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3.5 Druid Spell Macros

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  1. 0th Level
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  5. Create Water
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  7. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Create Water}} {{School:= Conjuration (Creation) [Water]}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+5*[[@{casterlevel}/2]]]]feet)}} {{Effect:= Up to [[2*@{casterlevel}]] gallons of water}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist:=None}} {{Notes= This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
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  11. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.level }}
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  15. Cure Minor Wounds
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  19. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Cure Minor Wounds}} {{School:= Conjuration (Healing)}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless); see text (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes (harmless); see text}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The target receives 1 heath (or 1 point of damage if an undead creature) }}
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  23. Detect Magic
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  27. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Detect Magic}} {{School:= Divination}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= 60 feet}} {{Area:= Cone-shaped emanation}} {{Duration:= Concentration, up to @{casterlevel} minutes (D)}} {{compcheck= Conc: [[ {1d20 + [[ @{concentration} ]] }>?{Concentration DC=10+Damage Received} ]] }} {{succeedcheck=The animals continue to stare in wonder at the druid's actions}} {{failcheck=Druindar's concentration is broken as the magical auras fade from his sight}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
  28.  
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  30.  
  31. 1st Round: Presence or absence of magical auras.
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  35. 2nd Round: Number of different magical auras and the power of the most potent aura.
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  38.  
  39. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
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  43. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
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  47. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
  48.  
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  51. Spell or Object Faint Moderate Strong Overwhelming
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  53. Functioning spell
  54.  
  55. (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-
  56.  
  57. level)
  58.  
  59. Magic item
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  61. (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
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  64.  
  65. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
  66.  
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  68.  
  69. Original Strength Duration of Lingering Aura
  70.  
  71. Faint [[1d6]] rounds
  72.  
  73. Moderate [[1d6]] minutes
  74.  
  75. Strong [[10*1d6]] minutes
  76.  
  77. Overwhelming [[1d6]] days
  78.  
  79.  
  80.  
  81. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
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  85. Each round, you can turn to detect magic 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.
  86.  
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  88.  
  89. Detect magic can be made permanent with a permanency spell }}
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  93. Detect Poison
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  96.  
  97. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Detect Poison}} {{School:= Divination}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target or Area:= One creature, one object, or a 5 foot cube}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a [[1d20]]+@{wis-mod} vs a DC 20 Wisdom check.
  98.  
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  100.  
  101. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.}}
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  105. Flare
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  109. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Flare}} {{School:= Evocation (Light)}} {{Level:= Druid 0}} {{Components:=V}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+5*floor(@{casterlevel}/2)]]) feet}} {{Effect:= Burst of light}} {{Duration:= Instantaneous}} {{Saving Throw:= Fortitude negates (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.}}
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  113. Guidance
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  117. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Guidance}} {{School:= Divination}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= 1 minute or until discharged}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance}} {{Notes= This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. }}
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  121. Know Direction
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  125. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Know Direction}} {{School:= Divination}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= Instantaneous}} {{Notes= You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction. }}
  126.  
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  129. Light
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  133. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Light}} {{School:= Evocation (Light)}} {{Level:= Druid 0}} {{Components:=DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Object touched}} {{Duration:= [[10*@{casterlevel}]] minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
  134.  
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  136.  
  137. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. }}
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  141. Mending
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  145. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Mending}} {{School:= Transmutation}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= 10 feet}} {{Target:= One object of up to 1 pound}} {{Duration:= Instantaneous}} {{Saving Throw:= Will negates (harmless, object) (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes (harmless, object)}} {{ Caster level check: = [[1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
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  149. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). }}
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  153. Purify Food and Drink
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  157. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Purify Food and Drink}} {{School:= Transmutation}} {{Level:= Druid 0}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= 10 feet}} {{Target:= @{casterlevel} cubic feet of contaminated food and water}} {{Duration:= Instantaneous}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes (object)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
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  160.  
  161. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. }}
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  165. Read Magic
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  169. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Read Magic}} {{School:= Divination}} {{Level:= Druid 0}} {{Components:=V,S,F}} {{Casting Time:=1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Notes= By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
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  173. Read magic can be made permanent with a permanency spell.
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  176.  
  177. Focus: A clear crystal or mineral prism. }}
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  181. Resistance
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  185. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Resistance}} {{School:= Abjuration}} {{Level:= Druid 0}} {{Components:= V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= 1 minute}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  186.  
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  188. Virtue
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  190. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Virtue}} {{School:= Transmutation}} {{Level:= Druid 0}} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= 1 minute}} {{Saving Throw:= Fortitude negates (harmless) (DC=[[@{spelldc0}]])}} {{Spell Resist.:= Yes (harmless}} {{ Caster level check: = [[1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The subject gains 1 temporary hit point}}
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  194. 1st Level
  195.  
  196. Calm Animals
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  198. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Calm Animals on the creature}} {{School:=Enchantment (Compulsion) [Mind-Affecting]}} {{Level: = Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel})]]feet)}} {{Targets:= Animals within 30 feet of each other}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates}} (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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. You can affect a maximum of [[2d4+@{casterlevel}]] HD worth of animals. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
  199.  
  200. 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.}}
  201.  
  202. Charm Animal
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  204. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Charm Animal on the target}} {{School:=Enchantment (Charm) [Mind affecting]}} {{Level: = Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Close([[25+2.5*@{casterlevel}]]ft)}} {{Target:= 1 animal}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= Will negates (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes }} {{ Caster level check: = [[1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This charm makes an animal regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the animal is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
  205.  
  206. 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 wouldn’t ordinarily do. (Retries are not allowed.) An affected animal 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 animal breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming.}}
  207.  
  208. Cure Light Wounds
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  210. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Cure Light Wounds on}} {{School:=Conjuration (Healing)}} {{Level: =Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=When laying your hand upon a living creature, you channel positive energy that cures [[1d8+({[[@{casterlevel}]],5}dh1)]].
  211.  
  212. 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.}}
  213.  
  214. Detect Animals or Plants
  215.  
  216. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Detect Animals or Plants}} {{School:=Divination}} {{Level: = Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= Cone-shaped emanation}} {{Duration:= Concentration, [[10*@{casterlevel}]]minutes}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=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.
  217.  
  218. 1st Round: Presence or absence of that kind of animal or plant in the area.
  219.  
  220. 2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.
  221.  
  222. 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.
  223.  
  224. Conditions: For purposes of this spell, the categories of condition are as follows:
  225.  
  226. Normal: Has at least 90% of full normal hit points, free of disease.
  227.  
  228. Fair: 30% to 90% of full normal hit points remaining.
  229.  
  230. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
  231.  
  232. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
  233.  
  234. If a creature falls into more than one category, the spell indicates the weaker of the two.
  235.  
  236. 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.}}
  237.  
  238. Detect Snares and Pits
  239.  
  240. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Detect Snares and Pits}} {{School:= Divination}} {{Level:= Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= 60 ft.}} {{Area:= Cone-shaped emanation}} {{Duration:= Concentration, up to [[10*@{casterlevel}]]minutes (D)}} {{compcheck= Conc: [[ {1d20 + [[ @{concentration} ]] }>?{Concentration DC=15+Spell Level or 10+Damage Received|16} ]] }} {{succeedcheck=any traps designed to capture are easily found by the druid}} {{failcheck=as best he can tell the path is clear}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=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.
  241.  
  242. Detect snares and pits does detect certain natural hazards—quicksand (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.
  243.  
  244. The amount of information revealed depends on how long you study a particular area.
  245.  
  246. 1st Round: Presence or absence of hazards.
  247.  
  248. 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.
  249.  
  250. Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
  251.  
  252. 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.}}
  253.  
  254. Endure Elements
  255.  
  256. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Endure Elements on the target}} {{School:=Abjuration}} {{Level: = Druid 1}} {{Components:= V, S}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= 24 hours}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (harmless)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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 creature’s equipment is likewise protected.
  257.  
  258. 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.}}
  259.  
  260. Entangle
  261.  
  262. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Entangle}} {{School:=Transmutation)}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= Plants in a 40 ft. radius spread}} {{Duration:= @{casterlevel} minutes (D)}} {{Saving Throw:= Reflex partial (DC=[[@{spelldc1}]])}} {{Spell Resist.:= No }} {{Notes=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.
  263.  
  264. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.}}
  265.  
  266. Faerie Fire
  267.  
  268. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Faerie Fire}} {{School:=Evocation (Light)}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= Creatures and objects within a 5-ft.-radius burst}} {{Duration:= @{casterlevel} minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= 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.}}
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  270.  
  271. Goodberry
  272.  
  273. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} bends down and picks a handful of fresh, juicy berries before casting Goodberry on them}} {{School:=Transmutation}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= [[2d4]] fresh berries touched}} {{Duration:= @{casterlevel} days}} {{Saving Throw:= None}} {{Spell Resist.:= Yes }} {{Caster level check: = [[1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.}}
  274.  
  275. Hide from Animals
  276.  
  277. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Hide from Animals}} {{School:=Abjuration}} {{Level: = Druid 1}} {{Components:=S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= @{casterlevel} creatures touched}} {{Duration:= [[10*@{casterlevel}]]minutes (D)}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.}}
  278.  
  279. Jump
  280.  
  281. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Jump}} {{School:=Transmutaion}} {{Level: = Druid 1}} {{Components:=V, S, M}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.
  282.  
  283. Material Component: A grasshopper’s hind leg, which you break when the spell is cast.}}
  284.  
  285. Longstrider
  286.  
  287. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Longstrider on himself}} {{School:=Transmutation}} {{Level: = Druid 1}} {{Components:=V, S, M}} {{Casting Time:= 1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= @{casterlevel} hours (D)}} {{Notes= 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.
  288.  
  289. Material Component: A pinch of dirt.}}
  290.  
  291.  
  292. Magic Fang
  293.  
  294. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Magic Fang}} {{School:=Transmutation}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= 1 living creature touched}} {{Duration:= [[ @{casterlevel} ]] minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes:= 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.)
  295.  
  296. Magic fang can be made permanent with a permanency spell.}}
  297.  
  298. Magic Stone
  299.  
  300. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} bends down and picks a few small stones before casting Magic Stone on them}} {{School:=Transmutation}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Targets:= Up to three pebbles touched}} {{Duration:= 30 minutes (D)}} {{Saving Throw:= Will negates (harmless, object) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (harmless, object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes:= 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 spell’s enhancement bonus), or 2d6+2 points against undead.}}
  301.  
  302. Obscuring Mist
  303.  
  304. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Obscuring Mist on the surrounding area}} {{School:=Conjuration (Creation)}} {{Level: = Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= 20 feet}} {{Effect:= Cloud spreads in a 20 foot radius of the caster, 20 feet high}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= None}} {{Spell Resist.:= No }} {{Notes=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).
  305.  
  306. 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.
  307.  
  308. This spell does not function underwater}}
  309.  
  310. Pass without Trace
  311.  
  312. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Pass without Trace}} {{School:=Transmutation}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Up to @{casterlevel} creatures touched}} {{Duration:= @{casterlevel} hours (D)}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.}}
  313.  
  314.  
  315. Produce Flame
  316.  
  317. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Produce Flame}} {{School:=Evocation (Fire)}} {{Level: = Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= 0 ft.}} {{Effect:= Flame in the caster's palm}} {{Duration:= @{casterlevel} minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
  318.  
