Jaws of the Moraysource: Stormwrack
Transmutation
Level:Druid 2, Sorcerer 2, Wizard 2,
Components:V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the subject a bite attack, which deals damage as indicated below.
As a primary attack, it adds the creature's Strength modifier to damage.
It can also be used as a secondary natural attack in conjunction with a manufactured weapon.
Such secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon would do, but the subject takes the usual -5 penalty (or -2 with the Multiattack feat) for the bite attack when used as a secondary natural attack.
If the subject hits with its bite attack, it attaches itself to the foe and deals automatic bite damage each round it remains attached.
It does not need to make a grapple check, and it does not provoke attacks of opportunity.
An attached attacker loses its Dexterity bonus to Armor Class.
It cannot use other weapons while attached, but each attack upon from the grappled foe requires a successful grapple check.
Others can attack an attached creature with a weapon or grapple.
To remove the attached creature through grappling, the opponent must achieve a pin against it.
A creature with a natural bite attack can use its own bite damage, if greater, but still gains the ability to attach itself.
Pressure SphereSource: Stormwrack
Evocation [Water]
Level:Druid 2, Sorcerer 2, Wizard 2, Blackwater 2,
Components:V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches.
This pressure deals 4d6 points of damage (Fortitude save for half).
The area of the spell can be constrained by the available water; it has no effect on creatures or objects that are within the radius but not in the water, or on squares of water that are not at least 5 feet deep.
The spell must be centered at or below the surface of the water.
Swimsource: Complete Arcane, Stormwrack
Transmutation [Water]
Level:Druid 2, Sorcerer 2, Wizard 2, Wu Jen 2,
Components:V, S, M,
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell gives the recipient a swim speed like any aquatic creature (though not the ability to breathe water or hold one's breath beyond normal limits).
So long as the creature isn't carrying more than a light load, it can swim at its normal speed without making Swim checks.
It also gains a +8 competence bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (-1 per 5 pounds).
The recipient can choose to take 10 on swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line.
If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.
Material Component: A goldfish scale.
Tern's PersistenceSource: Stormwrack
Transmutation
Level:Ranger 1, Druid 2, Sorcerer 2, Wizard 2,
Components:V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains the sea bird's ability to travel great distances without undue exertion.
The subject can travel overland 50% longer than normal before risking injury or fatigue.
For example, a character can walk up to 12 hours overland before having to make Constitution checks to avoid fatigue, or can hustle for 90 minutes before taking nonlethal damage.
The subject still can't run for extended periods, but it can move at run speed tactically for a number of rounds equal to 1-1/2 times its Constitution score.
Arcane Material Component: A few feathers or a pinch of guano from a tern.
Tojanida SightSource: Stormwrack
Divination
Level:Druid 2, Ranger 2,
Components:S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You gain all-around vision, allowing you to see in any direction.
You gain a +4 bonus on Spot and Search checks, and you cannot be flanked for the duration of the spell.
However, you cannot avert your eyes when confronted by a creature with a gaze attack, though you can still close your eyes in such a circumstance.
Urchin's SpinesSource: Stormwrack
Transmutation
Level:Ranger 1, Druid 2, Sorcerer 2, Wizard 2,
Components:V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates; see text (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature's skin (including clothing and armor) is covered by 2-inch spines.
An opponent who grapples the subject or strikes it with a natural weapon takes 1d3 points of piercing damage from the spines, which also inject a mildly irritating poison.
The opponent must make a DC 13 Fortitude save or take initial and secondary damage of 1d2 Dexterity.
Arcane Material Component: A spine from a sea urchin.
Body WardSource: Complete Champion
Abjuration
Level:Cleric 2, Druid 2,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until expended
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your comrade's body grows denser and stronger beneath your touch.
You grant the subject a limited resistance to ability damage.
You choose one of the three physical ability scores—
Strength, Dexterity, or Constitution—when you cast the spell.
Body ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source.
If, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point.
The spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes first.
When cast multiple times upon the same subject, body ward has a synergistic effect.
If you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage.
If you use it to affect all three physical abilities at once, it wards each against 10 points of damage.
To achieve this synergy, the multiple castings must occur in subsequent rounds.
The benefits from multiple castings of body ward that protect the same ability score do not stack.
Soul WardSource: Complete Champion
Abjuration
Level:Cleric 2, Druid 2,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your comrade's thoughts and feelings meld with yours, each bolstering the other, through the touch of your hand.
This spell functions like body ward (page 117), except that you choose one of the three mental abilities—Intelligence, Wisdom, or Charisma—rather than a physical ability to be affected.
