WAIL OF DOOM... 2

WALL OF CHAOS. 2

WALL OF DISPEL MAGIC.. 2

WALL OF EVIL. 2

WALL OF GEARS. 3

WALL OF GLOOM... 3

WALL OF GOOD.. 4

WALL OF GREATER DISPEL MAGIC.. 4

WALL OF LAW... 4

WALL OF LIGHT. 4

WALL OF LIMBS. 5

WALL OF SAND.. 6

WALL OF SMOKE. 6

WALL OF WATER.. 7

WAR CRY.. 7

WARNING SHOUT. 8

WATERSPOUT. 8

WAVE OF GRIEF. 9

WEAPON OF ENERGY.. 9

WEAPON OF IMPACT. 10

WEAPON OF THE DEITY.. 10

WEAPON SHIFT. 11

WEATHER EYE. 11

WEIGHED IN THE BALANCE. 12

WHIRLING BLADE. 12

WHIRLWIND, GREATER.. 13

WILD RUNNER.. 14

WIND AT BACK.. 14

WIND TUNNEL. 15

WINGBIND.. 15

WINGED MOUNT. 15

WINGS OF AIR.. 16

WINGS OF AIR, GREATER.. 16

WINGS OF THE SEA.. 16

WINTER CHILL. 17

WINTER’S EMBRACE. 17

WITHER LIMB.. 17

WITHERING PALM... 18

WOOD ROT. 18

WOOD WOSE. 19

WORD OF BINDING.. 19

WOUNDING WHISPERS. 20

WORD OF BALANCE. 20

WRACK.. 21

WRACKING TOUCH.. 21

WRAITHSTRIKE. 22

WRATHFUL CASTIGATION.. 22

WAIL OF DOOM

Necromancy [Fear, Mind-Affecting, Sonic]
Level: Bard 5
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous + 1 round/ level or 1 round; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

 

You unleash a terrible cry of malice and anger. The very air darkens with black energy as your cry echoes away from you.

 

Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized. Each creature takes 1d4 points of damage per caster level (maximum 15d4) and becomes panicked for 1 round per caster level. A successful Will save halves the damage, reduces the panicked effect to shaken, and reduces the duration of the shaken effect to 1 round.

 

WALL OF CHAOS

Abjuration [Chaotic]
Level: Cleric 4, sorcerer/wizard 4
You invoke the abjuration, and a wall of multicolored energy springs up, becoming translucent and vanishing in a flash.

 

This spell functions like wall of good (see below), except that lawful creatures are blocked.

 

WALL OF DISPEL MAGIC

Abjuration
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

 

You cast the spell and a translucent wall springs up, a shimmering field of faded colors that swirls and merges with itself like the surface of a soap bubble.

 

This spell creates a transparent, permeable barrier. Anyone passing through it becomes the target of a dispel magic effect (PH 223) at your caster level. A summoned creature targeted in this way can be dispelled by the effect.

 

A wall of dispel magic cannot be seen or felt by ordinary means, or even with a see invisibility spell. Detect magic indicates the presence of the effect, and true seeing reveals its presence.

 

WALL OF EVIL

Abjuration [Evil]
Level: Cleric 4, sorcerer/wizard 4
You invoke the abjuration and a wall of red and black energy springs up, only to fade away to invisibility.

 

This spell functions like wall of good (see below), except that good creatures are blocked.

 

WALL OF GEARS

Conjuration (Creation)
Level: Mechanus 6, sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall of moving gears whose area is up to one 10-ft. square/level; see text
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No

 

You pop the gear into your mouth and make a humming, buzzing incantation.

 

The sound takes on a life of its own, and springing from the ground is a huge wall made of machinery, all spinning, clattering and moving about, endangering all who are close to it.

 

This spell creates a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts.

 

Each 5-foot square of the wall’s surface has hardness 10 and 90 hit points.

 

Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage.

 

Material Component: A small gear.