  319. 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.
  320.  
  321. This spell does not function underwater.}}
  322.  
  323. Shillelagh
  324.  
  325.  
  326. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Shillelagh on his finely carved life staff}} {{School:=Transmutation}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= 1 touched nonmagical oak club or quarterstaff}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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 the caster. If the caster does not wield it, the weapon behaves as if unaffected by this spell.}}
  327.  
  328. Speak with Animals
  329.  
  330. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Speak with Animals on himself}} {{School:=Divination}} {{Level: = Druid 1}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= @{casterlevel} minutes}} {{Notes= 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.}}
  331.  
  332. Summon Nature’s Ally I
  333.  
  334. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Summon Nature’s Ally I}} {{School:=Conjuration (Summoning)}} {{Level: = Druid 1}} {{Components:=V, S, DF}} {{Casting Time:= 1 round}} {{Range:= Close ([[25+5*@{casterlevel}]]feet)}} {{Target:= 1 summoned creature}} {{Duration:= @{casterlevel} rounds (D) }} {{Saving Throw:= None}} {{Spell Resist.:= No }} {{Notes= 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.
  335.  
  336. 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.
  337.  
  338. Choices include
  339. Dire rat
  340. Eagle
  341. Monkey
  342. Octopus
  343. Owl
  344. Porpoise
  345. Snake, Small viper
  346. Wolf}}
  347.  
  348.  
  349.  
  350. 2nd Level
  351.  
  352. Animal Messenger
  353.  
  354. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Animal Trance on the surrounding wildlife}} {{School:= Enchantment (Compulsion) [Mind-Affecting, Sonic]}} {{Level:= Druid 2}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Targets:= Animals or magical beasts with Intelligence 1 or 2}} {{Duration:= Concentration}} {{Saving Throw:= Will negates (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{compcheck= Conc: [[ {1d20 + [[ @{concentration} ]] }>?{Concentration DC=15+Spell Level or 10+Damage Received|17} ]] }} {{succeedcheck=The animals continue to stare in wonder at the druid's actions}} {{failcheck=The animals blink and shake of the trance}} {{Notes=Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. You fascinate [[2d6]] hit die worth of creatures. The closest targets are selected first until no more targets within range can be affected.
  355.  
  356. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.}}
  357.  
  358. Barkskin
  359.  
  360. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Barkskin}} {{School:=Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S, DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Living creature touched}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= None}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s 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.
  361.  
  362. The enhancement bonus provided by barkskin stacks with the target’s 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.}}
  363.  
  364. Bear’s Endurance
  365.  
  366. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Bear’s Endurance}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.
  367.  
  368. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.}}
  369.  
  370. Bull's Strength
  371.  
  372. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Bull's Strength}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S, DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.}}
  373.  
  374. Cat’s Grace
  375.  
  376. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Cat’s Grace}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S,M}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.
  377.  
  378. Material Component: A pinch of cat fur.}}
  379.  
  380. Chill Metal
  381.  
  382. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=as @{character_name} grips the metal, frost begins to slowly spread upon it's surface}} {{School:= Transmutation [Cold]}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]ft)}} {{Target:= Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or [[25*@{casterlevel}]] pounds of metal, none of which can be more than 30 ft. away from any of the rest}} {{Duration:= 7 rounds}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
  383.  
  384. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
  385.  
  386. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
  387.  
  388. Round Metal Temperature Damage
  389. 1 Cold None
  390. 2 Icy 1d4 points
  391. 3–5 Freezing 2d4 points
  392. 6 Icy 1d4 points
  393. 7 Cold None
  394.  
  395. Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
  396.  
  397. Chill metal counters and dispels heat metal.}}
  398.  
  399. Delay Poison
  400.  
  401. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Delay Poison}} {{School:= Conjuration (Healing)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= Fortitude negates (harmless) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.}}
  402.  
  403. Fire Trap
  404.  
  405. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Fire Trap upon the object, a glowing red symbol appearing on it briefly before fading away}} {{School:= Abjuration (Fire)}} {{Level:= Druid 2 }} {{Components:=V,S,M}} {{Casting Time:=10 minutes}} {{Range:= Touch}} {{Target:= Object touched}} {{Duration:= Permanent (D)}} {{Saving Throw:= Reflex Save (half) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
  406.  
  407. When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
  408.  
  409. A fire trapped item cannot have a second closure or warding spell placed on it.
  410.  
  411. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.
  412.  
  413. Underwater, this ward deals half damage and creates a large cloud of steam.
  414.  
  415. You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
  416.  
  417. Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
  418.  
  419. Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object}}
  420.  
  421. Flame Blade
  422.  
  423. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Flame Blade}} {{School:= Evocation (Fire)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= 0 ft.}} {{Effect:= Sword-like beam}} {{Duration:= @{casterlevel} minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
  424.  
  425. The spell does not function underwater.}}
  426.  
  427. Flaming Sphere
  428.  
  429. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Flaming Sphere}} {{School:= Evocation (Fire)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= 5 foot diameter sphere}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= Reflex negates (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
  430.  
  431. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range}}
  432.  
  433. Fog Cloud
  434.  
  435. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Fog Cloud}} {{School:= Conjuration (Creation)}} {{Level:= Druid 2 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= Fog spreads in 20-ft. radius, 20 ft. high}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=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).
  436.  
  437. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
  438.  
  439. The spell does not function underwater.}}
  440.  
  441. Gust of Wind
  442.  
  443. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Gust of Wind}} {{School:= Evocation (Air)}} {{Level:= Druid 2 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= 60 ft.}} {{Effect:= Line-shaped gust of severe wind emanating out from you to the extreme of the range }} {{Duration:= 1 round}} {{Saving Throw:= Fortitude negates (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
  444.  
  445. A Tiny or smaller creature on the ground is knocked down and rolled [[10*1d4]] feet, taking [[1d4]] points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back [[10*2d6]] feet and takes [[2d6]] points of nonlethal damage due to battering and buffeting.
  446.  
  447. Small creatures are knocked prone by the force of the wind, or if flying are blown back [[10*1d6]] feet.
  448.  
  449. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back [[5*1d6]] feet.
  450.  
  451. Large or larger creatures may move normally within a gust of wind effect.
  452.  
  453. A gust of wind can’t move a creature beyond the limit of its range.
  454.  
  455. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
  456.  
  457. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
  458.  
  459. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
  460.  
  461. Gust of wind can be made permanent with a permanency spell.}}
  462.  
  463. Heat Metal
  464.  
  465. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=as @{character_name} grips the metal, a dull red glow begins to slowly spread out from his hand}} {{School:= Transmutation (Fire)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}}} {{Target:= Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or [[25*@{casterlevel}]]pounds of metal, all of which must be within a 30-ft. circle}} {{Duration:= 7 rounds}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
  466.  
  467. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
  468.  
  469. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
  470.  
  471. Round Metal Temperature Damage
  472. 1 Warm None
  473. 2 Hot 1d4 points
  474. 3–5 Searing 2d4 points
  475. 6 Hot 1d4 points
  476. 7 Warm None
  477.  
  478. Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
  479.  
  480. Heat metal counters and dispels chill metal}}
  481.  
  482. Hold Animal
  483.  
  484. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Owl’s Wisdom}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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 owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase}}
  485.  
  486. Owl’s Wisdom
  487.  
  488. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Owl’s Wisdom}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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 owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase}}
  489.  
  490. Reduce Animal
  491.  
  492. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Reduce Animal}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= One willing animal of Small, Medium, Large, or Huge size}} {{Duration:= @{casterlevel} hours (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=This spell causes instant diminution of a willing animal, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
  493.  
  494. A Small animal whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large animal whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
  495.  
  496. All equipment worn or carried by a creature is similarly reduced by the spell.
  497.  
  498. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
  499.  
  500. Multiple magical effects that reduce size do not stack.
  501.  
  502. Reduce animal counters and dispels enlarge person.
  503.  
  504. Reduce animal can be made permanent with a permanency spell.}}
  505.  
  506. Resist Energy
  507.  
  508. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Resist Energy}} {{School:= Abjuration}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= Fortitude negates (harmless)
  509. (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.
  510.  
  511. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
  512.  
  513. 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}}
  514.  
  515. Lesser Restoration
  516.  
  517. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Lesser Restoration.}} {{School:= Conjuration (Healing)}} {{Level:= Druid 2 }} {{Components:=V,S}} {{Casting Time:=3 rounds}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (harmless)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures [[1d4]] points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.}}
  518.  
  519. Soften Earth and Stone
  520.  
  521. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Soften Earth and Stone}} {{School:= Transmutation (Earth)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= (Close ([[25+2.5*@{casterlevel}]]feet)}} {{Area:= [[10*@{casterlevel}]]feet}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
  522.  
  523. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
  524.  
  525. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
  526.  
  527. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
  528.  
  529. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
  530.  
  531. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed}}
  532.  
  533. Spider Climb
  534.  
  535. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Spider Climb}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S,M}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.
  536.  
  537. Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.}}
  538.  
  539. Summon Nature’s Ally II
  540.  
  541. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=castsSummon Nature’s Ally II}} {{School:= Conjuration (Summoning)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=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.
  542.  
  543. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  544.  
  545.  
  546. Summon Nature’s Ally
  547. 1st Level
  548. Dire rat
  549. Eagle
  550. Monkey
  551. Octopus
  552. Owl
  553. Porpoise
  554. Snake, Small viper
  555. Wolf
  556.  
  557. 2nd Level
  558. Bear, black
  559. Crocodile
  560. Dire badger
  561. Dire bat
  562. Elemental, Small
  563. Hippogriff
  564. Shark, Medium
  565. Snake, Medium viper
  566. Squid
  567. Wolverine}}
  568.  
  569. Summon Swarm
  570.  
  571. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Swarm}} {{School:= Conjuration (Summoning)}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One swarm of bats, rats, or spiders}} {{Duration:= Concentration + 2 rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{compcheck= Conc: [[ {1d20 + [[ @{concentration} ]] }>?{Concentration DC=15+Spell Level or 10+Damage Received|17} ]] }} {{succeedcheck=The swarm remains}} {{failcheck=The swarm quickly disperses back to where it came from}} {{Notes=You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.}}
  572.  
  573. Tree Shape
  574.  
  575. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=@{character_name} takes on the form of a large tree}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= @{casterlevel} hours (D)}} {{Notes=By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
  576.  
  577. You can dismiss tree shape as a free action (instead of as a standard action)}}
  578.  
  579. Warp Wood
  580.  
  581. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Warp Wood}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} Small wooden objects, all within a 20-ft. radius}} {{Duration:= Instantaneous}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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.
  582.  
  583. 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.
  584.  
  585. 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.
  586.  
  587. 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.
  588.  
  589. Until the object is completely warped, it suffers no ill effects.}}
  590.  
  591. Wood Shape
  592.  
  593. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=@{character_name} moves his hands as if sculpting the wood}} {{School:= Transmutation}} {{Level:= Druid 2 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= One touched piece of wood no larger than [[10+10*@{casterlevel}]]feet}} {{Duration:= Instantaneous}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc2}]])}} {{Spell Resist.:= Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=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 isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work}}
  594.  
  595.  
  596.  
  597. 3rd Level
  598.  
  599. Call Lightning
  600.  