Divine PresenceSource: Complete Champion
Transmutation
Level:Blackguard 2, Cleric 2, Druid 2, Paladin 2,
Components:V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Your back straightens, your eyes flash, and your aura pulses with divine might.
You channel a tiny spark of the divine, granting yourself nearly inhuman presence.
You gain a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Intimidate checks made against anyone who does not worship your deity.
When making such checks against individuals who have one alignment component opposed to yours (chaos/law or good/evil), this bonus becomes +10.
When making such checks against someone whose alignment is diametrically opposed to yours, the bonus becomes +15.
Metal FangSource: Complete Champion
Transmutation
Level:Druid 2, Ranger 2,
Components:V, S,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject's natural weapons take on a gleaming, metallic sheen.
You temporarily transform one of the subject's natural weapons into either cold iron or silvered, thereby allowing it to bypass the appropriate form of damage reduction.
The affected natural weapon also counts as magical for the purpose of overcoming damage reduction, though it gains no enhancement bonuses on attack or damage rolls.
You can cast the spell twice on the same weapon to make it function as both cold iron and silvered.
Smoke StairsSource: Complete Scoundrel
Transmutation [Air]
Level:Assassin 2, Druid 2,
Components:V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You step into intangible smoke and ascend as nimbly as if it were a flight of steps.
You gain the ability to run up columns of smoke as if they were normal stairs.
Casting this spell successfully requires smoke from a natural fire large enough to fill a 5-foot square, such as a normal campfire, bonfire, or any significant amount of burning debris (torch f lames or creatures made of fire or smoke do not suffice).
After casting this spell, you can move into the column of smoke produced by such fires and can ascend vertically into a square filled with smoke.
To your eyes the smoke coalesces into ghostly steps, though other observers see nothing different.
When stepping into the column you are considered to be in the smoke above the flame and take no damage from the fire.
Every 5 feet of upward movement costs 2 squares of movement.
For example, an assassin with a speed of 30 feet casts smoke stairs on himself, then moves 10 feet across the ground to a smoking fire and ascends 10 feet vertically in a single move action.
If anything dissipates the column of smoke while you are moving though it using this spell, you lose your footing and fall.
Examples include a gust of wind spell and an air elemental's whirlwind form.
If the fire creating the smoke is extinguished, the smoke stairs effect lingers for 1 round before dispersing.
Material Component: A handful of dried leaves.
Invoke the Cerulean SignSource: Lords of Madness
Evocation
Level:Druid 2, Ranger 2, Bard 3, Cleric 3, Paladin 3, Sorcerer 3, Wizard 3,
Components:S,
Casting Time: 1 standard action
Range: 30 ft.
Area: Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.
While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes.
When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a
brief moment before it flashes and fills the area of effect with a pulse of cerulean light.
Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects.
Closer aberrations are affected first.
Each effect lasts for 1 round.
None: The aberration suffers no ill effect, even if it fails the
saving throw.
Sickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.
Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.
Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.
Stunned: The aberration drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.
Once a creature recovers from an effect, it moves up one level on the table.
Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.
Balancing LorecallSource: Complete Adventurer
Divination
Level:Druid 2, Ranger 2, Sorcerer 2, Wizard 2,
Components:V, S, M, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing.
You gain a +4 insight bonus on Balance checks.
If you have sufficient ranks in the Balance skill, you can even balance on an otherwise impossible surface with a DC 20 Balance check.
If you have 5 or more ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply.
If you balance on a vertical surface, you can move up or down as if you were climbing.
However, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill.
If you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn't support your weight.
For each consecutive round that you begin balanced on a particular surface of this sort, the DC of your Balance check increases by 5.
As with all uses of the Balance skill, you move at half speed unless you decide to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).
For more information on the Balance skill, see page 67 of the Player's Handbook.
Arcane Material Component: A thin, three-inch-long wooden dowel.
Branch to BranchSource: Complete Adventurer
Transmutation
Level:Ranger 1, Druid 2,
Components:V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You gain a +10 competence bonus on Climb checks made in trees.
As long as you remain at least 10 feet above the ground, you can brachiate (swing via branches and vines) in medium or dense forest, but not in sparse forest.
When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features.
You can charge while brachiating, but you can't run.
Naturally, some local conditions such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy might force you to return to the ground.
Healing LorecallSource: Complete Adventurer
Divination
Level:Ranger 1, Cleric 2, Druid 2,
Components:V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You tap into your healing acumen to make your curative spells more potent.