 

WALL OF GLOOM

Illusion (Shadow) [Darkness, Fear, Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level
Duration: Concentration + 1 round/ level
Saving Throw: None
Spell Resistance: No

 

Rubbing the fleece between your fingers, you hold up your hand and shout an arcane word. In an instant, a wall of dark shadow appears in the indicated location. Dark whispers, barely perceptible, constantly issue forth from the far side of the wall, causing a cold chill to run up your spine.

 

You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty.

 

Wall of gloom counters or dispels any light spell of equal or lower level.

 

Material Component: A bit of fleece from a black sheep.

 

WALL OF GOOD

Abjuration [Good]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes

 

You invoke the abjuration, and a cascade of brilliant white energy springs up in a wall that becomes invisible almost instantly.

 

You create an immobile barrier that inhibits evil creatures. An evil summoned creature cannot pass through the wall in either direction, and any other evil creature must succeed on a Will save each time it attempts to move through the wall. If the saving throw is failed, the creature’s movement is stopped, and it can take no other action that round.

 

A wall of good must be continuous and unbroken when formed. If it is cast so that an object or creature breaks its surface, the spell fails.

 

Arcane Material Component: Powdered silver worth 25 gp.

 

WALL OF GREATER DISPEL MAGIC

Abjuration
Level: Cleric 8, sorcerer/wizard 8
You cast the spell and a translucent wall springs up, its shimmering field pulsing with strong, malignant shades than spin and twist into each other.

 

This spell functions like wall of dispel magic (see above), except that the effect is that of greater dispel magic (PH 223).

 

WALL OF LAW

Abjuration [Lawful]
Level: Cleric 4, sorcerer/wizard 4
You invoke the abjuration, and a wall of translucent silver energy springs up before fading away to nothingness.

 

This spell functions like wall of good (see above), except that chaotic creatures are blocked.

 

WALL OF LIGHT

Evocation [Light]
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes; see text

 

A blinding flash accompanies the completion of this spell as a wall of pure light springs into being.

 

This spell causes a wall of dazzling yellow-white light to come into being at any point within range. The wall is opaque to all other creatures, though you can see through it without difficulty.

 

A wall of light has no physical substance and does not otherwise hinder attacks, movement, or spells passing through it, although it blocks line of sight for other creatures.

 

A creature that passes through a wall of light becomes dazzled for the duration of the spell. Spell resistance applies when passing through the wall.

 

Sightless creatures and those already dazzled are not affected by passing through a wall of light.

 

A wall of light sheds light equivalent to a daylight spell. Wall of light counters or dispels any darkness spell of equal or lower level.

 

Material Component: A pinch of powdered sunstone.

 

WALL OF LIMBS

Evocation
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: A wall of whirling limbs up to 20 ft. long/level, or a ring of whirling limbs with a radius of up to 5 ft./2 levels, either form 20 ft. high
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

 

By flexing your arm and speaking the repetitive words of power, you unleash the spell. In the distance, the ground is covered in a writhing mass. As you watch, over the course of a few seconds, the writhing mass rises up and forms a wall of thousands of wriggling arms resembling your own.

 

An immobile, vertical curtain of whirling limbs springs into existence. The limbs resemble your own forelimbs.

 

A creature attempting to move through the wall takes 5d6 points of damage and must succeed on a DC 18 Strength check or become stuck within the wall and unable to move (a charging creature gains a +2 bonus on the Strength check). The creature takes 5d6 points of damage each round at the beginning of your turn until freed. A creature can free itself with a DC 18 Strength check, or by dealing 30 points of damage to a 5-foot section of wall.

 

A creature that starts its turn next to a wall of limbs must succeed on a DC 18 Strength check or be grabbed by the flailing arms and become stuck, as above.

 

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.

 

Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

 

A wall of limbs provides cover against attacks made through it.