  601. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Call Lightning}} {{School:= Evocation (Electricity)}} {{Level:= Druid 3}} {{Components:=V,S}} {{Casting Time:=1 round}} {{Range:= Medium ( [[100+10*@{casterlevel}]]feet)}} {{Effect:= One or more 30-ft.-long vertical lines of lightning}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Reflex (Half) (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel2}+@{spellpen} ]] vs spell resistance.}} {{Notes= Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
  602.  
  603. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
  604.  
  605. If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
  606.  
  607. This spell functions indoors or underground but not underwater}}
  608.  
  609. Cure Moderate Wounds
  610.  
  611. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Cure Moderate Wounds}} {{School:= Conjuration (Healing)}} {{Level:= Druid 3 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless) (DC=[[@{spelldc3}]])}}}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{checkroll= grants [[ 2d8+{@{casterlevel},10}dh1 ]] health}} {{Notes=Undead creatures take damage instead of gaining healing. }}
  612.  
  613. Daylight
  614.  
  615. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Daylight}} {{School:= Evocation (Light)}} {{Level:= Druid 3 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Object touched}} {{Duration:= [[10*@casterlevel}]]minutes}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
  616.  
  617. If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.
  618.  
  619. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
  620.  
  621. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.}}
  622.  
  623. Diminish Plants
  624.  
  625. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Diminish Plants}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= See Text}} {{Target/Area:= See Text}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell has two versions.
  626.  
  627. Prune Growth: This version causes normal vegetation within long range ([[400+40*@{casterlevel}]]feet) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
  628.  
  629. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.
  630.  
  631. You may also designate portions of the area that are not affected.
  632.  
  633. Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.
  634.  
  635. Diminish plants counters plant growth.
  636.  
  637. This spell has no effect on plant creatures.}}
  638.  
  639. Dominate Animal
  640.  
  641. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Dominate Animal}} {{School:= Enchantment (Compulsion) [Mind-Affecting}} {{Level:= Druid 3 }} {{Components:=V,S}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= One animal}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= Will negates (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
  642.  
  643. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.}}
  644.  
  645. Greater Magic Fang
  646.  
  647. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Greater Magic Fang}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= One living creature}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= Will negates (harmless)}} {{Spell Resist.:= Yes (harmless)}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Greater magic fang gives one natural weapon of the subject a +1 per four caster levels (maximum +5) 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.)
  648.  
  649. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).
  650.  
  651. Greater magic fang can be made permanent with a permanency spell.}}
  652.  
  653. Meld into Stone
  654.  
  655. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Meld into Stone}} {{School:= Transmutation (Earth)}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Notes= Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
  656.  
  657. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
  658.  
  659. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
  660.  
  661. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.}}
  662.  
  663. Neutralize Poison
  664.  
  665. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Neutralize Poison}} {{School:= Conjuration (Healing)}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature or object of up to @{casterlevel} cubic feet touched}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= Will negates (harmless, object) (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes (harmless, object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
  666.  
  667. The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
  668.  
  669. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.}}
  670.  
  671. Plant Growth
  672.  
  673. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Plant Growth}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= See Text}} {{Target or Area:= See Text}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes:= Plant growth has different effects depending on the version chosen
  674.  
  675. Poison
  676.  
  677. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Poison}} {{School:= Necromancy}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Living creature touched}} {{Duration:= Instantaneous; see text}} {{Saving Throw:= Fortitude; see text (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save}}
  678.  
  679. Protection from Energy
  680.  
  681. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Protection from Energy}} {{School:= Abjuration}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= [[10*@{casterlevel}]]minutes (D)}} {{Saving Throw:= Fortitude negates (harmless) (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= 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.
  682.  
  683. 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.}}
  684.  
  685. Quench
  686.  
  687. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Quench}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]])}} {{Target or Area:= @{casterlevel} 20 foot cubes (S) or one fire-based magic item }} {{Duration:= Instantaneous}} {{Saving Throw:= None or Will negates (object) (DC=[[@{spelldc3}]])}} {{Spell Resist.:= No or Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
  688.  
  689. Each elemental (fire) creature within the area of a quench spell takes [[@{casterlevel}d6]] points of damage per caster level (maximum 15d6, no save allowed).
  690.  
  691. Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for [[@{casterlevel}d4]] hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)}}
  692.  
  693. Remove Disease
  694.  
  695. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Remove Disease}} {{School:= Conjuration (Healing)}} {{Level:= Druid 3 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Fortitude negates (harmless) (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
  696.  
  697. Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date}}
  698.  
  699. Sleet Storm
  700.  
  701. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Sleet Storm}} {{School:= Conjuration (Creation) [Cold]}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]])}} {{Area:= Cylinder (40 ft. radius, 20 ft. high}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
  702.  
  703. The sleet extinguishes torches and small fires.}}
  704.  
  705. Snare
  706.  
  707. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Snare}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=3 rounds}} {{Range:= Touch}} {{Target:= Touched nonmagical circle of vine, rope, or thong with a [[2+2*@{casterlevel})]]}} {{Duration:= Until triggered or broken}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= 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 trapfinding 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.
  708.  
  709. 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.
  710.  
  711. 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}}
  712.  
  713. Speak with Plants
  714.  
  715. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Speak with Plants}} {{School:= Divination}} {{Level:= Druid 3 }} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= @{casterlevel} minutes}} {{Notes= 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 plant’s 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.
  716.  
  717. 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.}}
  718.  
  719. Spike Growth
  720.  
  721. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Spike Growth}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet}} {{Target:= [[@{casterlevel}]] 20 ft squares}} {{Duration:= @{casterlevel} hours (D)}} {{Saving Throw:= Reflex partial (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
  722.  
  723. 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 spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
  724.  
  725. 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 spell’s save DC.
  726.  
  727. Spike growth can’t be disabled with the Disable Device skill.
  728.  
  729. 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).}}
  730.  
  731. Stone Shape
  732.  
  733. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Stone Shape}} {{School:= Transmutation (Earth)}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Stone or stone object touched, up to [[10+@{casterlevel}]]cubic feet}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.}}
  734.  
  735. Summon Nature’s Ally III
  736.  
  737. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Nature’s Ally III}} {{School:= Conjuration (Summoning) [See text]}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature, [[1d3]] 2nd-level creatures of the same kind, or [[1d4+1]] 1st-level creatures of the same kind.
  738.  
  739. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  740.  
  741.  
  742. Summon Nature’s Ally
  743. 1st Level
  744. Dire rat
  745. Eagle
  746. Monkey
  747. Octopus
  748. Owl
  749. Porpoise
  750. Snake, Small viper
  751. Wolf
  752.  
  753. 2nd Level
  754.  
  755. Bear, black
  756. Crocodile
  757. Dire badger
  758. Dire bat
  759. Elemental, Small (any)
  760. Hippogriff
  761. Shark, Medium
  762. Snake, Medium viper
  763. Squid
  764. Wolverine
  765.  
  766. 3rd Level
  767.  
  768. Ape
  769. Dire weasel
  770. Dire wolf
  771. Eagle (giant)
  772. Lion
  773. Owl (giant)
  774. Satyr
  775. Shark, Large
  776. Snake, constrictor
  777. Snake, Large viper
  778. Thoqqua}}
  779.  
  780. Water Breathing
  781.  
  782. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Water Breathing}} {{School:= Transmutation}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Living creatures touched}} {{Duration:= [[2*@{casterlevel}]] hours (See text)}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc3}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
  783.  
  784. The spell does not make creatures unable to breathe air.}}
  785.  
  786. Wind Wall
  787.  
  788. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Wind Wall}} {{School:= Evocation (Air)}} {{Level:= Druid 3 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= Wall up to [[10*@{casterlevel}]] long and [[5*@{casterlevel}]] feet high (S)}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None; see text}} {{Spell Resist.:= Yes}} {{Caster level check: = [[1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= 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).
  789.  
  790. 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}}
  791.  
  792.  
  793.  
  794. 4th Level
  795.  
  796. Air Walk
  797.  
  798. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Air Walk}} {{School:= Transmutation (Air)}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature (Gargantuan or smaller) touched}} {{Duration:= [[10*@{casterlevel}]]}} {{Saving Throw:= None}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.
  799.  
  800. A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
  801.  
  802. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for [[1d6]] rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking [[1d6]] points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
  803.  
  804. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.}}
  805.  
  806. Antiplant Shell
  807.  
  808. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Antiplant Shell}} {{School:= Abjuration}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= 10 feet}} {{Area:= 10 foot radius emanation, centered on the caster}} {{Duration:= [[10*@{casterlevel}]]}} {{Saving Throw:= None}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field}}
  809.  
  810. Blight
  811.  
  812. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Blight}} {{School:= Necromancy}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Duration:= Instantaneous}} {{Saving Throw:= Fortitude half (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell withers a single plant of any size. An affected plant creature takes [[(@{casterlevel}d6),15)dh1]] points of damage and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.
  813.  
  814. This spell has no effect on the soil or surrounding plant life.}}
  815.  
  816. Command Plants
  817.  
  818. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Command Plants}} {{School:= Transmutation}} {{Level:= Druid 4 }} {{Components:=V}} {{Casting Time:=1 std action}} {{Range:= (Close) ([[25+2.5*@{casterlevel}]]ft)}}}} {{Targets:= Up to [[2*@{casterlevel}]]HD of plant creatures, no two of which can be more than 30 ft. apart}} {{Duration:= [[@{casterlevel}]] days}} {{Saving Throw:= Will negates}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
  819.  
  820. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level}}
  821.  
  822. Control Water
  823.  
  824. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Control Water}} {{School:= Transmutation (Water)}} {{Level:= Druid 4 }} {{Components:= V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= (Long) ([[400+40*@{casterlevel}]]feet)}}}} {{Area:= Water in a volume of [[10*@{casterlevel}]] by [[10*@{casterlevel}]] by [[2*@{casterlevel}]]square feet}} (S)}} {{Duration:= ([[10*@{casterlevel}]]days)}}}} {{Saving Throw:= None; see text}} {{Spell Resist.:= No}} {{Notes= Depending on the version you choose, the control water spell raises or lowers water.
  825.  
  826. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
  827.  
  828. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
  829.  
  830. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension}}
  831.  
  832. Cure Serious Wounds
  833.  
  834. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Cure Serious Wounds}} {{School:= Conjuration (Healing)}} {{Level:= Druid 4}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will Save (half) when used vs Undead (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Undead can use spell resistance}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= When laying your hand upon a living creature, you channel positive energy that cures [[3d8+({[[@{casterlevel}]],15}dh1)]]. 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.}}
  835.  
  836. Dispel Magic
  837.  
  838. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Dispel Magic}} {{School:= Abjuration}} {{Level:= Druid 4}} {{Components:=V,S}} {{Casting Time:=1 standard action}} {{Range:= (Medium) ([[100+5*@{casterlevel}]]feet)}}}} {{Target or Area:= One caster, creature, or object; or 20 foot radius burst}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
  839.  
  840. Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
  841.  
  842. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
  843.  
  844. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check [[1d20+@{casterlevel},10dh1]] against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
  845.  
  846. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
  847.  
  848. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
  849.  
  850. You automatically succeed on your dispel check against any spell that you cast yourself.
  851.  
  852. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
  853.  
  854. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
  855.  
  856. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
  857.  
  858. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
  859.  
  860. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
  861.  
  862. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
  863.  