A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the target of the spell, in addition to the spell's normal effects: dazed, dazzled, or fatigued.
A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.
Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level.
The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.
Material Component: A small mint leaf.
Listening LorecallSource:Complete Adventurer
Divination
Level:Druid 2, Ranger 2, Sorcerer 2, Wizard 2,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You gain the ability to precisely and instantaneously identify and locate the origins of even the most minute sounds you detect.
You gain a +4 insight bonus on Listen checks.
In addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet.
If you have 10 or more ranks in Listen, you gain blindsight out to 30 feet instead.
A silence spell or effect negates blindsense or blindsight granted by a listening lorecall spell.
Train AnimalSource: Complete Adventurer
Enchantment (Charm) [Mind-Affecting]
Level:Druid 2, Ranger 2,
Components:V, S, DF,
Casting Time: 10 minutes
Range: Touch
Target: Animal touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You temporarily boost the number of tricks that an animal knows.
While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five).
For more information on tricks and trained animals, see the descriptions of the Handle Animal skill, pages 74-75 of the Player's Handbook.
This spell does not modify an animal's attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.
Wracking TouchSource: Complete Adventurer
Necromancy
Level:Druid 2, Sorcerer 2, Wizard 2,
Components:V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Your touch causes horrible agony in a creature's vital area.
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.
[drd003]
Level 3 Spells
BlindsightSource: Player's guide to Faerun
Transmutation
Level:Druid 3, Sorcerer 3, Wizard 3, Cleric 4,
Components:V, S,
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the Blindsight feat.
The target creature gains sensitivity to vibrations, so that it maneuvers and fights as well as a sighted creature.
The target creature's senses extend to a 30-foot radius, and the creature need not make Spot or Listen checks to notice creatures within this range.
Invisibility and darkness are irrelevant, though the creature can't discern ethereal beings.
(For details, see Blindsight, page 73 of the DUNGEON MASTER's Guide).
Circle DanceSource: Magic of Faerun
Divination
Level:Bard 2, Cleric 3, Druid 3,
Components:V, S,
Casting Time: 1 minute
Range: Personal
Duration: Instantaneous
You divine the relative direction and condition of another individual.
During the casting of the spell, you think of your target as you do a spinning dance around the compass.
You must have firsthand knowledge of your target for the spell to function.
If the target is alive and on the same plane as you, the spell leaves you facing in the direction of your target.
You also get an impression of the target's physical and emotional conditions (unharmed, wounded, unconscious, dying, and so on).
If the target is on a different plane or dead, you feel nothing.
GreenfireSource:Player's Guide to Faerun, Unapproachable East
Evocation [Acid]
Level:Druid 3, Nentyar Hunter 3,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft. cube/level (S)
Duration: 1 round
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
You evoke from the earth an upwelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage plus 1 point per caster level (maximum 2d6 +10).
Any creature in the affected area when the spell is cast is entitled to a Reflex save for half damage; any creature that enters the area of the spell while the greenfire is still present gets no saving throw.
The greenfire does not harm natural vegetation, ground cover, or plant creatures, if you so desire.
Phantom PlowSource: Player's guide to Faerun, Lords of Darkness
Evocation [Earth]
Level:Cleric 3, Druid 3,
Components:V, S, M,
Casting Time: 1 action
Range: See text
Area: See text
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
You turn aside raw earth in a furrow in a straight line, extending from your feet to a distance of 20 feet per caster level.
The furrow measures 1 foot deep by 6 inches wide.
The furrow ceases if it connects with a wall, large boulder, or other solid object greater than its own width.
Medium-size and smaller creatures standing directly in the furrow's path must make a Balance check against the caster's save DC to retain their footing; otherwise they fall prone to the ground.
Creatures burrowing or buried in the earth along the furrow's line suffer 4d4 points of damage.
Netherese clerics utilized this spell to turn earth at a fast rate in preparation for planting crops.
Its use enabled them to plant large tracts of land quickly and efficiently.
Material Component: A handful of dried corn.
Plague CarrierSource: Races of Faerun, Player's guide to Faerun
Necromancy
Level:Cleric 3, Druid 3, Sorcerer 4, Wizard 4,
Duration: See text
As contagion, except that the target is not stricken immediately: there is an incubation period.
During the incubation period the target can transmit the
disease to others but shows no symptoms until his incubation period has ended.
SnakebiteSource: Magic of Faerun
Transmutation
Level:Druid 3, Ranger 4,
Components:V, S,
Casting Time: 1 action
Range: Personal
Area: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
One of your arms turns into a venomous snake with a fanged, biting mouth.