 

WALL OF SAND

Conjuration (Creation) [Earth]
Level: Cleric 4, druid 5, sorcerer/ wizard 4
Components: V, S, M/DF
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: Concentration + 1 round/ level
Saving Throw: None
Spell Resistance: No

 

With a rush of hot air, a swirling wall of blowing sand leaps into being.

 

This spell conjures up a 10-foot-thick, viscous, opaque wall of swirling sand.

 

The spell must be cast so that it rests on a solid surface. Once cast, the wall is immobile. The sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures can attempt to force their way through it. Moving through a wall of sand is difficult, requiring a full-round action and a Strength check. A creature moves 5 feet through a wall of sand for every 5 points by which its Strength check result exceeds 10.

 

Creatures within a wall of sand are considered blinded and deafened, and they are unable to speak or breathe.

 

Thus, they might begin to suffocate (DMG 304) if they remain within the wall too long. Spells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 + spell level).

 

Creatures with reach can attempt to attack through the wall, but targets have total concealment and total cover, and the attacker must have a general idea where the target is located.

 

Any open, unprotected flame thrust into a wall of sand is instantly extinguished.

 

Arcane Material Component: A handful of sand.

 

WALL OF SMOKE

Conjuration (Creation)
Level: Druid 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

 

You wave your hand in a circular motion, and black smoke swirls into existence as a dark wall.

 

This spell creates a thin wall of black smoke. The wall is stationary once created.

 

The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.

 

A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.

 

This spell does not function underwater.

 

WALL OF WATER

Conjuration (Creation) [Water]
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 10 minutes/level
Saving Throw: Reflex negates; see text
Spell Resistance: No

 

A wall springs up in the area you designate.

 

Composed of a sheet of water rising vertically, the transparent wall does not prevent you from seeing beyond it. The water of the wall is calm as a lake on a windless day.

 

This spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you). The water forms around objects and creatures in its area, plunging these creatures and objects underwater. A creature in the area where the water is created can make a Reflex save to move to a random side of the wall before it forms completely. This movement must occur on the creature’s next turn, or it immediately suffers the full effect of being in the wall.

 

Creatures can move through a wall of water by making Swim checks, or can walk along the floor at half speed; the water itself is considered to be calm water. Any open flames in the area when the water forms are immediately extinguished. Creatures with the fire subtype take 2d6 points of damage +1 point per caster level each round they remain partially or wholly in the wall.

 

Although the wall is transparent, it provides cover to any targets inside against attacks launched from outside the wall. It cannot be destroyed by physical damage, nor can it be drained off to a different location. Water brought out of the wall in a container instantly evaporates as the wall itself forms more water to replace what was removed.

 

Material Component: A sponge.

 

WAR CRY

Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

You jab your weapon into the air as if in triumph, letting out a cry of victory before you have even made your attack. Foes around you seem surprised by your display even as the feeling grows within you that you cannot fail.

 

You gain a +4 morale bonus on attack rolls and damage rolls made as part of a charge.

 

If you deal damage with a charge attack, your foe must succeed on a Will save or become panicked for 1 round (spell resistance applies to this effect).

 

WARNING SHOUT

Transmutation [Sonic]
Level: Paladin 1
Components: V
Casting Time: 1 immediate action
Range: 30
ft.
Targets
: All allies within 30 feet
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

You shout a few words imbued with power by your faith, and your next words ring out clear and far despite other noise or intervening barriers.

 

All allies within range are no longer considered flat-footed, even if they have not yet acted in the current combat.

 

Anyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within the area is woken by a warning shout.

 

WATERSPOUT

Conjuration (Creation) [Water]
Level: Druid 7, Ocean 7
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: Cylinder (5-ft. radius, 80 ft. high)
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

 

Water whirls into the air, swirling upward with a thunderous noise like a tornado of fluid.

 

Waterspout causes water to rise up into a whirling, cylindrical column.

 

You can direct the movement of the waterspout as a move action.