  864. You may choose to automatically succeed on dispel checks against any spell that you have cast.
  865.  
  866. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.}}
  867.  
  868. Flame Strike
  869.  
  870. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Flame Strike}} {{School:= Evocation (Fire)}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= (Medium) ([[100+5*@{casterlevel}]]feet)}}}} {{Area:= Cylinder (10 foot radius, 40 feet high)}} {{Duration:= Instantaneous}} {{Saving Throw:= Reflex half (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= A flame strike produces a vertical column of divine fire roaring downward. The spell deals [[(@{casterlevel}d6),15)dh1]] points of damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks}}
  871.  
  872. Freedom of Movement
  873.  
  874. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Freedom of Movement}} {{School:= Abjuration}} {{Level:= Druid 4 }} {{Components:=V,S,M,DF}} {{Casting Time:=1 standard action}} {{Range:= Personal or touch}} {{Target:= Caster or creature touched}} {{Duration:= [[10*@{casterlevel}]]}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= 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.
  875.  
  876. 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.
  877.  
  878. Material Component: A leather thong, bound around the arm or a similar appendage.}}
  879.  
  880. Giant Vermin
  881.  
  882. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Giant Vermin}} {{School:= Transmutation}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= Caster or creature touched}} {{Duration:= Up to three vermin, no two of which can be more than 30 ft. apart}} {{Saving Throw:= None}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.
  883.  
  884. Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.
  885.  
  886. Caster Level Vermin Size
  887. 9th or lower Medium
  888. 10th–13th Large
  889. 14th–17th Huge
  890. 18th–19th Gargantuan
  891. 20th or higher Colossal.}}
  892.  
  893. Ice Storm
  894.  
  895. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Ice Storm}} {{School:= Evocation (Cold)}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= Cylinder (20 foot radius, 40 feet high)}} {{Duration:= One full round}} {{Saving Throw:= None}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Great magical hailstones pound down for 1 full round, dealing [[3d6]] points of bludgeoning damage and [[2d6]] points of cold damage to every creature in the area. A –4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).}}
  896.  
  897. Reincarnate
  898.  
  899. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Reincarnate}} {{School:= Transmutation}} {{Level:= Druid 4 }} {{Components:=V,S,M,DF}} {{Casting Time:=10 minutes}} {{Range:= Touch}} {{Target:= Dead creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= None; see text}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
  900.  
  901. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
  902.  
  903. A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can’t be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.
  904.  
  905. It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.
  906.  
  907. For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
  908.  
  909. A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature who has died of old age.
  910.  
  911. d% Incarnation Str Dex Con
  912. 01 Bugbear +4 +2 +2
  913. 02–13 Dwarf +0 +0 +2
  914. 14–25 Elf +0 +2 –2
  915. 26 Gnoll +4 +0 +2
  916. 27–38 Gnome –2 +0 +2
  917. 39–42 Goblin –2 +2 +0
  918. 43–52 Half-elf +0 +0 +0
  919. 53–62 Half-orc +2 +0 +0
  920. 63–74 Halfling –2 +2 +0
  921. 75–89 Human +0 +0 +0
  922. 90–93 Kobold –4 +2 –2
  923. 94 Lizardfolk +2 +0 +2
  924. 95–98 Orc +4 +0 +0
  925. 99 Troglodyte +0 –2 +4
  926. 100 Other
  927.  
  928. The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form.
  929.  
  930. A wish or a miracle spell can restore a reincarnated character to his or her original form.
  931.  
  932. Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.}}
  933.  
  934. Repel Vermin
  935.  
  936. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Repel Vermin}} {{School:= Abjuration}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= 10 feet}} {{Area:= 10 foot radius emanation centered on you}} {{Duration:= [[10*@{casterlevel}]]minutes (D)}} {{Saving Throw:= None or Will negates; see text (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.
  937.  
  938. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.}}
  939.  
  940. Rusting Grasp
  941.  
  942. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Rusting Grasp}} {{School:= Transmutation}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Touch}} {{Target:= One nonmagical ferrous object (or the volume of the object within 3 feet of the touched point) or one ferrous creature}} {{Duration:= See text}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
  943.  
  944. You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
  945.  
  946. Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
  947.  
  948. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
  949.  
  950. Against a ferrous creature, rusting grasp instantaneously deals [[3d6+(@{casterlevel},15)dh1]] points of damage per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.}}
  951.  
  952. Scrying
  953.  
  954. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Scrying}} {{School:= Divination (Scrying)}} {{Level:= Druid 4 }} {{Components:=V,S,DF,}} {{Casting Time:=1 hour}} {{Range:= See text}} {{Effect:= Magical sensor}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
  955.  
  956. Knowledge Will Save Modifier
  957. None (must have a connection of some sort) +10
  958. Secondhand (you have heard of the subject) +5
  959. Firsthand (you have met the subject) +0
  960. Familiar (you know the subject well) –5
  961.  
  962. Connection Will Save Modifier
  963. Likeness or picture –2
  964. Possession or garment –4
  965. Body part, lock of hair, bit of nail, etc. –10
  966.  
  967. If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
  968.  
  969. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
  970.  
  971. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
  972.  
  973. Focus: A natural pool of water}}
  974.  
  975. Spike Stones
  976.  
  977. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Spike Stones}} {{School:= Transmutation (Earth)}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Area:= [[@{casterlevel}]] 20 foot squares}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= Reflex partial (DC=[[@{spelldc4}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
  978.  
  979. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
  980.  
  981. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
  982.  
  983. Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal 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 spell’s save DC.
  984.  
  985. Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
  986.  
  987. Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones}}
  988.  
  989. Summon Nature's Ally IV
  990.  
  991. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Nature’s Ally IV}} {{School:= Conjuration (Summoning) [See text]}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= 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.
  992.  
  993. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  994.  
  995.  
  996. Summon Nature’s Ally
  997.  
  998. 1st Level
  999.  
  1000. Dire rat
  1001. Eagle
  1002. Monkey
  1003. Octopus
  1004. Owl
  1005. Porpoise
  1006. Snake, Small viper
  1007. Wolf
  1008.  
  1009. 2nd Level
  1010.  
  1011. Bear, black
  1012. Crocodile
  1013. Dire badger
  1014. Dire bat
  1015. Elemental, Small (any)
  1016. Hippogriff
  1017. Shark, Medium
  1018. Snake, Medium viper
  1019. Squid
  1020. Wolverine
  1021.  
  1022. 3rd Level
  1023.  
  1024. Ape
  1025. Dire weasel
  1026. Dire wolf
  1027. Eagle (giant) [NG]
  1028. Lion
  1029. Owl (giant) [NG]
  1030. Satyr [CN; without pipes]
  1031. Shark, Large
  1032. Snake, constrictor
  1033. Snake, Large viper
  1034. Thoqqua
  1035.  
  1036. 4th Level
  1037.  
  1038. Arrowhawk, juvenile
  1039. Bear, brown
  1040. Crocodile giant
  1041. Deinonychus
  1042. Dire ape
  1043. Dire boar
  1044. Dire wolverine
  1045. Elemental, Medium (any)
  1046. Salamander, flamebrother [NE]
  1047. Sea cat
  1048. Shark, Huge
  1049. Snake, Huge viper
  1050. Tiger
  1051. Tojanida, juvenile
  1052. Unicorn [CG]
  1053. Xorn, minor}}
  1054.  
  1055.  
  1056.  
  1057. 5th Level
  1058.  
  1059. Animal Growth
  1060.  
  1061. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Animal Growth}} {{School:= Transmutation}} {{Level: =Druid 5}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]])}} {{Target:= Up to ([[(floor(@{casterlevel}/2))]]) gargantuan or smaller animals, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Fortitude negates (DC=[[@{spelldc5}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= 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.
  1062.  
  1063. 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.
  1064.  
  1065. 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.
  1066.  
  1067. Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.
  1068.  
  1069. The spell gives no means of command or influence over the enlarged animals.
  1070.  
  1071. Multiple magical effects that increase size do not stack}}
  1072.  
  1073. Baleful Polymorph
  1074.  
  1075. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Baleful Polymorph}} {{School:=Transmutation}} {{Level: =Druid 5}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= One creature}} {{Duration:= Permanent}} {{Saving Throw:= Fortitude negates, Will partial; see text (DC=[[@{spelldc5}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
  1076.  
  1077. The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
  1078. If the target has the shapechanger subtype, it retains that subtype.
  1079. The target retains its own hit points.
  1080. The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
  1081. The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
  1082. With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
  1083.  
  1084. All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
  1085.  
  1086. If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
  1087.  
  1088. If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save.
  1089.  
  1090. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
  1091.  
  1092. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect)}}
  1093.  
  1094. Call Lightning Storm
  1095.  
  1096. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Call Lightning Storm}} {{School:=Evocation (Electricity)}} {{Level: =Druid 5}} {{Components:= V,S}} {{Casting Time:= 1 round}} {{Range:= Long ([[400+40*@{casterlevel}]]}} {{Effect:= One or more 30 foot long vertical lines of lightning}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Reflex half (DC=[[@{spelldc5}]])}} {{Spell Resistance:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
  1097.  
  1098. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).
  1099.  
  1100. If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 5d10 points of electricity damage instead of 5d6.
  1101.  
  1102. This spell functions indoors or underground but not underwater}}
  1103.  
  1104. Commune with Nature
  1105.  
  1106. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Commune with Nature}} {{School:= Divination}} {{Level: =Druid 5}} {{Components:=V, S}} {{Casting Time:= 10 minutes}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= Instantaneous}} {{Notes= You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: 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.
  1107.  
  1108. In outdoor settings, the spell operates in a radius of @{casterlevel} miles. In natural underground settings—caves, caverns, and the like—the radius is limited to [[100*@{casterlevel}]]feet. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns}}
  1109.  
  1110. Control Winds
  1111.  
  1112. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Control Winds}} {{School:= Transmutation (Air)}} {{Level:= Druid 5}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= [[40*@{casterlevel}]]feet}} {{Area:= [[40*@{casterlevel}]]foot radius cylinder 40 feet high}} {{Duration:= [[10*@{casterlevel}]]}} {{Saving Throw:= Fortitude negates (DC=[[@{spelldc5}]])}} {{Spell Resist.:= No}} {{Notes= You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
  1113.  
  1114. Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
  1115.  
  1116. A downdraft blows from the center outward in equal strength in all directions.
  1117. An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  1118. A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  1119. A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
  1120. Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
  1121.  
  1122. Strong winds (21+ mph) make sailing difficult.
  1123.  
  1124. A severe wind (31+ mph) causes minor ship and building damage.
  1125.  
  1126. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
  1127.  
  1128. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
  1129.  
  1130. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees}}
  1131.  
  1132. Cure Critical Wounds
  1133.  
  1134. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Cure Critical Wounds}} {{School:=Conjuration (Healing)}} {{Level: =Druid 5}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless) (DC=[[@{spelldc1}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes=When laying your hand upon a living creature, you channel positive energy that cures [[4d8+({[[@{casterlevel}]],20}dh1)]].
  1135.  
  1136. 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.}}
  1137.  
  1138. Death Ward
  1139.  
  1140. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Death Ward}} {{School:= Necromancy}} {{Level: =Druid 5}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Living creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc5}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
  1141.  
  1142. This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
  1143.  
  1144. Death ward does not protect against other sorts of attacks even if those attacks might be lethal}}
  1145.  
