Animal Messenger

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 2, Drd 2, Rgr 2

Components: V, S, M

Casting Time: 1 action

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

Target: One Tiny animal

Duration: 1 day/level

Saving Throw: None

Spell Resistance: Yes

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get the animal to carry a message to your allies, like a carrier pigeon. The animal cannot be one tamed or trained by another person.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well-known to you or an obvious landmark (such as the peak of a distant mountain or mouth of a nearby river). The directions must be simple, as the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Note that unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient of a message gains no special ability to communicate with the animal or read any attached message (if it’s in a language she doesn’t know, for example).

The spell only works on animals with an Intelligence no greater than 1 or 2.

Material Component: A morsel of food the animal likes.

Animal Trance

Enchantment (Compulsion) [Mind-Affecting, Sonic]

Level: Brd 2, Drd 2

Components: V, S

Casting Time: 1 action

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

Targets: Animals, beasts, or magical beasts of Intelligence 1 or 2

Duration: Concentration

Saving Throw: Will negates (see text)

Spell Resistance: Yes

Your swaying motions and music (or singing, or chanting) compels animals, beasts, and magical beasts to do nothing but watch you. Only creatures with Intelligence ratings of 1 or 2 can be affected by this spell. Roll 2d6 to determine the total number of HD that you entrance; the closest targets are selected first until no more targets within range can be affected. For example, if Vadania affects 7 HD worth of animals and there are several 2-HD wolves within close range, only the three closest wolves are affected.

Animals trained to attack or guard, beasts, and magical beasts are allowed saving throws; animals not trained to attack or guard are not. An entranced creature can be struck (as if stunned), but it then recovers from the compulsion and is no longer affected by the spell.

Barkskin

Transmutation

Level: Drd 2, Plant 2

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Target: Living creature touched

Duration: 10 minutes/level

Saving Throw: None

Spell Resistance: Yes (harmless)

Barkskin makes a creature’s skin as tough as bark. The effect grants a +3 natural armor bonus to AC. This bonus increases to +4 at 6th level and to +5 at 12th level and up.

Since the AC bonus is a natural armor bonus, it does not stack with any natural armor the subject may already have.

Charm Person or Animal

Enchantment (Charm) [Mind-Affecting]

Level: Drd 2

Components: V, S

Casting Time: 1 action

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

Target: One person or animal

Duration: 1 hour/level

Saving Throw: Will negates

Spell Resistance: Yes

As charm person, except that it can also affect an animal.

Chill Metal

Transmutation [Cold]

Level: Drd 2

Components: V, S, DF

Casting Time: 1 action

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

Target: Metal equipment of one creature/2 levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest

Duration: 7 rounds

Saving Throw: Will negates (see text)

Spell Resistance: Yes

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. (The Dungeon Master Guide has rules for magic items’ saving throws.) An item in a creature’s possession uses her saving throw (or its own, if it has one and its own is better).

A creature takes cold damage if her equipment is chilled. She takes full damage if her armor is affected or if she’s holding, touching, wearing, or carrying metal weighing one-fifth her own weight. She takes minimum damage if she’s not wearing metal armor and the metal that she’s carrying weighs less than one-fifth her weight.

On the first round of the spell, the metal becomes very chilly and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown below:

RoundMetal TemperatureDamage
1ColdNone
2Icy1d4 points
3–5Freezing2d4 points
6Icy1d4 points
7ColdNone

Chill metal counters and dispels heat metal. Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. For example, if the damage roll from a chill metal spell indicates 5 points of cold damage and the creature plunges through a wall of fire the same round and suffers 8 points of fire damage, she winds up suffering no chill damage (lucky her), only 3 points of fire damage. Underwater, chill metal inflicts no damage, but ice immediately forms around the affected metal, making it more buoyant.

Delay Poison

Conjuration (Healing)

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

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

The subject becomes temporarily immune to poison. The effects of any poison that have not already taken effect and would affect the subject wait until the spell ends and then take effect. The spell works regardless of whether a poison is already in the character’s system; however, slow poison does not cure any damage that poison may have already done.