 

A waterspout moves at a speed of 30 feet. You can concentrate on controlling the waterspout’s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing a waterspout’s movement or changing its programmed movement is a move action for you. A waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell’s range, it collapses and the spell ends.

 

A waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with it must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures that fail their saves are sucked into the spout and held suspended in its powerful currents, taking 2d6 points of damage each round (no save). Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking 8d6 points of falling damage) 1d8×5 feet from the base of the waterspout.

 

Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller.

 

Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as described above.

 

Only the smallest of watercraft, such as canoes, kayaks, or coracles, can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save if it so chooses to avoid being sucked up.

 

WAVE OF GRIEF

Enchantment [Evil, Mind-Affecting]
Level: Bard 2, blackguard 2, cleric 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Emitting a mournful wail, you send out a pulse of magic imbued with sorrow and sadness.

 

All within the cone when the spell is cast take a –3 penalty on attack rolls, saving throws, ability checks, and skill checks.

 

Material Component: Three tears.

 

WEAPON OF ENERGY

Transmutation [see text]
Level: Cleric 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One weapon
Duration: 1 round/level
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (harmless, object)

 

Your hand glows slightly. With a touch, you transfer the glow from your hand onto the intended weapon.

 

You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a flaming burst weapon deals extra fire damage on a hit or a critical hit. The weapon can deal acid, cold, electricity, or fire damage, chosen by you at the time of casting. The weapon deals an extra 1d6 points of damage of that energy type on a successful hit. On a critical hit, the weapon deals an additional 1d10 points of energy damage. If the weapon’s critical multiplier is ×3, add 2d10 points of energy damage instead, and if the multiplier is ×4, add 3d10 points of energy damage.

 

This spell can be cast on a weapon that already deals energy damage, and if the weapon already creates the same type of damage as the spell, the effects stack. For example, if cast on a +1 flaming longsword to give it additional fire damage, the weapon now deals an extra 2d6 points of fire damage per hit.

 

This spell has a descriptor that is the same as the energy created by the target weapon. For example, weapon of energy is a fire spell when used to give a weapon bonus fire damage.

 

WEAPON OF IMPACT

Transmutation
Level: Bard 3, cleric 3, sorcerer/ wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One bludgeoning weapon or fifty bludgeoning projectiles, all of which must be in contact with one another at the time of casting
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)

 

You pass your hands over the weapon, and its head glows with a blue-gold radiance.

 

This spell makes a bludgeoning weapon have greater impact, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. If the spell is cast on sling bullets or other bludgeoning projectiles, the weapon of impact effect on a particular projectile ends after one use, whether or not the missile strikes its intended target.

 

Multiple effects that increase a weapon’s threat range, such as the Improved Critical feat, don’t stack.

 

WEAPON OF THE DEITY

Transmutation
Level: Blackguard 3, cleric 3, paladin 3
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)

 

Wielding the weapon your deity favors, you call upon that divine force to imbue it with power.

 

You must be holding your deity’s favored weapon to cast this spell. You can use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two ends, as chosen by you.

 

When you reach caster level 9th, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it becomes +5.

 

The list below includes deities from the core pantheon as well as other deities described in D&D supplements, along with the five alignment components.

 

If a cleric worshiping a different deity casts this spell, the DM should assign an appropriate weapon special ability of the same power level as those given here.

 

Deities
Bahamut: Boccob: Corellon Larethian: Ehlonna: Erythnul: Fharlanghn: Garl Glittergold: Gruumsh: Heironeous: Hextor: Kord: Kurtulmak: Lolth: Moradin: Nerull: Obad-Hai: Olidammara: Pelor: St. Cuthbert: Vecna: Wee Jas: Tiamat: Yondalla:

 

Alignments
Good: Evil: Neutral: Law: Chaos:

 

WEAPON SHIFT

Transmutation
Level: Bard 2, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One melee weapon of up to 15 lb.
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

 

Waving the folded sheet of parchment before you, you firmly grasp the target weapon. A barely perceptible rust-brown glow engulfs it, then grows into a shining radiance of molten-metal red. As the radiance subsides, you note with satisfaction that the weapon now has the desired shape.