  1146. Hallow
  1147.  
  1148. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Hallow}} {{School:= Evocation (Good)}} {{Level: =Druid 5}} {{Components:=V,S,M,DF}} {{Casting Time:= 24 hours}} {{Range:= Touch}} {{Area:= 40 foot radius emanating from the touched point}} {{Duration:= Instantaneous}} {{Saving Throw:= See text}} {{Spell Resist.:= See text}} {{Notes= Hallow makes a particular site, building, or structure a holy site. This has four major effects.
  1149.  
  1150. First, the site or structure is guarded by a magic circle against evil effect.
  1151.  
  1152. Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
  1153.  
  1154. Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
  1155.  
  1156. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
  1157.  
  1158. Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
  1159.  
  1160. An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
  1161.  
  1162. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area}}
  1163.  
  1164. Insect Plague
  1165.  
  1166. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Insect Plague}} {{School:=Conjuration (Summoning)}} {{Level: =Druid 5}} {{Components:=V,S,DF}} {{Casting Time:= 1 round}} {{Range:= Long ([[400+40*@{casterlevel}]]}} {{Effect:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee}}
  1167.  
  1168. Stoneskin
  1169.  
  1170. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Stoneskin}} {{School:= Abjuration}} {{Level: =Druid 5}} {{Components:=V,S,M}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc5}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of [[10*@{casterlevel},150}dh1)]] damage, it is discharged.
  1171.  
  1172. Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin}}
  1173.  
  1174. Summon Nature's Ally V
  1175.  
  1176. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Summon Nature’s Ally V}} {{School:=Conjuration (Summoning) [see text]}} {{Level: = Druid 5}} {{Components:=V, S, DF}} {{Casting Time:= 1 round}} {{Range:= Close ([[25+5*@{casterlevel}]]feet)}} {{Target:= One or more creatures, no two of which can be more than 30 feet apart}} {{Duration:= @{casterlevel} rounds (D) }} {{Saving Throw:= None}} {{Spell Resist.:= No }} {{Notes= This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  1177.  
  1178. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  1179.  
  1180. Summon Nature’s Ally
  1181.  
  1182. 1st Level
  1183.  
  1184. Dire rat
  1185. Eagle
  1186. Monkey
  1187. Octopus
  1188. Owl
  1189. Porpoise
  1190. Snake, Small viper
  1191. Wolf
  1192.  
  1193. 2nd Level
  1194.  
  1195. Bear, black
  1196. Crocodile
  1197. Dire badger
  1198. Dire bat
  1199. Elemental, Small (any)
  1200. Hippogriff
  1201. Shark, Medium
  1202. Snake, Medium viper
  1203. Squid
  1204. Wolverine
  1205.  
  1206. 3rd Level
  1207.  
  1208. Ape
  1209. Dire weasel
  1210. Dire wolf
  1211. Eagle (giant) [NG]
  1212. Lion
  1213. Owl (giant) [NG]
  1214. Satyr [CN; without pipes]
  1215. Shark, Large
  1216. Snake, constrictor
  1217. Snake, Large viper
  1218. Thoqqua
  1219.  
  1220. 4th Level
  1221.  
  1222. Arrowhawk, juvenile
  1223. Bear, brown
  1224. Crocodile giant
  1225. Deinonychus
  1226. Dire ape
  1227. Dire boar
  1228. Dire wolverine
  1229. Elemental, Medium (any)
  1230. Salamander, flamebrother [NE]
  1231. Sea cat
  1232. Shark, Huge
  1233. Snake, Huge viper
  1234. Tiger
  1235. Tojanida, juvenile
  1236. Unicorn [CG]
  1237. Xorn, minor
  1238.  
  1239. 5th Level
  1240.  
  1241. Arrowhawk, adult
  1242. Bear, polar
  1243. Dire lion
  1244. Elasmosaurus
  1245. Elemental, Large (any)
  1246. Griffon
  1247. Janni (genie)
  1248. Rhinoceros
  1249. Satyr [CN; with pipes]
  1250. Snake, constrictor (giant)
  1251. Nixie
  1252. Tojanida, adult
  1253. Whale, orca}}
  1254.  
  1255. Transmute Mud to Rock
  1256.  
  1257. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Transmute Mud to Rock}} {{School:= Transmutation (Earth)}} {{Level: =Druid 5}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Area:= Up to [[2*@{casterlevel}]]10 foot cubes (S)}} {{Duration:= Permanent}} {{Saving Throw:= See text}} {{Spell Resist.:= No}} {{Notes:= This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
  1258.  
  1259. Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.
  1260.  
  1261. Transmute mud to rock counters and dispels transmute rock to mud.}}
  1262.  
  1263. Transmute Rock to Mud
  1264.  
  1265. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Transmute Rock to Mud}} {{School:= Transmutation (Earth)}} {{Level: =Druid 5}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Area:= Up to [[2*@{casterlevel}]]10 foot cubes (S)}} {{Duration:= Permanent}} {{Saving Throw:= See text}} {{Spell Resist.:= No}} {{Notes:= This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
  1266.  
  1267. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.
  1268.  
  1269. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
  1270.  
  1271. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage}}
  1272.  
  1273. Tree Stride
  1274.  
  1275. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Tree Stride}} {{School:=Conjuration (Teleportation)}} {{Level: =Druid 5}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= @{casterlevel} hours or until expended; see text}} {{Notes=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.
  1276.  
  1277. Type of Tree Transport Range
  1278. Oak, ash, yew 3,000 feet
  1279. Elm, linden 2,000 feet
  1280. Other deciduous 1,500 feet
  1281. Any coniferous 1,000 feet
  1282. All other trees 500 feet
  1283. 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.
  1284.  
  1285. 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}}
  1286.  
  1287. Unhallow
  1288.  
  1289. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Unhallow}} {{School:=Evocation (Evil)}} {{Level: =Druid 5}} {{Components:=V,S,M}} {{Casting Time:= 24 hours}} {{Range:= Touch}} {{Area:= 40 foot radius emanating from the touched point}} {{Duration:= Instantaneous}} {{Saving Throw:= See text}} {{Spell Resist.:= See text}} {{Notes:= Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
  1290.  
  1291. First, the site or structure is guarded by a magic circle against good effect.
  1292.  
  1293. Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
  1294.  
  1295. Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
  1296.  
  1297. Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
  1298.  
  1299. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
  1300.  
  1301. An area can receive only one unhallow spell (and its associated spell effect) at a time.
  1302.  
  1303. Unhallow counters but does not dispel hallow.
  1304.  
  1305. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.}}
  1306.  
  1307. Wall of Fire
  1308.  
  1309. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Wall of Fire}} {{School:=Evocation (Fire)}} {{Level: =Druid 5}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= Opaque sheet of flame up to [[20*@{casterlevel}]]feet long or a ring of fire with a radius of up to [[2.5*@{casterlevel}]]feet; either form is 20 feet high}} {{Duration:= Concentration+@{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
  1310.  
  1311. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
  1312.  
  1313. Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength}}
  1314.  
  1315. Wall of Thorns
  1316.  
  1317. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Wall of Thorns}} {{School:=Conjuration (Creation)}} {{Level: =Druid 5}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet}} {{Effect:= Wall of thorny brush, up to one 10-ft. cube/level (S)}} {{Duration:= [[10*@{casterlevel}]] minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
  1318.  
  1319. You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
  1320.  
  1321. Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
  1322.  
  1323. Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
  1324.  
  1325. A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
  1326.  
  1327. Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants}}
  1328.  
  1329.  
  1330.  
  1331. 6th Level
  1332.  
  1333. Antilife Shell
  1334.  
  1335. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Antilife Shell}} {{School:=Abjuration}} {{Level: =Druid 6}} {{Components:=V,S,DF}} {{Casting Time:= 1 round action}} {{Range:= 10 feet}} {{Target:= 10 foot radius emanation, centered on the caste}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= None}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
  1336.  
  1337. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
  1338.  
  1339. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier}}
  1340.  
  1341. Mass Bear's Endurance
  1342.  
  1343. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Bear's Endurance}} {{School:=Transmutation}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc6}]])}} {{Spell Resist.:= Yes }} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= 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.
  1344.  
  1345. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are}}
  1346.  
  1347. Mass Bull's Strength
  1348.  
  1349. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Bull's Strength}} {{School:=Transmutation}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc6}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The subjects 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}}
  1350.  
  1351. Mass Cat's Grace
  1352.  
  1353. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Cat's Grace
  1354. }} {{School:=Transmutation}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc6}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The transmuted creatures 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.}}
  1355.  
  1356. Mass Cure Light Wounds
  1357.  
  1358. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Cure Light Wounds}} {{School:=Conjuration (Healing)}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless) or Will half; see text (DC=[[@{spelldc6}]])}} {{Spell Resist.:= Yes (harmless) or Yes; see text}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You channel positive energy to cure [[(@{casterlevel}d8),25)dh1]] in each selected creature.
  1359.  
  1360. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage}}
  1361.  
  1362. Greater Dispel Magic
  1363.  
  1364. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Greater Dispel Magic}} {{School:=Abjuration}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Target or Area:= One spellcaster, creature, or object; or 20 foot radius burst}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
  1365.  
  1366. Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
  1367.  
  1368. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
  1369.  
  1370. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +20) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
  1371.  
  1372. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
  1373.  
  1374. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
  1375.  
  1376. You automatically succeed on your dispel check against any spell that you cast yourself.
  1377.  
  1378. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
  1379.  
  1380. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
  1381.  
  1382. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
  1383.  
  1384. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
  1385.  
  1386. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
  1387.  
  1388. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
  1389.  
  1390. You may choose to automatically succeed on dispel checks against any spell that you have cast.
  1391.  
  1392. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.
  1393.  
  1394. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect}}
  1395.  
  1396. Find the Path
  1397.  
  1398. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Find the Path}} {{School:=Divination}} {{Level: =Druid 6}} {{Components:=V,S,F}} {{Casting Time:= 3 rounds}} {{Range:= Personal or touch}} {{Target:= Caster or creature touched}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= None or Will negates (harmless) (DC=[[@{spelldc6}]])}} {{Spell Resist.:= No or Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
  1399.  
  1400. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.
  1401.  
  1402. This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
  1403.  
  1404. Focus: A set of divination counters of the sort you favor}}
  1405.  
  1406. Fire Seeds
  1407.  
  1408. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Fire Seeds}} {{School:=Conjuration (Creation) [Fire]}} {{Level: =Druid 6}} {{Components:=V,S,M}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Targets:= Up to four touched acorns or up to eight touched holly berries}} {{Duration:= [[10*@{casterlevel}]] or until used}} {{Saving Throw:= None or Reflex half; see text (DC=[[@{spelldc6}]])}} {{Spell Resist.:= No}} {{Notes= Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
  1409.  
  1410. Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
  1411.  
  1412. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
  1413.  
  1414. Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
  1415.  
  1416. Material Component: The acorns or holly berries}}
  1417.  
  1418. Ironwood
  1419.  
  1420. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Ironwood}} {{School:=Transmutation}} {{Level: =Druid 2}} {{Components:=V,S,M}} {{Casting Time:= 1 minute per pound created}} {{Range:= 0 feet}} {{Effect:= An ironwood object weighing up to [[5*@{casterlevel}]]pounds}} {{Duration:= @{casterlevel} days (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
  1421.  