Fire Trap

Abjuration [Fire]

Level: Drd 2, Sor/Wiz 4

Components: V, S, M

Casting Time: 10 minutes

Range: Touch

Target: Object touched

Duration: Permanent until discharged

Saving Throw: Reflex half (see text)

Spell Resistance: Yes

Fire trap creates a fiery explosion when an intruder opens the item that the trap wards. The fire trap can ward any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth). The spell is centered on a point selected by you. When someone other than you opens the item, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage plus 1 point per caster level (to a maximum of 1d4+20). The item protected by the trap is not harmed by this explosion.

The fire trapped item cannot have a second closure or warding spell placed on it.

A knock spell does not affect a fire trap in any way, as knock only opens things and the fire trap in no way prevents one from opening the trapped item. An unsuccessful dispel magic spell does not detonate the spell.

Under water, this ward inflicts half damage and creates a large cloud of steam.

As the caster, you can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast. “Attuning” usually involves a password that you can share with friends.

Note: Magical traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find the trap and Disable Device to thwart it. The DC in each case is 25 plus spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).

Material Components: A half-pound of gold dust (cost: 25 gp) sprinkled on the warded object. Attuning the trap to another individual requires a hair or similar object from that individual.

Flame Blade

Evocation [Fire]

Level: Drd 2

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Effect: A swordlike beam

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: Yes

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks, and the blade deals 1d8 points of damage plus 1 point per two caster levels (to a maximum of +10). As the blade is immaterial, your Strength modifier does not apply to the damage. The damage is all fire damage. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. It can harm any creature that is harmed by magical fire.

This spell does not function under water.

Flaming Sphere

Evocation [Fire]

Level: Drd 2, Sor/Wiz 2

Components: V, S, M/DF

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Effect: 3-ft. radius sphere

Duration: 1 round/level

Saving Throw: Reflex negates (see text)

Spell Resistance: Yes

The flaming sphere is a burning globe of fire that rolls whichever direction you point and burns those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature. (The subject can negate this damage with a successful Reflex save.) The flaming sphere rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. The sphere ignites flammable substances it touches and illuminates the same area as a torch.

The sphere moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. The sphere winks out if it exceeds the spell’s range.

Arcane Material Components: A bit of tallow, a pinch of sulfur, and a dusting of powdered iron.

Heat Metal

Transmutation

Level: Drd 2, Sun 2

Components: V, S, DF

Casting Time: 1 action

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

Target: Metal equipment of one creature/2 levels, no two of whom can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle

Duration: 7 rounds

Saving Throw: Will negates

Spell Resistance: Yes

This spell is identical to chill metal (see page @@) except that it makes metal warm, hot (1d4 points of fire damage), and searing (2d4 points of fire damage) instead of cold, icy, and freezing. Enchanted metal gets a saving throw to resist. Just as damage from chill metal negates fire damage, so damage from heat metal negates cold damage on a one-for-one basis. If cast underwater, heat metal deals half damage and boils the surrounding water.

Heat metal counters and dispels chill metal.

Hold Animal

Enchantment (Compulsion) [Mind-Affecting]

Level: Animal 2, Drd 2, Rgr 2

Components: V, S

Target: One animal

As hold person, except the spell affects an animal instead. Hold animal does not work on beasts, magical beasts, or vermin. When in doubt about whether something is or is not an “animal” as defined by the spell, check the Monster Manual.

Lesser Restoration

Conjuration (Healing)

Level: Clr 2, Drd 2

Components: V, S

Casting Time: 3 rounds

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

Lesser restoration dispels any magical effects reducing one of the target’s ability scores (such as ray of enfeeblement) or cures 1d4 points of ability damage to one of the target’s ability scores (such as from a shadow’s touch or poison). It does not restore permanent ability drain (such from a wraith’s touch).

Produce Flame

Evocation [Fire]

Level: Drd 2, Fire 2

Components: V, S

Casting Time: 1 action

Range: Touch

Effect: A flame in your palm

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: Yes (object)

Flames appear in your hand. You can hurl them or use them to touch enemies. The bright flames, which illuminate out to 20 feet as torches do, appear in your open hand and harm neither you nor your equipment.

You can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 plus 1 point per two caster levels (to a maximum of 1d4+10). Alternatively, you can hurl a the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand.

This spell does not function underwater.

Resist Elements

Abjuration

Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1

Components: V, S, DF

Casting Time: 1 action

Duration: 1 minute/level

As endure elements, except resist elements absorbs the first 12 points of damage each round.