 

A weapon shift spell allows you to temporarily transform any one melee weapon into a different melee weapon. Thus, a greatclub could be transformed into a greatsword, a light pick into a morning star, or a dagger into a battleaxe.

 

Improvised weapons and double weapons cannot be targeted or be the result of this spell. Magic weapons transformed retain all their special abilities as long as the new form could legally have those abilities, and weapons made from special materials retain their special materials.

 

Material Component: A piece of parchment folded into the shape of the weapon type desired.

 

WEATHER EYE

Divination
Level: Druid 3
Components: V, S, M, F
Casting Time: 1 hour
Range: 1 mile + 1 mile/level
Area: 1-mile radius + 1-mile/level

 

centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

Using your connection to the divine forces and nature, you gaze into your scrying device and summon images to mind of what the future holds for the weather.

 

You can accurately predict the natural weather up to one week into the future.

 

If unnatural forces currently affect the weather, then weather eye reveals the spells or abilities in effect, though not the source of those abilities.

 

Material Component: Incense.

 

Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).

 

WEIGHED IN THE BALANCE

Necromancy
Level: Balance 9
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

 

You speak the words of power, and a warm orange fire radiates from you, aiding those that believe in the true balance, and harming all others.

 

This spell harms or heals creatures within its area based on their alignments and life status. The effect does the most harm to those creatures most extreme in alignment and most out of balance with the natural world.

 

For living creatures that have an alignment with no neutral component (LG, CG, LE, or CE), this spell acts as an inflict critical wounds spell (PH 244).

 

For living creatures that have an alignment with a neutral component and one other (NG, LN, CN, or NE), this spell acts as an inflict moderate wounds spell (PH 244).

 

For living creatures that have a neutral alignment (N) and all undead creatures, this spell acts as a heal spell (PH 239), dealing damage to undead but acting as a beneficial spell to neutral creatures.

 

WHIRLING BLADE

Transmutation
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

With weapon in hand, you finish the last of the arcane gestures and words that activate the power of the spell. As you cast the spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward.

 

You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell’s range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls.

 

Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

 

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

 

Focus: A slashing melee weapon that you hurl.

 

WHIRLWIND, GREATER

Evocation [Air]
Level: Druid 9, Windstorm 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius tornado, up to 5 ft./level high, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

Wind whips into a frenzy and becomes a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.

 

This spell is a more potent version of whirlwind (PH 301). A greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.

 

Near the Tornado: Large or smaller creatures who start their turn within 60 feet of the center of a greater whirlwind must succeed on a Fortitude save or be dragged 1d4×10 feet toward the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.

 

Huge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone. Gargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister.

 

Flying creatures of Huge size or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting. Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6×10 feet toward the center of the twister. Colossal flyers must likewise make Fortitude saves or be pulled 1d6×5 feet toward the twister’s center.

 

Any Huge or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Large 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.

 

Any creature picked up is ejected 3 rounds later.

 

Inside the Tornado: Creatures that start their turn inside the tornado take 6d6 points of damage for each round

 

they remain inside at the beginning of your turn. Creatures inside the tornado can’t do much; attacks, spellcasting, and movement are impossible within a greater whirlwind. When the greater whirlwind ejects a creature, it reappears 4d6×5 feet away from the twister’s center in a random direction, and 4d6×5 feet off the ground (immediately falling if it can’t fly).

 

Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (DMG 90) wherever it goes. Structures within a greater whirlwind take 2d6×10 points of damage per round. In a round or two, that amount of damage is sufficient to destroy any building made of materials less sturdy than reinforced masonry.

 

No ranged attacks can pass through the twister. A greater whirlwind extinguishes all flames it touches. Listen checks are impossible within a greater whirlwind.