  1422. Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
  1423.  
  1424. Material Component: Wood shaped into the form of the intended ironwood object}}
  1425.  
  1426. Liveoak
  1427.  
  1428. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Liveoak}} {{School:= Transmutation}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 10 minutes}} {{Range:= Touch}} {{Target:= Tree touched}} {{Duration:= @{casterlevel} days (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
  1429.  
  1430. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.
  1431.  
  1432. If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root}}
  1433.  
  1434. Move Earth
  1435.  
  1436. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Move Earth}} {{School:= Transmutation (Earth)}} {{Level: =Druid 6}} {{Components:=V,S,M}} {{Casting Time:= See text}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= Dirt in an area up to 750 feet square and up to 10 feet deep (S)}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
  1437.  
  1438. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
  1439.  
  1440. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
  1441.  
  1442. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
  1443.  
  1444. This spell has no effect on earth creatures.
  1445.  
  1446. Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.}}
  1447.  
  1448. Mass Owl's Wisdom
  1449.  
  1450. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Owl's Wisdom}} {{School:= Transmutation}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc6}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The transmuted creatures 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 owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase}}
  1451.  
  1452. Repel Wood
  1453.  
  1454. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Repel Wood}} {{School:=Transmutation}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= 60 feet}} {{Area:= 60 foot line shaped emanation from you}} {{Duration:= @{casterlevel} minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
  1455.  
  1456. Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.
  1457.  
  1458. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power}}
  1459.  
  1460. Spellstaff
  1461.  
  1462. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Spellstaff}} {{School:=Transmutation}} {{Level: =Druid 6}} {{Components:=V,S,F}} {{Casting Time:= 10 minutes}} {{Range:= Touch}} {{Target:= Wooden quarterstaff touched}} {{Duration:= Permanent until discharged (D)}} {{Saving Throw:= Will negates (object) (DC=[[@{spelldc6}]])}} {{Spell Resist.:= Yes (object)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.
  1463.  
  1464. Focus: The staff that stores the spell}}
  1465.  
  1466. Stone Tell
  1467.  
  1468. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Stone Tell}} {{School:=Divination}} {{Level: =Druid 6}} {{Components:=V,S,DF}} {{Casting Time:= 10 minutes}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= @{casterlevel} minutes}} {{Notes= You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
  1469.  
  1470. You can speak with natural or worked stone}}
  1471.  
  1472. Summon Nature's Ally VI
  1473.  
  1474. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Nature’s Ally IV}} {{School:= Conjuration (Summoning) [See text]}} {{Level:= Druid 4 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell functions like summon nature’s ally I, except that you can summon one 6th-level creature, [[1d3]] 5th-level creatures of the same kind, or [[1d4+1]] lower-level creatures of the same kind.
  1475.  
  1476. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  1477.  
  1478.  
  1479. Summon Nature’s Ally
  1480.  
  1481. 1st Level
  1482.  
  1483. Dire rat
  1484. Eagle
  1485. Monkey
  1486. Octopus
  1487. Owl
  1488. Porpoise
  1489. Snake, Small viper
  1490. Wolf
  1491.  
  1492. 2nd Level
  1493.  
  1494. Bear, black
  1495. Crocodile
  1496. Dire badger
  1497. Dire bat
  1498. Elemental, Small (any)
  1499. Hippogriff
  1500. Shark, Medium
  1501. Snake, Medium viper
  1502. Squid
  1503. Wolverine
  1504.  
  1505. 3rd Level
  1506.  
  1507. Ape
  1508. Dire weasel
  1509. Dire wolf
  1510. Eagle (giant) [NG]
  1511. Lion
  1512. Owl (giant) [NG]
  1513. Satyr [CN; without pipes]
  1514. Shark, Large
  1515. Snake, constrictor
  1516. Snake, Large viper
  1517. Thoqqua
  1518.  
  1519. 4th Level
  1520.  
  1521. Arrowhawk, juvenile
  1522. Bear, brown
  1523. Crocodile giant
  1524. Deinonychus
  1525. Dire ape
  1526. Dire boar
  1527. Dire wolverine
  1528. Elemental, Medium (any)
  1529. Salamander, flamebrother [NE]
  1530. Sea cat
  1531. Shark, Huge
  1532. Snake, Huge viper
  1533. Tiger
  1534. Tojanida, juvenile
  1535. Unicorn [CG]
  1536. Xorn, minor
  1537.  
  1538. 5th Level
  1539.  
  1540. Arrowhawk, adult
  1541. Bear, polar
  1542. Dire lion
  1543. Elasmosaurus
  1544. Elemental, Large (any)
  1545. Griffon
  1546. Janni (genie)
  1547. Rhinoceros
  1548. Satyr [CN; with pipes]
  1549. Snake, constrictor (giant)
  1550. Nixie (sprite)
  1551. Tojanida, adult
  1552. Whale, orca
  1553.  
  1554. 6th Level
  1555.  
  1556. Dire bear
  1557. Elemental, Huge (any)
  1558. Elephant
  1559. Girallon
  1560. Megaraptor
  1561. Octopus (giant)
  1562. Pixie* [NG; no special arrows]
  1563. Salamander, average [NE]
  1564. Whale, baleen
  1565. Xorn, average
  1566. *Can’t cast irresistible dance}}
  1567.  
  1568. Transport via Plants
  1569.  
  1570. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Transport via Plants}} {{School:=Conjuration (Teleportation)}} {{Level: =Druid 6}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Unlimited}} {{Target:= You and touched objects or other touched willing creatures}} {{Duration:= 1 round}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.
  1571.  
  1572. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
  1573.  
  1574. You can’t use this spell to travel through plant creatures.
  1575.  
  1576. The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree}}
  1577.  
  1578. Wall of Stone
  1579.  
  1580. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Wall of Stone}} {{School:=Conjuration (Creation) [Earth]}} {{Level: =Druid 6}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= Stone wall whose area is up to [[5*@{casterlevel}]]square feet (S)}} {{Duration:= Instantaneous}} {{Saving Throw:= See text}} {{Spell Resist.:= No}} {{Notes= This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
  1581.  
  1582. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
  1583.  
  1584. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
  1585.  
  1586. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves}}
  1587.  
  1588.  
  1589.  
  1590. 7th Level
  1591.  
  1592. Animate Plants
  1593.  
  1594. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Animate Plants}} {{School:=Transmutation}} {{Level: =Druid 7}} {{Components:=V}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= One Large plant per three caster levels or all plants within range; see text}} {{Duration:= 1 round/level or 1 hour/level; see text}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants ([[@{casterlevel}/3]]. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
  1595.  
  1596. Use the statistics for animated objects, except that plants smaller than Large usually don’t have hardness.
  1597.  
  1598. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
  1599.  
  1600. Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts @{casterlevel} hours}}
  1601.  
  1602. Changestaff
  1603.  
  1604. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Changestaff}} {{School:= Transmutation}} {{Level: =Druid 7}} {{Components:=V,S,F}} {{Casting Time:= 1 round}} {{Range:= Touch}} {{Target:= Caster's touched staff}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes=You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
  1605.  
  1606. Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).
  1607.  
  1608. You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.}}
  1609.  
  1610. Control Weather
  1611.  
  1612. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Control Weather}} {{School:= Transmutation}} {{Level: =Druid 7}} {{Components:=V,S}} {{Casting Time:= 10 minutes; see text}} {{Range:=2 miles}} {{Area:= 3 mile radius circle, centered on you; see text}} {{Duration:= [[4d12*2]] hours; see text}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
  1613.  
  1614. Season Possible Weather
  1615. Spring Tornado, thunderstorm, sleet storm, or hot weather
  1616. Summer Torrential rain, heat wave, or hailstorm
  1617. Autumn Hot or cold weather, fog, or sleet
  1618. Winter Frigid cold, blizzard, or thaw
  1619. Late winter Hurricane-force winds or early spring (coastal area)
  1620.  
  1621. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
  1622.  
  1623. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
  1624.  
  1625. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.}}
  1626.  
  1627. Creeping Doom
  1628.  
  1629. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Creeping Doom}} {{School:=Conjuration (Summoning)}} {{Level: =Druid 7}} {{Components:=V,S}} {{Casting Time:= 1 round}} {{Range:= Close ([[[[25+2.5*@{casterlevel}]]feet); see text}} {{Effect:= One swarm of centipedes per two levels}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
  1630.  
  1631. You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).}}
  1632.  
  1633. Mass Cure Moderate Wounds
  1634.  
  1635. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Cure Moderate Wounds}} {{School:=Conjuration (Healing)}} {{Level: =Druid 7}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless); see text (DC=[[@{spelldc7}]])}} {{Spell Resist.:= Yes (harmless); see text}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You channel positive energy to cure ([[2d8+({[[@{casterlevel}]],30}dh1]]) points of damage in each selected creature.
  1636.  
  1637. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.}}
  1638.  
  1639. Fire Storm
  1640.  
  1641. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Fire Storm}} {{School:= Evocation (Fire)}} {{Level: =Druid 7}} {{Components:=V,S}} {{Casting Time:= 1 round}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Target:= [[2*@casterlevel]] 10 foot cubes}} {{Duration:= Instantaneous}} {{Saving Throw:= Reflex half (DC=[[@{spelldc7}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes [[(@{casterlevel}d6),20)dh1]] points of fire damage}}
  1642.  
  1643. Heal
  1644.  
  1645. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Heal}} {{School:=Conjuration (Healing)}} {{Level: =Druid 7}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc7}]])}} {{Spell Resist.:= Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
  1646.  
  1647. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
  1648.  
  1649. If used against an undead creature, heal instead acts like harm.}}
  1650.  
  1651. Greater Scrying
  1652.  
  1653. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Greater Scrying}} {{School:= Divination (Scrying)}} {{Level: =Druid 7}} {{Components:=V, S}} {{Casting Time:= 1 standard action}} {{Range:= See text}} {{Effect:= Magical sensor}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= Will negates (DC=[[@{spelldc7}]])}} {{Spell Resist.:= Yes}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
  1654.  
  1655. Knowledge Will Save Modifier
  1656. None1 +10
  1657. Secondhand (you have heard of the subject) +5
  1658. Firsthand (you have met the subject) +0
  1659. Familiar (you know the subject well) –5
  1660. 1 You must have some sort of connection to a creature you have no knowledge of.
  1661. Connection Will Save Modifier
  1662. Likeness or picture –2
  1663. Possession or garment –4
  1664. Body part, lock of hair, bit of nail, etc. –10
  1665. If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
  1666.  
  1667. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.
  1668.  
  1669. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
  1670.  
  1671. Druid Focus: A natural pool of water}}
  1672.  
  1673. Summon Nature's Ally VII
  1674.  
  1675. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Nature’s Ally IV}} {{School:= Conjuration (Summoning) [See text]}} {{Level:= Druid 7 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature, [[1d3]] 6th-level creatures of the same kind, or [[1d4+1]] lower-level creatures of the same kind.
  1676.  
  1677. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  1678.  
  1679.  
  1680. Summon Nature’s Ally
  1681.  
  1682. 1st Level
  1683.  
  1684. Dire rat
  1685. Eagle
  1686. Monkey
  1687. Octopus
  1688. Owl
  1689. Porpoise
  1690. Snake, Small viper
  1691. Wolf
  1692.  
