj 5 | V, S |
1 min./level | Medium | General |
Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart | ||
One animal/two levels doubles in size. |
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A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged animals. Multiple magical effects that increase size do not stack. |
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Aspect of the Earth Hunter | ||
SPC | ||
Arc 4, Drd 6, Rgr 4 | ||
General | ||
Change into bulette and gain some of its abilities. |
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Aspect of The Werebeast | ||
RE | ||
Arc 4, Drd 4, Rgr 4 | ||
General | ||
Gain bonuses from hybrid animal form. |
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Lesser Aura of Cold | ||
Frostburn | ||
Arc 3, Clr 3, Drd 3, Pal 4, Rgr 4 | ||
General | ||
Intense cold deals 1d6 damage to creatures within 5 ft. |
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Blinding Beauty | ||
Book of Exalted Deeds | ||
Arc 4, Brd 4, BVal 4, Drd 4, Fey 4, Rgr 4 | ||
General | ||
Permanently blind any who look at you. |
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Bloodfreeze Arrow (M) | ||
CR | ||
Arc 4, Asn 4, Rgr 4 | ||
General | ||
Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target. |
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Commune with Nature | ||
Divination | 10 minutes | SRD |
- | Animal 5, Arc 4, BVal 4, Drd 5, Elf 5, Rgr 4, Seafolk 5, Shu 5 | V, S |
Instant | Personal | 6 hours |
Target: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. | ||
Learn about terrain for 1 mile/level. |
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In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settingscaves, caverns, and the likethe radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns. |
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Conjure Ice Beast IV | ||
Frostburn | ||
Arc 4, Clr 4, Drd 4, Rgr 4 | ||
General | ||
Conjures ice creature to fight for you. |
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Cure Serious Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 3, APeace 3, Arc 3, Blk 3, Brd 3, BVal 3, ChamGwyn 4, Clr 3, Drd 4, EmBarachiel 3, Healing 3, Hlr 3, HotD 3, Pal 4, Rgr 4, Shu 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 3d8 damage +1/level (max +15). |
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When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). 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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Superior Darkvision | ||
Unapproachable East | ||
Arc 4, Rgr 4, Sor/Wiz 4 | ||
6 hours | ||
Subject can see in the dark to any range. |
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Deeper Darkvision | ||
SPC | ||
Arc 4, PUG 4, Rgr 4, Sor/Wiz 3 | ||
6 hours | ||
Subject can see 90 ft. in magical darkness. |
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Doublestrike Arrow (M) | ||
CR | ||
Arc 4, Rgr 4 | ||
General | ||
One arrow or bolt strikes two targets within 30 feet of each other. |
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Foebane | ||
SPC | ||
Arc 4, Rgr 4 | ||
General | ||
Enhances a weapon against a favored enemy, giving it +5 magic enhancement and +2d6 bonus damage. |
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Freedom of Movement | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 | V, S, M, DF |
10 min./level | Personal or touch | 1 hour |
Target: You or creature touched | ||
Subject moves normally despite impediments. |
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This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. |
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Frostfell Slide | ||
Frostburn | ||
Arc 4, Drd 4, Rgr 4 | ||
6 hours | ||
Move instantly from one area of frostfell to another. |
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Implacable Pursuer | ||
SPC | ||
Arc 4, Asn 4, Blk 4, Rgr 4 | ||
6 hours | ||
You know where prey is, as long as it's moving. |
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Land Womb | ||
SPC | ||
Arc 4, Drd 4, Hth 4, Rgr 4 | ||
1 hour | ||
You and one creature/level hide within the earth. |
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Superior Magic Fang | ||
SPC | ||
Arc 4, Drd 4, Rgr 4 | ||
General | ||
Your natural weapons gain +1 enhancement bonus per four levels. |
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Nondetection (M) | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Arc 4, Asn 3, Beguiler 3, BVal 4, HB 3, MH 3, Rgr 4, Slayer of Domiel 3, Sor/Wiz 3, Trickery 3 | V, S, M |
1 hour/level | Touch | 6 hours |
Target: Creature or object touched | ||
Materials: A pinch of diamond dust worth 50 gp. | ||
Hides subject from divination, scrying. |
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The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature's gear as well as the creature itself. |
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Planar Tolerance | ||
SPC | ||
Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 5 | ||
6 hours | ||
Provides long-term protection against overtly damaging planar traits. |
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Shadow Arrow (M) | ||
CR | ||
Arc 4, Asn 4, Rgr 4 | ||
General | ||
Masterwork arrow or bolt deals 1d6 points of Strength damage. |
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Slipsand | ||
Sandstorm | ||
Arc 4, Drd 4, Rgr 4 | ||
General | ||
Creates a volume of slipsand. |
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Snakebite | ||
Magic of Faerun | ||
Arc 3, Drd 3, Rgr 4 | ||
General | ||
Your arm turns into a poisonous snake you can use to attack. |
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Spear of Valarian | ||
Book of Exalted Deeds | ||
Arc 4, BVal 4, Drd 5, Rgr 4 | ||
General | ||
Transforms normal weapon into +1 silvered spear (+3 against magical beasts, which take +2d6 points of damage). |
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Stars of Arvandor | ||
Book of Exalted Deeds | ||
Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 3 | ||
General | ||
Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures. |
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Summon Desert Ally IV | ||
Sandstorm | ||
Arc 4, Drd 4, Rgr 4 | ||
General | ||
Calls dustform creature to fight. |
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Summon Nature's Ally IV | ||
Conjuration (Summoning) | 1 round | SRD |
None - No | Animal 4, Arc 4, BVal 4, Drd 4, Rgr 4 | 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 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an
1) May be summoned only into an aquatic or watery environment. |
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Mass Surefooted Stride (M) | ||
Far Corners of the World | ||
Arc 4, Brd 5, Rgr 4, Sor/Wiz 5 | ||
General | ||
Treat mountainous terrain as plains. |
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Swamp Stride | ||
SPC | ||
Arc 4, Drd 5, Rgr 4 | ||
General | ||
As tree stride, but with bodies of water. |
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Daily Temporary Soul Binding | ||
Conjuration (Teleportation) | 1 minute | ATB |
Will negates (harmless, object) - No | Arc 4, Blk 4, Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4 | V, S, M |
4 hours/level or until discharged | Touch | 24 hours |
Targets: 1 Creature and 1 item | ||
As Temporary Soul Binding, except 4 hours/level. |
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As Temporary Soul Binding, except 4 hours/level.
|
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Tree Stride | ||
Conjuration (Teleportation) | 1 standard action | SRD |
- | Arc 4, Celerity 5, Drd 5, Elf 4, Fey 5, Rgr 4 | V, S, DF |
1 hour/level or until expended; see text | Personal | 24 hours |
Target: You | ||
Step from one tree to another far away. |
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You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table. Type of Tree, Transport Range Oak, ash, yew, 3,000 feet Elm, linden, 2,000 feet Other deciduous, 1,500 feet Any coniferous, 1,000 feet All other trees, 500 feet You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action. You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete. |
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Venomfire | ||
SK | ||
Arc 3, Clr 3, Drd 3, Rgr 4 | ||
Prohibited | ||
Creature's venom deals an additional 1d6 acid damage/level. |
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Wild Runner | ||
SPC | ||
Arc 4, Drd 4, Rgr 4 | ||
1 hour | ||
Change into centaur, gain some abilities |