 

A greater whirlwind remains stationary unless you direct it elsewhere as a move action. It moves up to 60 feet per round.

 

WILD RUNNER

Transmutation
Level: Druid 4, ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 

A vibrant green glow surrounds you, and you feel your body begin to change shape.

 

You grow several inches in height and become aware of a bending and lengthening of your spine. Glancing back, you see a second pair of hoofed legs and a swishing tail.

 

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a centaur (MM 32). While under the effect of the spell, your creature type changes to monstrous humanoid, and your size changes to Large. You have the space and reach of a centaur (10 feet/5 feet).

 

You gain the Strength, Dexterity, and Constitution of an average centaur (Str 18, Dex 14, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain darkvision out to 60 feet. You can still use any extraordinary, spell-like, and supernatural abilities possessed by your normal form. You gain all the advantages of a quadruped form (greater carrying capacity, +4 bonus to resist trip attacks, and so on); this includes the ability to fight effectively while carrying a rider. You can still use your equipment and cast spells normally.

 

WIND AT BACK

Evocation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 12 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You intone the words that will give you and your allies speed and stamina for the long journey ahead. Your companions are bathed in a soft green radiance as the spell is cast.

 

This spell doubles the overland speed (PH 164) of all subjects, assuming they are all traveling together in the same direction, including pack animals and mounts. This spell does not affect nonliving material. The spell does not affect tactical speed.

 

WIND TUNNEL

Evocation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You evoke the powers of the sky, and the wind picks up around you. It blows from your back, now, and wraps itself around your allies’ missiles, sending them to their targets more surely.

 

You call on the wind to assist your allies’ accuracy. A wind tunnel improves

 

SPELL DESCRIPTIONS the accuracy of your allies’ ranged weapons, granting each subject a +5 competence bonus on ranged attacks.

 

Further, it doubles the range increment of these weapons.

 

WINGBIND

Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

 

The flying creature lets out a surprised howl and then plummets to the ground, its wings flat against its body and struggling against a green glowing net.

 

A web of force surrounds the target, entangling it like a net. This spell functions like earthbind (page 76), except that an ensnared creature immediately falls to the ground, taking falling damage.

 

An entangled creature can escape with a successful Escape Artist check against a DC equal to the save DC of the spell. Like a wall of force (PH 298), this web of force is impervious to most attacks: It is immune to damage of all kinds, cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic. Also like a wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mordenkainen’s disjunction.

 

WINGED MOUNT

Transmutation
Level: Blackguard 4, paladin 4
Component: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Your touched special
mount
Duration
: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You touch your special mount and it sprouts giant, feathery white wings.

 

This spell grants your special mount a fly speed of 60 feet (good). The mount is slowed as normal because of weight carried, barding worn, and environmental factors.

 

WINGS OF AIR

Transmutation
Level: Druid 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Winged creature touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

 

You place your hand on the creature’s shoulders, and a warm yellow radiance infuses it, spreading out to the tips of its wings.

 

The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The subject must be capable of flight using wings. The creature’s maneuverability improves by one grade—from clumsy to poor, poor to average, average to good, or good to perfect.

 

A single creature cannot benefit from multiple applications of this spell at one time.

 

WINGS OF AIR, GREATER

Transmutation
Level: Druid 4, sorcerer/wizard 4 This spell functions like
wings of air, except that the creature’s maneuverability improves by two grades—from clumsy to average, poor to good, or average to perfect.

 

WINGS OF THE SEA

Transmutation
Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

The webbing between your fingers grows to reach your fingertips as you complete t hes pell.

 

In the instant you touch the spell’s intended subject, however, the webbing between your fingers returns to normal even as the subject’s means of watery movement grow.

 

This spell increases the touched creature’s swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one.

 

Material Component: A drop of water.

 

WINTER CHILL

Transmutation [Cold]
Level: Druid 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

You makes a sound like whistling wind and inscribe a snowflake shape in the air, willing a chill to overcome your foe.