The bite does 1d3 points of damage and carries a toxic venom (1d6 Con/1d6 Con).
Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster's Wisdom modifier).
If the victim fails either save, he must also make a Will save (DC as normal for spell) or be paralyzed for 1d4 rounds.
You can't hold a weapon with your transformed hand, but your other hand can be used to wield weapons or cast spells with somatic components.
Attacking with the transformed hand and a weapon incurs the standard two-weapon fighting penalties (see Table 8-2: Two-Weapon Fighting Penalties, page 125 of the Player's Handbook).
You can only be under the effect of one snakebite spell at any given time.
Spider SkinSource:Underdark
Transmutation
Level:Druid 3, Sorcerer 3, Wizard 3,
Components:V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spiderskin makes the subject's skin tougher and more like a carapace.
The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks.
Each of these bonuses increases by 1 for every three caster levels above 3rd, for a maximum of +5 at caster level 12th.
The enhancement bonus provided by spiderskin 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, much as a character wearing only normal clothing has an armor bonus of +0.
Material Component: A piece of a spider.
Tortoise ShellSource:Magic of Faerun
Abjuration
Level:Druid 3,
Components:V, S, AF,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Creates a 5-ft.-diameter mystic shell
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You create a large hemispherical tortoise shell measuring 5 feet in diameter.
It has 100 hit points, hardness 10, and can float if turned on its back.
You can move it as if it weighed only 10 pounds.
To anyone else, it weighs 500 pounds.
It stands vertically on its own, providing up to nine-tenths cover from half the battlefield, or you can pull it down over yourself like a shelter.
You can change the shell's orientation as a standard action that doesn't incur an attack of opportunity.
Up to four Small creatures, two Medium-size creatures, or one Large creature can fit under (or in) the shell.
Focus: A whole turtle shell.
Fire Wings(Complete Divine)
Transmutation [Fire]
Level:Druid 3,
Components:V, S, M, AF,
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 min./level
This spell transforms your arms into wings of brilliant fire.
The flame does not damage you or any items you carry.
Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components while using fire wings, but rings, bracers, and other items worn on your arms when you cast the spell still function normally.
The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability.
You can charge but not run while flying, and you cannot carry more than a light load aloft.
Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally.
If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven't already landed.
Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field.
You can make unarmed attacks with the fire wings, but you are not considered proficient with them and thus suffer a – 4 penalty on your attack rolls.
A successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage.
The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.
Material Component: the feather of a bird, which you must burn when you cast the spell.
Focus: A golden amulet shaped like a phoenix.
QuenchSource: Player's Handbook v.3.5
Transmutation
Level:Druid 3,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
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.
Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame, such as a wand of fireball or a flaming burst sword.
The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save.
(Artifacts are immune to this effect).
Stone ShapeSource: Player's Handbook v.3.5
Transmutation [Earth]
Level:Cleric 3, Druid 3, Sorcerer 4, Wizard 4, Earth 3,
Components:V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose.
For example, you can make a stone weapon, a special trapdoor, or a crude idol.
Stone shape also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut.
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.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.
Ghost VenomSource: Ghostwalk
Necromancy [Ectomancy]
Level:Druid 3, Ranger 3,
Components:
As poison, except the poison affects only ghosts and other ectoplasmic creatures.
VenomFireSource: Serpent Kingdoms
Transmutation [Acid]
Level:Cleric 3, Druid 3, Ranger 4,
Components:V, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You cause the subject's venom to become caustic, dealing an additional 1d6 points of acid damage per caster level with each use.
This spell has no effect on creatures that do not naturally produce poison.
Material Component: A drop of acid.
BrittleskinSource: Shining South
Transmutation
Level:Druid 3, Ranger 3, Sorcerer 3, Wizard 3,
Components:V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You cause a creature's natural armor to crystallize and become brittle.
Whenever the affected creature is hit in combat, part of the crystallized hide cracks and shatters, dealing it additional lethal damage equal to its natural armor bonus.
Thus, if a creature with +3 natural armor is affected by this spell, it takes an extra 3 points of damage each time it is struck by a melee, ranged, or natural weapon.
The creature's actual Armor Class does not change.
Coral GrowthSource: Shining South
Transmutation
Level:Druid 3, Sorcerer 4, Wizard 4,
Components:V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5 ft. cube of coral/level (S)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You cause living, submerged coral to grow at an accelerated pace in a shape you control.
Since you control the form, you can cause the coral to grow into a wall, a large ball, and so forth.
