Animal Friendship

Enchantment (Charm) [Mind-Affecting]

Level: Drd 1, Rgr 1

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Target: One animal

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

You win the loyalty of an animal, provided that your heart is true. The spell functions only if you actually wish to be the animal’s friend. If you are not truly willing to treat the animal as a friend (for example, you intend to eat it, to use it to set off traps, etc.), the spell fails. The animal’s loyalty, once gained, is natural (not magical) and lasting.

You can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are coming when called, rolling over on command, fetching, or shaking hands. They cannot be complex (complex tricks, such as accepting a rider, require the Handle Animal skill).

At any one time, you can only have a certain number of animals befriended to you. You can have animal friends whose Hit Dice total no more than twice your caster level. You may dismiss animal friends to enable you to befriend new ones. For example, a 3rd-level druid could use the spell to win the friendship of an animal of 6 HD or less, and a 6th-level ranger could use it to win the friendship of an animal of 3 HD or less.

Material Component: A piece of food the animal likes.

Calm Animals

Enchantment (Compulsion) [Mind-Affecting]

Level: Animal 1, Drd 1

Components: V, S

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Targets: Animals, beasts, or magical beasts with 1 or 2 Intelligence within 30 ft. of each other

Duration: 1 minute/level

Saving Throw: Will negates (see text)

Spell Resistance: Yes

This spell soothes and quiets animals, beasts, and magical beasts, rendering them docile and harmless. Only creatures with Intelligence ratings of 1 or 2 can be affected by this spell. All the subjects must be of the same species and within a 30 foot sphere. Roll 2d4+1 per caster level to determine the total number of HD affected. Animals trained to attack or guard, dire animals, beasts, and magical beasts are allowed saving throws; animals not trained to attack or guard are not. (A druid could calm a normal bear or wolf with little trouble, but it’s more difficult to affect a winter wolf, owlbear, or trained guard dog.)

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat, such as a fire, a hungry predator, or an imminent attack, breaks the spell on the threatened creatures.

Cure Light Wounds

Conjuration (Healing)

Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless) (see text)

Spell Resistance: Yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage plus 1 point per caster level (up to +5).

Since undead are powered by negative energy, this spell inflicts damage on them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

Detect Animals or Plants

Divination

Level: Drd 1, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Long (400 ft.+40 ft./level)

Area: A quarter circle emanating from you to the extreme of the range

Duration: Concentration, up to 10 minutes/level (D)

Saving Throw: None

Spell Resistance: No

You can detect a particular type of animal or plant in a quarter circle emanating out from you in whatever direction you face. You must think of a particular species of animal or plant when using the spell. Each round you can change the animal or plant type. The amount of information revealed depends on how long you search a particular area or focus on a specific type of animal or plant:

  • 1st Round: Presence or absence of the animal or plant type in that quarter.
  • 2nd Round: Number of individuals of the specified type in the area, and the condition of the healthiest specimen.
  • 3rd Round: The condition and location of each individual present. If an animal or plant is outside your line of sight then you discern its direction but not its exact location.
  • Conditions: For purposes of this spell, the categories of condition are as follows:

  • Normal: Has at least 90% of original hit points, free of disease.
  • Fair: 30% to 90% of original hit points remaining.
  • Poor: Up to 30% of original hit points remaining, afflicted with a disease, suffering from a debilitating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
  • If a creature falls into more than one category, the spell indicates the weaker of the two.

    Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 1 yard of wood or dirt blocks it.

    The DM decides if a specific type of animal or plant is present.

    Detect Snares and Pits

    Divination

    Level: Drd 1, Rgr 1

    Components: V, S

    Casting Time: 1 action

    Range: 60 ft.

    Area: A quarter circle emanating from you to the extreme of the range

    Duration: Concentration, up to 10 minutes/level (D)

    Saving Throw: None

    Spell Resistance: No

    You can detect simple pits, deadfalls, snares of wilderness creatures (trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell does not detect complex traps, including trapdoor traps.

    The spell does detect certain natural hazards—quicksand (registering as a “snare”), sinkholes (“pits”), or unsafe walls of natural rock (“deadfall”). However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magical traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

    The amount of information revealed depends on how long you study a particular area:

    1st Round: Presence or absence of hazards.

    2nd Round: Number of hazards and the location of each. If a hazard is outside of your line of sight, then you discern its direction but not its exact location.

    Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

    Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 1 yard of wood or dirt blocks it.

    Endure Elements

    Abjuration

    Level: Clr 1, Drd 1, Pal 1, Strength 1, Sun 1

    Components: V, S

    Casting Time: 1 action

    Range: Touch

    Target: Creature touched

    Duration: 24 hr.