 

The target creature must succeed on a Fortitude save or take 1d6 points of cold damage and become fatigued. A creature with immunity to cold is not affected by this spell.

 

WINTER’S EMBRACE

Evocation [Cold]
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

You clutch at the air as though grabbing a nearby creature, and then you blow on your fist. As you do so, ice and snow appear around your foe.

 

A target that fails its save takes 1d8 points of cold damage per round at the beginning of your turn. Each round, the subject can make a new Fortitude saving throw to avoid taking damage that round. The second time a subject takes damage from a single casting of winter’s embrace, it becomes fatigued.

 

The fourth time it takes damage from the same spell, it becomes exhausted.

 

WITHER LIMB

Necromancy [Evil]
Level: Deathbound 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

Uttering a rumbling phrase, you point at your foe and watch with delight as its limbs wither and twist, becoming useless.

 

You choose to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject’s land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.

 

A withered limb can be restored to normal by a successful dispel magic from a spellcaster of a level higher than the level of the wither limb caster.

 

WITHERING PALM

Necromancy
Level: Cleric 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

A black shroud of magical energy surrounds your hands. Beneath the shroud your hands look withered and aged, like uncared-for ancient leather on the verge of crumbling to dust.

 

Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 10 points each). If you score a critical hit, the subject takes ability drain instead, but the effect is not doubled.

 

WOOD ROT

Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One nonmagical wooden object or a volume of wood; or one plant creature
Duration: Instantaneous or 1 round/level; see text
Saving Throw: None
Spell Resistance: No

 

By crushing a live termite between your teeth and reciting the necessary words of power, you finish casting the spell.

 

When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you touch.

 

Any unattended nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot-radius volume of a larger wooden object (such as a wooden door), is instantly destroyed by wood rot.

 

In combat, you can use the spell to attempt to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack.

 

Attempting to sunder a weapon generally provokes attacks of opportunity, and wood rot has no effect on wooden or wooden-hafted weapons that strike you, even if you hold the charge.

 

Against wooden shields or armor, you also make a melee touch attack.

 

Such targets too large to be destroyed outright take a –1d6 penalty to their armor or shield bonus on a successful hit and are rendered unusable if the penalty exceeds the bonus. Any attack against a wooden object discharges the spell, and wooden magic items are immune to the effect of wood rot.

 

Against plant creatures, wood rot deals 3d6 points of damage +1 point per caster level (maximum +15) on a successful attack.

 

Against plant creatures, the spell lasts for 1 round per level, and you can make one melee touch attack per round.

 

Once it is used to make an attack against a plant creature, wood rot cannot be used to attack or destroy wooden items.

 

Material Component: A live termite.

 

WOOD WOSE

Conjuration (Creation)
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One nature servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

 

Whistling up nature’s power and waving a branch of holly, you create a helper for the task at hand.

 

A wood wose is a translucent green nature spirit that you can command to perform simple natural tasks. It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn’t involve knowledge of technology. It cannot, for example, open a latched chest, since it doesn’t know how a latch works.

 

A wood wose can perform only one activity at a time, but it repeats the same activity if told to do so. Thus, if you commanded it to gather leaves, it would continue to do so while you If you are on your home plane when you cast this spell, every lawful good, chaotic good, lawful evil, and chaotic evil elemental and outsider within the area is instantly banished back to its home plane unless it makes a successful Will saving throw at a –4 penalty.

 

Creatures so banished cannot return for at least 24 hours. The banishment effect occurs whether or not the creatures actually hear the word of balance, though those that do also suffer the appropriate effects (see above).

 

Creatures whose HD exceed your caster level are unaffected by word of balance.

 

WORD OF BINDING

Conjuration (Creation)
Level: Paladin 3
Components: V, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One Medium or smaller humanoid or monstrous humanoid
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

 

When you cast this spell and call to the target, shining steel manacles appear around its wrists and ankles.