  1693. 2nd Level
  1694.  
  1695. Bear, black
  1696. Crocodile
  1697. Dire badger
  1698. Dire bat
  1699. Elemental, Small (any)
  1700. Hippogriff
  1701. Shark, Medium
  1702. Snake, Medium viper
  1703. Squid
  1704. Wolverine
  1705.  
  1706. 3rd Level
  1707.  
  1708. Ape
  1709. Dire weasel
  1710. Dire wolf
  1711. Eagle (giant) [NG]
  1712. Lion
  1713. Owl (giant) [NG]
  1714. Satyr [CN; without pipes]
  1715. Shark, Large
  1716. Snake, constrictor
  1717. Snake, Large viper
  1718. Thoqqua
  1719.  
  1720. 4th Level
  1721.  
  1722. Arrowhawk, juvenile
  1723. Bear, brown
  1724. Crocodile giant
  1725. Deinonychus
  1726. Dire ape
  1727. Dire boar
  1728. Dire wolverine
  1729. Elemental, Medium (any)
  1730. Salamander, flamebrother [NE]
  1731. Sea cat
  1732. Shark, Huge
  1733. Snake, Huge viper
  1734. Tiger
  1735. Tojanida, juvenile
  1736. Unicorn [CG]
  1737. Xorn, minor
  1738.  
  1739. 5th Level
  1740.  
  1741. Arrowhawk, adult
  1742. Bear, polar
  1743. Dire lion
  1744. Elasmosaurus
  1745. Elemental, Large (any)
  1746. Griffon
  1747. Janni (genie)
  1748. Rhinoceros
  1749. Satyr [CN; with pipes]
  1750. Snake, constrictor (giant)
  1751. Nixie (sprite)
  1752. Tojanida, adult
  1753. Whale, orca
  1754.  
  1755. 6th Level
  1756.  
  1757. Dire bear
  1758. Elemental, Huge (any)
  1759. Elephant
  1760. Girallon
  1761. Megaraptor
  1762. Octopus (giant)
  1763. Pixie* [NG; no special arrows]
  1764. Salamander, average [NE]
  1765. Whale, baleen
  1766. Xorn, average
  1767. *Can’t cast irresistible dance
  1768.  
  1769. 7th Level
  1770.  
  1771. Arrowhawk, elder
  1772. Dire tiger
  1773. Elemental, greater (any)
  1774. Djinni (genie) [NG]
  1775. Invisible stalker
  1776. Pixie* [NG; with sleep arrows]
  1777. Squid (giant)
  1778. Triceratops
  1779. Tyrannosaurus
  1780. Whale, cachalot
  1781. Xorn, elder
  1782. *Can’t cast irresistible dance}}
  1783.  
  1784. Sunbeam
  1785.  
  1786. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Sunbeam}} {{School:=Evocation (Light)}} {{Level: =Druid 7}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= 60 feet}} {{Area:= Line from your hand}} {{Duration:= @{casterlevel} rounds or until all beams are exausted}} {{Saving Throw:= Reflex negates or Reflex half; see text (DC=[[@{spelldc7}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
  1787.  
  1788. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
  1789.  
  1790. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
  1791.  
  1792. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.}}
  1793.  
  1794. Transmute Metal to Wood
  1795.  
  1796. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Transmute Metal to Wood}} {{School:= Transmutation}} {{Level: =Druid 7}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= All metal objects within a 40 foot radius burst}} {{Duration:= Instantaneous}} {{Saving Throw:= None}} {{Spell Resist.:= Yes (object); see text}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
  1797.  
  1798. Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state}}
  1799.  
  1800. True Seeing
  1801.  
  1802. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts True Seeing}} {{School:= Divination}} {{Level: =Druid 7}} {{Components:=V,S,M}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Target:= Creature touched}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (harmless) (DC=[[@{spelldc7}]])}} {{Spell Resist.:= Yes (harmless)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
  1803.  
  1804. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
  1805.  
  1806. Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat}}
  1807.  
  1808. Wind Walk
  1809.  
  1810. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Wind Walk}} {{School:= Transmutation (Air)}} {{Level: =Druid 7}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Touch}} {{Targets:= You and [[@{casterlevel}/3]] touched creatures}} {{Duration:= @{casterlevel} hours (D); see text}} {{Saving Throw:= No and Will negates (harmless) (DC=[[@{spelldc7}]])}} {{Spell Resist.:= No and Yes (harmless)}} {{Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
  1811.  
  1812. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
  1813.  
  1814. A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
  1815.  
  1816. For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.}}
  1817.  
  1818.  
  1819.  
  1820. 8th Level
  1821.  
  1822. Animal Shapes
  1823.  
  1824. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Animal Shapes}} {{School:=Transmutation}} {{Level: =Druid 8}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Targets:= Up to @{casterlevel} willing creatures, all within 30 feet of each other}} {{Duration:= @{casterlevel} hours}} {{Saving Throw:= None; see text}} {{Spell Resist.:= Yes (harmless)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You transform up to @{casterlevel} willing creatures into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.}}
  1825.  
  1826. Control Plants
  1827.  
  1828. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Control Plants}} {{School:=Transmutation}} {{Level: =Druid 8}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Targets:= Up to [[2*@{casterlevel}]] HD of plant creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} minutes}} {{Saving Throw:= Will negates (DC=[[@{spelldc8}]])}} {{Spell Resist.:= No}} {{Notes= This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
  1829.  
  1830. Suicidal or self-destructive commands are simply ignored}}
  1831.  
  1832. Mass Cure Serious Wounds
  1833.  
  1834. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Cure Serious Wounds}} {{School:=Conjuration (Healing)}} {{Level: =Druid 8}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless); see text (DC=[[@{spelldc8}]])}} {{Spell Resist.:= Yes (harmless); see text}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You channel positive energy to cure ([[3d8+({[[@{casterlevel}]],35}dh1]]) points of damage in each selected creature.
  1835.  
  1836. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.}}
  1837.  
  1838. Earthquake
  1839.  
  1840. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Earthquake}} {{School:= Evocation (Earth)}} {{Level: =Druid 8}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= 80 foot radius spread (S)}} {{Duration:= 1 round}} {{Saving Throw:= See text}} {{Spell Resist.:= No}} {{Notes= When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
  1841.  
  1842. Cave, Cavern, or Tunnel: The spell collapses the roof, dealing [[8d6]] points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
  1843.  
  1844. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes [[8d6]] points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
  1845.  
  1846. Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
  1847.  
  1848. Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes [[8d6]] points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
  1849.  
  1850. River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
  1851.  
  1852. Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead}}
  1853.  
  1854. Finger of Death
  1855.  
  1856. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Finger of Death}} {{School:= Necromancy (Death)}} {{Level: =Druid 8}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= One living creature}} {{Duration:= Instantaneous}} {{Saving Throw:= Fortitude partial (DC=[[@{spelldc8}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes [[3d6+@{casterlevel},25}dh1]].
  1857.  
  1858. The subject might die from damage even if it succeeds on its saving throw}}
  1859.  
  1860. Repel Metal or Stone
  1861.  
  1862. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Repel Metal or Stone}} {{School:=Abjuration (Earth)}} {{Level: =Druid 8}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= 60 feet}} {{Area:= 60 foot line in front of you}} {{Duration:= @{casterlevel} rounds (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
  1863.  
  1864. Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.
  1865.  
  1866. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power}}
  1867.  
  1868. Reverse Gravity
  1869.  
  1870. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Reverse Gravity}} {{School:=Transmutation}} {{Level: =Druid 8}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Area:= Up to [[@{casterlevel}/2]]10 foot cubes}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None; see text}} {{Spell Resist.:= No}} {{Notes= This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
  1871.  
  1872. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling}}
  1873.  
  1874. Summon Nature's Ally VIII
  1875.  
  1876. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Nature’s Ally IV}} {{School:= Conjuration (Summoning) [See text]}} {{Level:= Druid 7 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell functions like summon nature’s ally I, except that you can summon one 8th-level creature, [[1d3]] 7th-level creatures of the same kind, or [[1d4+1]] lower-level creatures of the same kind.
  1877.  
  1878. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  1879.  
  1880.  
  1881. Summon Nature’s Ally
  1882.  
  1883. 1st Level
  1884.  
  1885. Dire rat
  1886. Eagle
  1887. Monkey
  1888. Octopus
  1889. Owl
  1890. Porpoise
  1891. Snake, Small viper
  1892. Wolf
  1893.  
  1894. 2nd Level
  1895.  
  1896. Bear, black
  1897. Crocodile
  1898. Dire badger
  1899. Dire bat
  1900. Elemental, Small (any)
  1901. Hippogriff
  1902. Shark, Medium
  1903. Snake, Medium viper
  1904. Squid
  1905. Wolverine
  1906.  
  1907. 3rd Level
  1908.  
  1909. Ape
  1910. Dire weasel
  1911. Dire wolf
  1912. Eagle (giant) [NG]
  1913. Lion
  1914. Owl (giant) [NG]
  1915. Satyr [CN; without pipes]
  1916. Shark, Large
  1917. Snake, constrictor
  1918. Snake, Large viper
  1919. Thoqqua
  1920.  
  1921. 4th Level
  1922.  
  1923. Arrowhawk, juvenile
  1924. Bear, brown
  1925. Crocodile giant
  1926. Deinonychus
  1927. Dire ape
  1928. Dire boar
  1929. Dire wolverine
  1930. Elemental, Medium (any)
  1931. Salamander, flamebrother [NE]
  1932. Sea cat
  1933. Shark, Huge
  1934. Snake, Huge viper
  1935. Tiger
  1936. Tojanida, juvenile
  1937. Unicorn [CG]
  1938. Xorn, minor
  1939.  
  1940. 5th Level
  1941.  
  1942. Arrowhawk, adult
  1943. Bear, polar
  1944. Dire lion
  1945. Elasmosaurus
  1946. Elemental, Large (any)
  1947. Griffon
  1948. Janni (genie)
  1949. Rhinoceros
  1950. Satyr [CN; with pipes]
  1951. Snake, constrictor (giant)
  1952. Nixie (sprite)
  1953. Tojanida, adult
  1954. Whale, orca
  1955.  
  1956. 6th Level
  1957.  
  1958. Dire bear
  1959. Elemental, Huge (any)
  1960. Elephant
  1961. Girallon
  1962. Megaraptor
  1963. Octopus (giant)
  1964. Pixie* [NG; no special arrows]
  1965. Salamander, average [NE]
  1966. Whale, baleen
  1967. Xorn, average
  1968. *Can’t cast irresistible dance
  1969.  
  1970. 7th Level
  1971.  
  1972. Arrowhawk, elder
  1973. Dire tiger
  1974. Elemental, greater (any)
  1975. Djinni (genie) [NG]
  1976. Invisible stalker
  1977. Pixie* [NG; with sleep arrows]
  1978. Squid (giant)
  1979. Triceratops
  1980. Tyrannosaurus
  1981. Whale, cachalot
  1982. Xorn, elder
  1983. *Can’t cast irresistible dance
  1984.  
  1985. 8th Level
  1986.  
  1987. Dire shark
  1988. Roc
  1989. Salamander, noble [NE]
  1990. Tojanida, elder}}
  1991.  
  1992. Sunburst
  1993.  