You are limited in the size of the new coral, but this is not dependent upon the amount of existing material—a tiny piece can be used as a starter seed for the new growth, so long as that piece is alive.
Coral growth is popular for constructing buildings and statues out of coral in Halruaa.
It is also a favorite of various aquatic races for building underwater cities.
Material Component: A small piece of coral.
HarrierSource: Defenders of the Faith: A Guidebook to Clerics and Paladins
Conjuration (Creation)
Level:Druid 3, Cleric 4,
Components:V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level or until target dies
Saving Throw: None
Spell Resistance: No
Harrier creates an incorporeal magical bird of prey the size of a dire bat (roughly 5 feet long with a 10-foot wingspan).
This bird operates independently of the caster for the duration of the spell.
When you invoke harrier, choose a target.
The bird then attacks the target for the duration of the spell, or until the target dies.
Harrier: CR 3; Large magical beast; HD 4d10; hp 22; Init +5; Spd 20 ft., fly 50 ft. (good); AC 19 (touch 14, flat-footed 9); Atk +9 melee (1d8, energy); Face/Reach 10 ft. by 5 ft./5 ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref +9, Will +3; Str —, Dex 20, Con —, Int 2, Wis 14, Cha 6.
Skills and Feats: Listen +7, Spot +7; Weapon Finesse (energy).
Touch Attack (Su): The harrier's attack is a touch attack for the purpose of determining the AC of its target.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source.
Can pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
SpikesSource: Complete Divine
Transmutation
Level:Cleric 3, Druid 3,
Components:V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Wooden weapon touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.
Weather EyeSource: Complete Divine
Divination
Level:Druid 3, Cleric 4,
Components:V, S, M, DF,
Casting Time: 1 hour
Range: 1 mile radius + 1 mile/level
Area: 1 mile radius + 1 mile/level, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You may accurately predict the natural weather up to one week into the future.
If unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell.
Material Component: Incense.
Divine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).
Dominate VerminSource: Drow of the Underdark
Transmutation
Level:Cleric 3, Druid 3,
Components:V, S, DF, Drow
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One vermin
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The creature's eyes change color to match your own.
It trembles for a moment as it adjusts to your psychic presence.
You invest your psyche into a single vermin creature, granting it your Intelligence.
While it is so affected, you can direct it with simple commands such as "Attack", "Run", and "Fetch".
Since you are in absolute control of the creature, it even follows suicidal commands.
You can continue to direct the vermin as long as it remains within range.
You need not see it to control it.
Changing your instructions or giving a new command is the equivalent of redirecting a spell, so it is a move action.
If the vermin is slain, your mind is forced out of the creature violently.
The experience deals 1d4 points of Wisdom damage to you.
This spell may only be cast by drow and those who's patron is lloth
Engulfing TerrorSource: Drow of the Underdark
Conjuration (Creation)
Level:Druid 3, Sorcerer 3, Wizard 3,
Components:V, S,
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One gelatinous cube
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The air wavers and shimmers, finally coalescing into a large cube of glistening ooze.
Engulfing terror creates a gelatinous cube (MM 201) in a space you designate.
The space must be large enough to accommodate the creature.
If not, the spell automatically fails.
Upon appearing, the cube acts on your turn, attacking the nearest living creature each round.
You have no control over it and cannot direct it.
The gelatinous cube remains until it is destroyed or has no remaining targets to attack, at which point it moves away in a random direction.
AfflictionSource: Book of Exalted Deeds
Necromancy [Good]
Level:Cleric 3, Druid 3, Sorcerer 4, Wizard 4, Wrath 3,
Components:V, S,
Casting Time: 1 standard action
Range: Touch
Target: Evil creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period).
Afflictions deal damage only to evil creatures.
Any evil creature takes damage equal to that listed plus its Charisma bonus.
An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points.
The DC listed is for the subsequent saves (use affliction's normal save DC for the initial saving throw).
Energized PotionSource: Book of Exalted Deeds
Transmutation
Level:Sorcerer 2, Wizard 2, Cleric 3, Druid 3, Wrath 2,
Components:V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range.
The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact.
The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast.
The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6).
For example, a potion of displacement transformed by this spell deals 3d6 points of damage.
An energized potion set to deal fire damage ignites combustibles within the spell's burst radius.
Material Component: A magic potion.
Water BreathingSource: Player's Handbook v.3.5
Transmutation
Level:Cleric 3, Druid 3, Sorcerer 3, Wizard 3, Water 3,
Components:V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely.
Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Arcane Material Component: A short reed or piece of straw.