    Saving Throw: None

    Spell Resistance: Yes

    This abjuration grants a creature limited protection to damage from whichever one of five energy types you select: acid, cold, fire, lightning, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well.

    Endure elements only absorbs damage. The character could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.

    Note: This spell overlaps (and does not stack with) resist elements and protection from elements. If a character is warded by two of these spells keyed to the same type of damage, damage applies to each spell separately.

    Entangle

    Transmutation

    Level: Drd 1, Plant 1, Rgr 1

    Components: V, S, DF

    Casting Time: 1 action

    Range: Long (400 ft.+40 ft./level)

    Area: Plants in a 40-ft. radius spread

    Duration: 1 minute/level

    Saving Throw: Reflex (see text)

    Spell Resistance: No

    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast. An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell. She can break free and move at half her normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20). A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half rate through the area. Each round, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

    Note: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.

    Faerie Fire

    Evocation

    Level: Drd 1

    Components: V, S, DF

    Casting Time: 1 action

    Range: Long (400 ft.+40 ft./level)

    Area: Creature and objects within a 5-ft. radius burst.

    Duration: 1 minute/level

    Saving Throw: None

    Spell Resistance: Yes

    A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally caused by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet, according to your word at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

    Goodberry

    Transmutation

    Level: Drd 1, Plant 1

    Components: V, S, DF

    Casting Time: 1 action

    Range: Touch

    Targets: 2d4 fresh berries touched

    Duration: 1 day/level

    Saving Throw: None

    Spell Resistance: Yes

    Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. Each enchanted berry nourishes a creature as if it were a normal meal for a Medium-size creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

    Invisibility to Animals

    Abjuration

    Level: Drd 1

    Components: S, DF

    Casting Time: 1 action

    Range: Touch

    Targets: One creature touched/level

    Duration: 10 minutes/level

    Saving Throw: None

    Spell Resistance: Yes

    Animals cannot perceive the warded creatures. They act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

    Note: Beasts (such as owlbears), magic beasts (such as blink dogs), and vermin (such as giant scorpions) are not "animals" as defined by the spell; see the Monster Manual.

    Magic Fang

    Transmutation

    Level: Drd 1, Rgr 1

    Components: V, S, DF

    Casting Time: 1 action

    Range: Touch

    Target: Living creature touched

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    Magic fang gives one natural weapon of the subject creature a +1 enhancement bonus to attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from subdual damage to normal damage.) If you’re a good druid, the natural weapon is considered blessed.

    Obscuring Mist

    Conjuration (Creation)

    Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1

    Components: V, S

    Casting Time: 1 action

    Range: Close (25 ft.+5 ft./2 levels)

    Effect: A cloud centered on you spreads 30 ft. and is 20 ft. high

    Duration: 1 minute/level

    Saving Throw: None

    Spell Resistance: No

    A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment. (Attacks suffer a 20% miss chance.) Creatures further away have total concealment (50% miss chance and the attacker cannot use sight to locate the target).

    A moderate wind (8–18 mph), such as from the gust of wind spell, disperses the fog in 4 rounds. A strong wind (19 mph or more) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.

    Pass without Trace

    Transmutation

    Level: Drd 1, Rgr 1

    Components: V, S, DF

    Casting Time: 1 action

    Range: Touch

    Targets: One creature/level touched

    Duration: 10 minutes/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    The subjects can move through any type of terrain—mud, snow, dust, etc.—and leave neither footprints nor scent. Tracking the subject is impossible by normal means.

    Shillelagh

    Transmutation

    Level: Drd 1

    Components: V, S, DF

    Casting Time: 1 action

    Range: Touch

    Target: One touched nonmagical oak club or quarterstaff

    Duration: 1 minute/level

    Saving Throw: Will negates (object)

    Spell Resistance: Yes (object)

    Your own oak cudgel or unshod quarterstaff becomes a weapon with a +1 enhancement bonus to attack and damage rolls that deals 1d10 points of damage (+1 point for the enhancement bonus) when you wield it. If you do not wield it, it behaves as if unaffected by this spell.

    Summon Nature’s Ally I

    Conjuration (Summoning) [See text]

    Level: Drd 1, Rgr 1

    Components: V, S, DF

    Casting Time: 1 full action

    Range: Close (25 ft.+5 ft./2 levels)

    Effect: One or more summoned animals, no two of which can be more than 30 ft. apart

    Duration: 1 round/level (D)

    Saving Throw: None

    Spell Resistance: No

    This spell summons a natural creature that attacks your enemies. It appears where you designate when you finish the spell and can act starting the next round on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear on the end of their turn.

    You can summon one of the following creatures:

    Badger

    Dog

    Eagle

    ~@not final

    When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, summon nature’s ally II is a fire spell when you cast it to summon a fire elemental.