Transmutation
Level: Druid 9
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Animal touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a touch, you gift your animal
ally with nature’s strength, resilience, and speed.
The affected animal gains a +10 morale
bonus on attack rolls and damage rolls and 1d8 temporary hit points per caster
level, plus the effect of a haste spell (PH 239).
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Touching your friend, you
concentrate, imagining a light flowing from your body into his. As you do so, a
blue glow flickers to life in the center of your
chest, and it travels down your arm into his form, granting him a portion of
your power.
You take a –4 penalty to your choice of
Strength, Dexterity, or Constitution, and your subject gains an equivalent
bonus to the same ability score. You get no saving throw to avoid the loss, but
your subject can attempt a Fortitude save to avoid the gain, if desired.
Evocation
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Animal touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Rubbing the animal’s side, you
whisper the final bit of the spell’s ritual. The animal glances at you before
turning its attention to your foes, bristling as it does so.
You grant the subject animal a +1 luck
bonus on attack rolls and damage rolls for every three caster levels you
possess (maximum +5).
Transmutation
Level: Druid 3, ranger 3
Components: V, S, F
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Area: Structure up to 40 ft. square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With a final wave of your hand, the
ground beneath your feet trembles and the landscape shifts into a new form.
You shape a natural setting into a
formidable defensive position. Usually this spell is used to prepare an open
outdoor area such as a hillside or a forest, but a large natural cavern could
be shaped into a divine rampart. Artificial structures or features are not
affected, although nature’s rampart
could be positioned to
fill a gap between two buildings or barricade an unpaved road. The effect of
the spell depends on the terrain: Open Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick at its
base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along
the perimeter of the site.
Creatures behind the dike receive cover.
Attackers approaching on foot must scramble down into the ditch and then
climbing 10 feet to reach the top of the dike (Climb DC 10).
Rough Outdoor Site or Cavern: Loose stones and boulders, dead wood, and
patches of dense briars are arranged to form a defensible wall 5 feet high and
2 feet thick at the base around the perimeter of the site. Creatures behind the
wall receive cover.
Marshy or Low-Lying Site: In areas such as marsh, bog, swamp, or
tundra, nature’s rampart
cannot raise a wall,
but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures
forced to wade the ditch are reduced to 1/4 their normal speed (minimum 5 feet)
and cannot charge or run.
Focus: A small quartz gem engraved with the image
of an exquisite tiny castle, worth at least 100 gp.
Necromancy
Level: Druid 0, ranger 1
Components: S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Reaching out with your heart, you
seek knowledge of the health of plants and animals in the area.
This spell is similar to deathwatch (PH 217), but it functions only on animals and
plants. In addition, it also allows you to determine a variety of other mundane
information about the animals and plants (whether or not the plants are
dehydrated, the animals are malnourished, and so forth).
Conjuration (Creation)
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
You windmill your arm to complete the
spell and nearly gag before exhaling a great gout of
putrid-smelling green gas.
You breathe out a cone of nauseating vapors. Any creature in the area must succeed on a
Fortitude save or be nauseated for 1d6 rounds.
Material Component: A piece of fish at least one day old.
Necromancy
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level
You speak the ancient words of this
spell and an aura of black, crackling negative energy surrounds you.
Each round on your turn, every living
creature within 10 feet of you loses 1 hit point per three caster levels
(maximum 5). Undead creatures instead gain 2 hit
points per round (though they can’t exceed their full normal hit point total
from this effect). Characters with immunity to negative energy effects are not
affected by this aura. The aura does not affect you.
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
You suffuse your ally with a brief, blue
glow. He jerks away from you, as if he can anticipate your next action.
You cast this spell when you and your party
roll for initiative. You enhance the subject’s reactions in combat, granting it
a +5 bonus on its initiative check for the current encounter. If the subject
does not make an initiative check within 1 round, this spell has no effect.
Illusion (Shadow) [Darkness]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 25 ft. apart
Duration: 1d6 rounds
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell, and the
surrounding shadows shift at your command, flying toward your targets and
wrapping themselves around them.
This spell gives the subjects concealment,
but the shifting magic shadows also inhibit the subjects’ ability to ascertain
their surroundings. The subjects can see only 5 feet through the shadows that
coat them, and foes within that range have concealment from the subjects. Darkvision does not penetrate a net of shadows.
Enchantment (Compulsion) [Mind-Affecting,
Sonic]
Level: Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your music calms your foe, sending it
to sleep while it remains upright. As you perform, it starts to twitch and
moan, as if tormented by unseen fears.
This spell can put a target into a surreal,
sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.
Necromancy [Evil]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A touch from your hand, which sheds
darkness like the blackest night, disrupts the life force of a living creature.
Your touch deals 1d6 points of damage per
caster level (maximum 15d6) and 1d6+2 points of Constitution damage. (A
successful Fortitude saving throw negates the Constitution damage.) The spell
has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss,
but it must make a successful Will saving throw or flee as if panicked for 1d4
rounds +1 round per caster level.
Abjuration
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
With a whisper-quiet whoosh, a field
of shadowy energy cloaks your body.
This spell provides a +1 resistance bonus
on saving throws; this resistance bonus increases to +2 at caster level 6th and
+3 at caster level 9th. In addition, the spell negates magic missile attacks directed at you.
Transmutation
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Moving the potion you hold in a
circle before you, you finish speaking the words of the spell before quaffing
the potion in one gulp. A moment later you feel discomfort as your connection
to the arcane energies of the world around you slips away. In its place, you
find your mind and body filled with abilities you lacked before.
You gain a +4 enhancement bonus to
Dexterity, a +3 luck bonus to Armor Class, a +5 luck
bonus on Reflex saving throws, a +5 competence bonus on Spot, Listen, Hide, and
Move Silently checks, and proficiency with all simple weapons plus the hand
crossbow, rapier, sap, shortbow, and short sword. You
also gain the Weapon Finesse feat and the evasion ability (PH 50). You deal an extra 3d6 points of damage whenever you attack an
opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue’s sneak
attack ability.
You lose your spellcasting
ability for the duration of the spell, including your ability to use spell
trigger or spell completion magic items, just as if the spells were no longer
on your class list.
Material Component: A potion of cat’s grace, which you drink (and whose effect is subsumed by this spell’s
effect).
Evocation [Light]
Level: Cleric 1, Purification 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged (D) A glittering corona of sunlight
surrounds your body at a few inches distance—until you release it as a focused
blast of divine energy.
The nimbus of light around you glows like a
lantern, providing bright illumination in a 30-foot radius (and shadowy
illumination for an additional 30 feet) from you.
As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling
it toward a foe within 30 feet. You must succeed on a ranged touch attack with
the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed
since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch
attack is successful or not.
Transmutation [Water]
Level: Bard 6
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You feel a longing for cool waters,
and a forceful confidence manifests within you.
Your movements and thoughts become
filled with grace.
This potent spell infuses you with powerful
fey magic, granting you many of the traits and abilities of a nixie (MM 235). Upon casting
this spell, you gain a swim speed of 30 feet. You can breathe underwater, and
you gain low-light vision and damage reduction 5/cold iron. You also gain a +6
enhancement bonus to Dexterity, a +2 enhancement bonus to Wisdom, and a +8
enhancement bonus to Charisma.
Focus: A lock of nixie’s
hair, freely given to you by a nixie.