Air BreathingSource: Stormwrack. Savage Species
Transmutation [Air]
Level:Cleric 3, Druid 3, Sorcerer 3, Wizard 3,
Components:S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature can breathe air freely.
Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe water.
Air breathing counters and dispels water breathing.
Arcane Material Component: A tiny vial of water, a short reed, or a piece of straw
CountermoonSource: Savage Species
Abjuration
Level:Druid 3,
Components:V, S, M,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One lycanthrope
Duration: 12 hours
Saving Throw: Will negates (D)
Spell Resistance: Yes
This spell stops a lycanthrope from changing form, preventing both voluntary shapechanging via the alternate form ability and involuntary shapechanging because of lycanthropy.
The subject retains whatever form he or she had when the spell was cast for the duration; even death does not cause reversion to normal form until the spell ends.
Natural lycanthropes gain a +4 bonus on the saving throw against this spell.
Material Component: A hair, scale, or other cast-off item from the creature to be affected.
Embrace the WildSource: Savage Species
Transmutation
Level:Druid 3, Ranger 3,
Components:V, AF,
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
This spell allows you to adopt the nature and some abilities of a wild animal.
You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, as well as its skill ranks (though these do not stack with any ranks
you already have in the same skills), for the duration of the spell.
Thus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills.
Embrace the wild does not grant you the animal's natural attacks, methods of locomotion, feats, or nonsensory extraordinary abilities, such as trample or improved grab.
Focus:Hide, skin, or feathers of the selected animal, or an item or component of its lair.
You must have obtained the focus from the animal yourself.
Jagged ToothSource: Savage Species
Transmutation
Level:Druid 3, Ranger 3,
Components:
Target: One natural slashing or piercing weapon of target creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As keen edge, except as noted above.
Storm ShieldSource: Lost Empires of Faerun
Abjuration
Level:Cleric 3, Druid 3,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius emanation
Duration: 1 minute/level or until discharged (D)
Saving Throw: See text
Spell Resistance: See text
This spell creates a small, glowing sphere of amber light at a point you designate.
Any effect that deals electricity damage (such as a lightning bolt or a blue dragon's breath weapon) that passes within 30 feet of the storm shield is attracted to it and strikes the shield instead of its intended target.
In the case of area spells such as lightning bolt, this redirection occurs if any portion of the spell's area is within 30 feet of the storm shield.
In such a case, the entire effect is drawn to the storm shield,
and all creatures or objects that otherwise would have been in the spell's area remain unharmed.
The storm shield takes full damage (no saving throw) from any effect drawn into it.
The shield can absorb up to 20 points of electricity damage per caster level before dissipating.
Any remaining damage is applied to all creatures within 10 feet of the storm shield's position (Reflex half; spell resistance applies).
For example, suppose a storm shield cast by a 5th-level cleric has already absorbed 78 points of electricity damage when it is struck by a lightning bolt that deals 45 points of damage.
The first 22 points of damage is enough to destroy the storm shield, so every creature within 10 feet of it takes 23 points of electricity damage (or 11 with a successful save).
Material Component: A small chip of amber.
False BravadoSource: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Enchantment (Compulsion) [Mind-Affecting]
Level:Druid 3,
Components:V, S, AF,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 3 rounds + the subject's Constitution modifier
Saving Throw: Will negates
Spell Resistance: Yes
False bravado causes the subject to grow overconfident, believing that he or she has gained the full effects of a barbarian's rage (Constitution and Strength bonuses as well as improved Will saves).
In fact, however, the affected creature incurs all the penalties of a barbarian's rage but gains none of its advantages.
The subject suffers a -2 penalty to AC and cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells.
At the end of the spell's duration, the creature is fatigued (-
2 penalties to Strength and Dexterity, unable to charge or run) for the rest of that encounter.
Focus: A small mirror with a sigil of bravery painted upon it, worth at least 25 gp.
Regenerate RingSource: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Conjuration (Healing)
Level:Druid 3,
Components:V, S,
Casting Time: 1 action
Range: 20 ft.
Target: One creature/two levels, no two of which can be more than 30 ft. apart
Duration: 10 rounds + 1 round/two levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
This healing applies only to damage sustained during the spells duration, not to that from previous injuries.
Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple regenerate spells do not stack; only the highest-level effect applies.
Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Standing WaveSource: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Transmutation
Level:Druid 3,
Components:V, S, DF,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Waves under a creature or object within range
Duration: 10 minutes/level
Saving Throw: Reflex negates
Spell Resistance: Yes
You command the waters to lift a creature or object and propel it forward.
An object so lifted may contain creatures or other objects.