Note: This spell overlaps (does not stack) with endure elements and protection from elements.

Soften Earth and Stone

Transmutation

Level: Drd 2, Earth 2

Components: V, S, DF

Casting Time: 1 action

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

Area: A 10-ft. square/level (see text)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot-square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM’s option). Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

Creatures in mud must succeed at Reflex saves or be caught for 1d2 rounds and unable to move, attack, or cast spells. Creatures that succeed at their saves can move through the mud at half speed, and they can’t run or charge.

Loose dirt is not as troublesome as mud, but all creatures in the area are reduced to half their normal speed and can’t run or charge over the surface.

Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of adventurers trying to break out of a cavern might use this spell to soften a wall. While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or the wall or roof and falls.

A moderate amount of structural damage can be inflicted to manufactured structures by softening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Speak with Animals

Divination

Level: Clr 2, Drd 2, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make animals any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If the animal is friendly, it may do some favor or service for you (as determined by the DM).

Note: This spell does not work on beasts, magical beasts, or vermin.

Summon Nature’s Ally II

Conjuration (Summoning) [See text]

Level: Drd 2, Rgr 2

As summon nature’s ally I, except that you can summon one of the following creatures:

Small air elemental

Small earth elemental

Small fire elemental

Small water elemental

Leopard

Black bear

Crocodile

Giant soldier ant

Spirit dog

~@not final

Alternatively, you can summon 1d3 creatures (all of the same type) listed in summon nature’s ally I.

Summon Swarm

Conjuration (Summoning)

Level: Brd 2, Drd 2, Sor/Wiz 2

Components: V, S, M/DF

Casting Time: 1 full action

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

Effect: A swarm of small creatures in a 5-ft. spread

Duration: Concentration+2 rounds

Saving Throw: None

Spell Resistance: No

A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. (Roll on the table below to see what sort of creature is summoned.) A creature in the swarm who takes no actions other than fighting off the creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage plus 1 point per three caster levels. Spellcasting or concentrating on spells within the swarm is impossible.

d20 RollSwarm Type*
1–8Rats (animals)
9–14Bats (animals)
15–16Spiders (vermin, poisonous)
17–18Centipedes (vermin, poisonous)
19–20Flying beetles (vermin)

*The creature types in parentheses indicate what sorts of spells and effects might aid a subject against the swarm.

A swarm of poisonous creatures deals no damage to creatures that are immune to poison, though it still prevents spellcasting and concentration. The creatures make mundane attacks. Damage reduction, incorporeality, and other special abilities also make a creature immune to damage from the swarm.

The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Certain area or effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately if appropriate to the swarm summoned. (For example, only flyers are affected by a gust of wind.)

The swarm is stationary once summoned. A druid caster, however, can (as a move-equivalent action) direct the swarm to move up to 30 feet per round (or 90 feet per round if she has summoned bats or beetles).

Arcane Material Component: A square of red cloth.

Tree Shape

Transmutation

Level: Drd 2, Rgr 3

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level (D)

By means of this spell, you are able to assume the form of a small, living tree or shrub or a large, dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. For all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and saves remain unaffected. Your AC does change. You gain 10 points of natural armor but have an effective Dexterity score of 1. You are also immune to critical hits while in the tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action (instead of as a standard action).

Warp Wood

Transmutation

Level: Drd 2

Components: V, S

Casting Time: 1 action

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

Target: 1 pound of wood/level, all within a 20-ft. radius

Duration: Instantaneous

Saving Throw: Will negates (object)

Spell Resistance: Yes (Object)

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. At 1st level, you can warp a handaxe handle or ten crossbow bolts. At 3rd level, you can warp the shaft of a typical shortspear. Boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped ranged weapons are useless. Warped melee weapons suffer a –4 penalty to their attack rolls.

Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

Wood Shape

Transmutation

Level: Drd 2

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Target: One touched piece of wood no larger than 10 cubic ft.+1 cubic ft./level

Duration: Instantaneous

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. For example, you can make a wooden weapon, fashion a special trap door, or sculpt a crude idol. This spell also permits you to reshape a wood door to make an exit where one didn’t exist or to seal a door shut. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.