  1994. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Sunburst}} {{School:= Evocation}} {{Level: =Druid 8}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Area:= 80 foot radius burst}} {{Duration:= Instantaneous}} {{Saving Throw:= Reflex partial; see text (DC=[[@{spelldc8}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take [[6d6]] points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
  1995.  
  1996. An undead creature caught within the globe takes [[@{casterlevel}d6,25}dh1]] points of damage, or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
  1997.  
  1998. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
  1999.  
  2000. Sunburst dispels any darkness spells of lower than 9th level within its area}}
  2001.  
  2002. Whirlwind
  2003.  
  2004. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Whirlwind}} {{School:= Evocation (Air)}} {{Level: =Druid 8}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Effect:= Cyclone 10 feet wide at base, 30 feet wide at top, and 30 feet tall}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= Reflex negates; see text (DC=[[@{spelldc8}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for [[1d3]] rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.)
  2005.  
  2006. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released}}
  2007.  
  2008. Word of Recall
  2009.  
  2010. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Word of Recall}} {{School:=Conjuration (Teleportation)}} {{Level: =Druid 8}} {{Components:=V}} {{Casting Time:= 1 standard action}} {{Range:= Unlimited}} {{Target:= You and touched objects or other willing creatures}} {{Duration:= Instantaneous}} {{Saving Throw:= None or Will negates (harmless, object) (DC=[[@{spelldc8}]])}} {{Spell Resist.:= No or Yes (harmless, object)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring @{casterlevel} additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.
  2011.  
  2012. An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw}}
  2013.  
  2014.  
  2015.  
  2016. 9th Level
  2017.  
  2018. Antipathy
  2019.  
  2020. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Antipathy}} {{School:= Enchantment (Compulsion) [Mind-Affecting]}} {{Level: =Druid 9}} {{Components:=V,S,DF}} {{Casting Time:= 1 hour}} {{Range:= Close ([[25+[[@{casterlevel}/2]]]]feet)}} {{Target:= One location (up to a [[10*@{casterlevel}]] foot cube) or one object}} {{Duration:= [[2*@{casterlevel}]]hours (D)}} {{Saving Throw:= Will partial (DC=[[@{spelldc9}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
  2021.  
  2022. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
  2023.  
  2024. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.
  2025.  
  2026. Antipathy counters and dispels sympathy}}
  2027.  
  2028. Mass Cure Critical Wounds
  2029.  
  2030. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Mass Cure Critical Wounds}} {{School:=Conjuration (Healing)}} {{Level: =Druid 9}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Target:= @{casterlevel} creatures, no two of which can be more than 30 feet apart}} {{Duration:= Instantaneous}} {{Saving Throw:= Will half (harmless); see text (DC=[[@{spelldc9}]])}} {{Spell Resist.:= Yes (harmless); see text}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You channel positive energy to cure ([[4d8+({[[@{casterlevel}]],40}dh1]]) points of damage in each selected creature.
  2031.  
  2032. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.}}
  2033.  
  2034. Elemental Swarm
  2035.  
  2036. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Elemental Swarm}} {{School:= Conjuration (Summoning) [see text]}} {{Level: =Druid 9}} {{Components:=V,S}} {{Casting Time:= 10 minutes}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= Two or more summoned creatures, no two of which can be more than 30 ft. apart}} {{Duration:= [[10*@{casterlevel}]]minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water).
  2037.  
  2038. When the spell is complete, [[2d4]] Large elementals appear. Ten minutes later, [[1d4]] Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.
  2039.  
  2040. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.
  2041.  
  2042. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type}}
  2043.  
  2044. Foresight
  2045.  
  2046. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Foresight}} {{School:= Divination}} {{Level: =Druid 9}} {{Components:=V,S,DF}} {{Casting Time:= 1 standard action}} {{Range:= Personal or touch}} {{Target:= See text}} {{Duration:= [[10*@{casterlevel}]]minutes}} {{Saving Throw:= None or Will negates (harmless) (DC=[[@{spelldc9}]])}} {{Spell Resist.:= No or Yes (harmless)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
  2047.  
  2048. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves}}
  2049.  
  2050. Regenerate
  2051.  
  2052. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Regenerate}} {{School:= Conjuration (Healing)}} {{Level: =Druid 9}} {{Components:=V,S,DF}} {{Casting Time:= 3 full rounds}} {{Range:= Touch}} {{Target:= Living creature touched}} {{Duration:= Instantaneous}} {{Saving Throw:= Fortitude negates (harmless) (DC=[[@{spelldc9}]])}} {{Spell Resist.:= Yes (harmless)}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes [[2d10]] rounds otherwise.
  2053.  
  2054. Regenerate also cures [[4d8+@{casterlevel},35}dh1]], rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).}}
  2055.  
  2056. Shambler
  2057.  
  2058. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Shambler}} {{School:= Conjuration (Creation)}} {{Level: =Druid 9}} {{Components:=V,S}} {{Casting Time:= 1 standard action}} {{Range:= Medium ([[100+10*@{casterlevel}]]feet)}} {{Effect:= Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text}} {{Duration:= Seven days or seven months (D); see text}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= The shambler spell creates [[1d4+2]] shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.
  2059.  
  2060. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.}}
  2061.  
  2062. Shapechange
  2063.  
  2064. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Shapechange}} {{School:= Transmutation}} {{Level: =Druid 9}} {{Components:=V,S,F}} {{Casting Time:= 1 standared}} {{Range:= Personal}} {{Target:= Caster}} {{Duration:= [[10*@{casterlevel}]]minutes (D)}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
  2065.  
  2066. You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
  2067.  
  2068. You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
  2069.  
  2070. Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)}}
  2071.  
  2072. Storm of Vengeance
  2073.  
  2074. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Storm of Vengeance}} {{School:= Conjuration (Summoning)}} {{Level: =Druid 9}} {{Components:=V,S}} {{Casting Time:= 1 round}} {{Range:= Long ([[400+40*@{casterlevel}]]feet)}} {{Effect:= 360 foot radius storm cloud}} {{Duration:= Concentration (maximum 10 rounds) (D)}} {{Saving Throw:= See text}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
  2075.  
  2076. If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
  2077.  
  2078. 2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
  2079.  
  2080. 3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
  2081.  
  2082. 4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
  2083.  
  2084. 5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain 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). Speed is reduced by three-quarters.
  2085.  
  2086. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast}}
  2087.  
  2088. Summon Nature’s Ally IX
  2089.  
  2090. &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Summon Nature’s Ally IX}} {{School:= Conjuration (Summoning) [See text]}} {{Level:= Druid 9 }} {{Components:=V,S,DF}} {{Casting Time:=1 round}} {{Range:= Close ([[25+2.5*@{casterlevel}]]feet)}} {{Effect:= One or more creatures, no two of which can be more than 30 ft. apart}} {{Duration:= @{casterlevel} rounds}} {{Saving Throw:= None}} {{Spell Resist.:= No}} {{Notes= This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature, [[1d3]] 8th-level creatures of the same kind, or [[1d4+1]] lower-level creatures of the same kind.
  2091.  
  2092. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
  2093.  
  2094.  
  2095. Summon Nature’s Ally
  2096.  
  2097. 1st Level
  2098.  
  2099. Dire rat
  2100. Eagle
  2101. Monkey
  2102. Octopus
  2103. Owl
  2104. Porpoise
  2105. Snake, Small viper
  2106. Wolf
  2107.  
  2108. 2nd Level
  2109.  
  2110. Bear, black
  2111. Crocodile
  2112. Dire badger
  2113. Dire bat
  2114. Elemental, Small (any)
  2115. Hippogriff
  2116. Shark, Medium
  2117. Snake, Medium viper
  2118. Squid
  2119. Wolverine
  2120.  
  2121. 3rd Level
  2122.  
  2123. Ape
  2124. Dire weasel
  2125. Dire wolf
  2126. Eagle (giant) [NG]
  2127. Lion
  2128. Owl (giant) [NG]
  2129. Satyr [CN; without pipes]
  2130. Shark, Large
  2131. Snake, constrictor
  2132. Snake, Large viper
  2133. Thoqqua
  2134.  
  2135. 4th Level
  2136.  
  2137. Arrowhawk, juvenile
  2138. Bear, brown
  2139. Crocodile giant
  2140. Deinonychus
  2141. Dire ape
  2142. Dire boar
  2143. Dire wolverine
  2144. Elemental, Medium (any)
  2145. Salamander, flamebrother [NE]
  2146. Sea cat
  2147. Shark, Huge
  2148. Snake, Huge viper
  2149. Tiger
  2150. Tojanida, juvenile
  2151. Unicorn [CG]
  2152. Xorn, minor
  2153.  
  2154. 5th Level
  2155.  
  2156. Arrowhawk, adult
  2157. Bear, polar
  2158. Dire lion
  2159. Elasmosaurus
  2160. Elemental, Large (any)
  2161. Griffon
  2162. Janni (genie)
  2163. Rhinoceros
  2164. Satyr [CN; with pipes]
  2165. Snake, constrictor (giant)
  2166. Nixie (sprite)
  2167. Tojanida, adult
  2168. Whale, orca
  2169.  
  2170. 6th Level
  2171.  
  2172. Dire bear
  2173. Elemental, Huge (any)
  2174. Elephant
  2175. Girallon
  2176. Megaraptor
  2177. Octopus (giant)
  2178. Pixie* [NG; no special arrows]
  2179. Salamander, average [NE]
  2180. Whale, baleen
  2181. Xorn, average
  2182. *Can’t cast irresistible dance
  2183.  
  2184. 7th Level
  2185.  
  2186. Arrowhawk, elder
  2187. Dire tiger
  2188. Elemental, greater (any)
  2189. Djinni (genie) [NG]
  2190. Invisible stalker
  2191. Pixie* [NG; with sleep arrows]
  2192. Squid (giant)
  2193. Triceratops
  2194. Tyrannosaurus
  2195. Whale, cachalot
  2196. Xorn, elder
  2197. *Can’t cast irresistible dance
  2198.  
  2199. 8th Level
  2200.  
  2201. Dire shark
  2202. Roc
  2203. Salamander, noble [NE]
  2204. Tojanida, elder
  2205.  
  2206. 9th Level
  2207.  
  2208. Elemental, elder
  2209. Grig [NG; with fiddle]
  2210. Pixie* [NG; with sleep and memory loss arrows]
  2211. Unicorn, celestial charger
  2212. *Can cast irresistible dance}}
  2213.  
  2214. Sympathy
  2215.  
  2216. &{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Sympathy}} {{School:= Enchantment (Compulsion) [Mind-Affecting]}} {{Level: =Druid 9}} {{Components:=V,S,M}} {{Casting Time:= 1 hour}} {{Range:= Close ([[25+5*[[@{casterlevel}/2]]]]feet)}} {{Target:= One location (up to a [[10*@{casterlevel}]] foot cube) or one object}} {{Duration:= [[2*@{casterlevel}]]hours (D)}} {{Saving Throw:= Will negates; see text (DC=[[@{spelldc9}]])}} {{Spell Resist.:= Yes}} {{ Caster level check: = [[ 1d20+@{casterlevel}+@{spellpen} ]] vs spell resistance.}} {{Notes= You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.
  2217.  
  2218. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.
  2219.  
  2220. Sympathy counters and dispels antipathy.
  2221.  
  2222. Material Component: 1,500 gp worth of crushed pearls and a drop of honey.}}
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