What the wave can lift depends on your caster level.
Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water.
The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore.
Favorable WindSource: Stormwrack
Evocation [Air]
Level:Druid 3, Sorcerer 3, Wizard 3,
Components:V, S,
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 10 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: No
This spell produces a stream of wind that can fill a ship's sails, disperse vapors and gases, and keep flying creatures at bay.
The wind force is strong, with a speed of about 30 mph.
It begins where you stand and blows directly away from you; you can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails.
Tiny or smaller creatures in the path of the wind are knocked prone, or if flying are blown back 1d6×10 feet.
Small creatures are checked and cannot make headway against the wind.
Small airborne creatures are instead blown back 1d6×5 feet.
Medium and larger creatures can move normally within the effect.
A favorable wind can't push a creature beyond the limit of its range.
Any creature, regardless of size, takes a -2 penalty on ranged attacks and on Listen checks in the area of a favorable wind.
The wind automatically extinguishes candles, torches, and similar unprotected flames.
In addition to the above-noted effects, favorable wind can do anything that a strong natural wind could do.
It can fan a large fire, disperse gases and vapors to the limit of its range in 1 round, and make sailing difficult for small craft nearby.
Scales of the SealordSource: Stormwrack
Transmutation
Level:Druid 3, Ranger 3, Seafolk 3,
Components:V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
You transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet.
For the duration of the spell, your swim speed increases by 10 feet.
If you had no swim speed, you gain a swim speed of 15 feet, gaining a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.
You can always choose to take 10 on a Swim check, even if distracted or endangered.
You can use the run action while swimming, provided you swim in a straight line.
Finally, you gain a natural armor bonus +1/three caster levels, maximum of +5.
However, because of your strange appearance, you gain a penalty to Charisma-based checks equal to the natural armor bonus when dealing with nonaquatic creatures.
Material Component:Handful of thick scales.
Forest EyesSource: Complete Champion
Divination (Scrying)
Level:Druid 3,
Components:V, S, DF,
Casting Time: 1 minute
Range: Unlimited
Target: Two plants of the same type, one of which must be in physical contact with you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The moment your hand contacts the rough wood, your vision swims, blurs, and resolves into a different image.
Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind.
You immediately see the surroundings of the destination plant, regardless of the distance separating the two.
You see the area as though you were standing in the exact spot where the destination plant stands.
You cannot move your field of vision from that spot, but you can rotate it in all directions to observe the area around the destination plant.
Unlike other scrying spells, forest eyes does not allow magically or supernaturally enhanced senses to work through it.
If the chosen locale is magically dark, you see nothing.
If it is naturally dark, you can see in a 10-foot radius around the plant at the center of the spell's effect.
Both plants must be alive to allow use of this spell.
You can either select a particular destination plant that is already familiar to you, or designate a direction and distance and let forest eyes find the appropriate type of plant nearest to the desired location.
Forest VoiceSource: Complete Champion
Transmutation [Language-Dependent]
Level:Druid 3,
Components:V, S, DF,
Casting Time: 1 minute
Range: Unlimited
Target: Two plants of the same kind, one of which must be in physical contact with you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You touch the leaves and speak, and your comrade answers you through the plant.
Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind.
You can then carry on a conversation with anyone who is within 10 feet of the destination plant.
Your conversation is as clear as it would be if you stood within 10 feet of one another.
The plants cannot, however, transmit magical sonic effects.
Both plants must be alive to allow use of this spell.
You can either select a particular destination plant that is already familiar to you, or designate direction and distance and let the forest voice find the appropriate type of plant nearest to the desired location.
Wall of VerminSource: Complete Scoundrel
Conjuration (Creation)
Level:Druid 3,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall of pests whose area is up to four 5-ft. squares (S)
Duration: Concentration + 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs roil up from beneath the earth.
You cause a thick but porous wall, alive with hungry bugs, to buzz and scuttle into existence.
It provides concealment in both directions, imposing a 20% miss chance on any attacks passing through it.
You cannot conjure the wall so that it occupies the same space as a creature.
Any living creature passing through the wall is subjected to hundreds of tiny bites.
It takes 2d6 points of damage and must succeed on a Fortitude save or be nauseated for 1 round.
Any creature becoming nauseated while moving through the wall can complete itsmove action, but cannot take a standard action in that round.
The wall of vermin is immune to weapon damage, though it can be affected by area spells and effects (such as burning hands or cone of cold).
It has 20 hit points and automatically fails any save.
Disintegrate has no effect on a wall of vermin, since it is not a single physical object, though any wind of 50 mph or greater breaks it up for 1 round.