 

You create masterwork steel manacles that attempt to bind your target. A successful Reflex save allows the target to dodge the forming manacles; otherwise it is bound at its wrists and ankles.

 

The imprisoned creature can slip free with a DC 35 Escape Artist check or a DC 28 Strength check. The manacles have hardness 10 and hit points equal to 10 + 1 per caster level. The manacles automatically scale to fit any Medium or smaller humanoid creature. While imprisoned by the manacles, the subject cannot take any actions requiring the use of its hands and can move only 5 feet per round. The manacles come complete with an average quality lock (Open Lock DC 25).

 

WOUNDING WHISPERS

Abjuration [Sonic]
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

turned your attention elsewhere, as long as you remained within range.

 

A wood wose has an effective Strength of 2, so it can lift 20 pounds or drag 100 pounds. It can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates.

 

It has a land speed of 15 feet and a fly speed of 15 feet (perfect).

 

A wood wose cannot attack in any way; it is never allowed an attack roll or a saving throw. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. If you attempt to send the wose beyond the spell’s range (measured from your current position), it ceases to exist.

 

WORD OF BALANCE

Evocation [Sonic]
Level: Balance 7, druid 7
Components: V
Casting Time: 1 standard action
Range: 30
ft.
Targets
: Creatures in a 30-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

 

You utter the elder words of balance. Those who stray too far from the path of evenhandedness pay the price for their sins as the words judge them.

 

Any lawful good, chaotic good, lawful evil, or chaotic evil creature that hears a word of balance suffers ill effects according to its Hit Dice, as given below, with no saving throw. These effects are cumulative.

 

HD                                     Effect
Equal to caster level           Nauseated
Up to caster level –1           Weakened, Nauseated
Up to caster level –5           Paralyzed, weakened, nauseated
Up to caster level –10         Killed

 

Nauseated
The creature is limited to a single move action for 1 round but can defend itself normally.

 

Weakened
The creature’s Strength decreases by 2d6 points for 2d4 rounds.

 

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

 

Killed
The creature dies if living or is destroyed if undead.

 

The words of this spell produce hissing, sibilant echoes that spin around you, invoking doom upon those who dare to harm you.

 

Any creature striking you with its body or a handheld weapon takes 1d6 points of sonic damage +1 point per caster level. If a creature has spell resistance, it applies to this damage.

 

Weapons with reach, such as longspears, do not endanger their users in this way.

 

You cannot use this spell to deal damage to another target (for instance, with an unarmed attack or by forcing the whispers against a target). Only if another creature touches you does the effect deal damage.

 

WRACK

Necromancy [Evil]
Level: Cleric 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 1 round/level + 3d10 minutes; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and collapses. Its face and hands blister and drip fluid, and its eyes cloud with blood, rendering it blind.

 

Your touch causes your target to experience excruciating pain. For the duration of the spell, the subject falls prone and is blinded and helpless. Even when the spell ends, the subject is still shaken for 3d10 minutes.

 

WRACKING TOUCH

Necromancy
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

 

You cry out with malice and clench your fist, completing the spell. The spell’s terrible energy causes your fist to shake involuntarily, sending spasms up your arm.

 

You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits. The creature still takes the spell damage even if it does not take the sneak attack damage.

 

Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.

 

WRAITHSTRIKE

Transmutation
Level: Assassin 3, sorcerer/wizard 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

By presenting your weapon with an overly dramatic flourish and calling out with a sickly-sounding moan, you complete the spell. As you do so, your weapon becomes translucent almost to the point that you cannot see it, though it still weighs as heavily in your hand.

 

While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.

 

WRATHFUL CASTIGATION

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes

 

You brandish the whip, and your target begins to shake uncontrollably, then collapses on the ground, its spasms eventually fading as it dies.

 

This spell causes wracking pain and violent convulsions, ending in death.

 

The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.

 

Focus: A whip.