Despite its appearance, a wall of vermin is not made up of natural creatures, and thus is unaffected by spells that affect animals or vermin.
Nature's PuritySource: Lords of Madness
Evocation
Level:Druid 3,
Components:V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A shimmering green beam of light springs forth from your outstretched hand.
You can direct this ray at any target in range.
If you hit the target, the ray deals 1d6 points of force damage.
Against undead and constructs, the ray deals 2d8 points of force damage.
Against aberrations, the ray deals 5d6 points of force damage and threatens a critical hit on a roll of 19-20.
An aberration slain by this damage is immediately transformed into pungent-smelling inert plant matter.
You can generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level).
The rays can be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Walk the Mountain's PathSource: Races of Stone
Transmutation
Level:Druid 3, Sorcerer 3, Wizard 3,
Components:V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You infuse the subject with the strength and power of the earth, granting it great ability to climb, jump, and maneuver through mountain pathways.
While under the effect of this spell, a creature is not slowed by slopes (see page 89 of the Dungeon Master's Guide for information on terrain effects), gains a climb speed equal to its base land speed, and gains a +10 enhancement bonus on Jump checks and Balance checks.
Material Component: A small rock or pebble taken from the top of a mountain.
Entangling StaffSource: Complete Adventurer
Transmutation
Level:Druid 3, Sorcerer 4, Wizard 4,
Components:V, AF,
Casting Time: 1 swift action
Range: Touch
Target: Quarterstaff touched
Duration: 1 round/level (D)
Saving Throw: Yes (harmless, object)
Spell Resistance: Yes (harmless)
You cause your quarterstaff to extrude writhing vines that allow you to easily grab and entrap foes.
Each time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity (see Starting a Grapple, page 156 of the Player's Handbook).
This grapple attempt does not require a separate touch attack.
You gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff.
You can attempt to grapple creatures up to one size category larger than you.
If your grapple check succeeds, your quarterstaff's vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish).
You then have two choices: Release: You release your opponent from the grapple.
Some vines remain clinging to your foe, leaving it entangled for the duration of the spell.
You can attack different enemies in later rounds with the entangling staff, potentially grappling and constricting or entangling them.
Maintain: You maintain your hold.
In subsequent rounds, you deal constriction damage with a successful grapple check.
You can then choose to release or maintain the hold again.
Focus: A quarterstaff.
[drd004]
Level 4 Spells
IcelanceSource: Player's Guide to Faerûn
Transmutation
Level:Sorcerer 3, Wizard 3, Druid 4,
Components:V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One lance of ice
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell transforms a quantity of ice into a long, deadly lance, which is then magically propelled at a target you designate.
You must succeed on a ranged attack to strike a target.
A +4 bonus applies to your attack roll.
If you hit, the icelance deals 5d6 points of damage to the target.
Half of this damage is piercing damage; the rest is cold damage.
In addition, the target must make a Fortitude save or be stunned for 1d4 rounds.
Regardless of the result of the attack, the icelance shatters upon its first use.
Material Component: At least 10 pounds of ice or snow.
Most mages cast this spell in an area with natural ice or snow, but in a pinch the ice left over from an ice storm spell will suffice.
Jaws of the WolfSource: Magic of Faerun
Transmutation
Level:Druid 4,
Components:V, S, AF,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more created wolves
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You turn small wooden carvings into wolves (one for every two caster levels) that appear between you and your opponents.
The wolves act on their own but obey your mental commands.
The wolves are normal in all respects except that they have spell resistance 13 and the special ability of frightful presence (see the Monster Manual).
At the end of the spell, the wolves become carvings again.
Focus:One carving of a wolf for each that you create.
Land WombSource: Magic of Faerun, Shining South
Abjuration
Level:Druid 4, Hathran 4, Ranger 4,
Components:V, S,
Casting Time: 1 standard action
Range: Touch
Target: You and one other creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You descend into a protective bubble in the earth 10 feet below where you are standing.
It appears as though the ground opened up and swallowed you.
A land womb only opens through tillable soil, not rock.
One additional creature per caster level can accompany you into the land womb.
Such creatures must be touching one another, with at least one touching you (a ring of hands, for instance).
Creatures inside the land womb can breath and speak normally, but the space is too tight to move about in or cast spells with somatic components.
The surface above the land womb cannot be sensed without magical means, and anything within the land womb cannot be detected by divination spells of 4th level or lower.
At the end of the duration, or upon the spell's dismissal, everything inside the land womb returns to the spot where it stood before the spell took effect.