Call Lightning

Evocation [Electricity]

Level: Drd 3

Components: V, S

Casting Time: 10 minutes, plus 1 action per bolt called

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

Effect: See text

Duration: 10 minutes/level

Saving Throw: Reflex half

Spell Resistance: Yes

To cast call lightning, you must be in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 HD or more). You are then able to evoke bolts of lightning as long as you remain in the stormy area. (The spell ends if you leave the stormy area.) You can call down one bolt every 10 minutes. You need not call a bolt of lightning immediately—other actions, even spellcasting, can be performed—however, you must use an action (concentrating on the spell) to call each bolt. A bolt causes 1d10 points of electrical damage per caster level, to a maximum of 10d10.

The bolt of lightning flashes down in a vertical stroke at whatever target point you choose, within range (measured from your position at the time). The bolt takes the shortest possible unobstructed path between a nearby cloud and the target. Any creature within a 10-foot radius of the path or the point where the lightning strikes is affected.

This spell can only be used outdoors. It does not function indoors, underground, or underwater.

Contagion

Necromancy

Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Living creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

The subject contracts a disease, which strikes immediately (no incubation period). You infect the target with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. See the Dungeon Master Guide for descriptions of each disease.

Cure Moderate Wounds

Conjuration (Healing)

Level: Brd 2, Clr 2, Drd 3, Pal 3, Healing 2

As cure light wounds, except cure moderate wounds cures 2d8 points of damage plus 1 point per caster level (up to +10).

Diminish Plants

Transmutation

Level: Drd 3, Rgr 3

Components: V, S, DF

Casting Time: 1 action

Range: See text

Target or Area: See text

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell has one of two effects (caster’s choice):

Prune Growth: The first effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, etc.) within long range (400 feet plus 40 feet per level) to shrink to about a third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.

At your option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. You may also designate areas within the area that are not affected.

Stunt: The second effect targets normal plants within a range of one-half mile, reducing their potential productivity over the course of the following year to one-third below normal.

Diminish plants counters plant growth.

Dominate Animal

Enchantment (Compulsion) [Mind-Affecting]

Level: Animal 3, Drd 3

Components: V, S

Casting Time: 1 action

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

Target: One animal

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

You can enchant an animal and direct it with simple commands. Sample commands include “attack,” “run,” “fetch,” etc. Suicidal or self-destructive commands (including commands to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between you and the subject animal. The animal can be directed by silent mental command as long as it remains in range. You need not see the animal to control it. You do not receive direct sensory input from the animal but know what the animal is experiencing. Because you are directing the animal with your own intelligence, the animal may be able to undertake actions normally beyond its own comprehension, such as manipulating objects with its paws and mouth. You need not concentrate exclusively on controlling the animal unless you are trying to direct it to do something it normally couldn’t do.

Greater Magic Fang

Transmutation

Level: Drd 3, Rgr 3

Components: V, S, DF

Casting Time: 1 action

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

Target: One living creature

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

As magic fang, except that the enhancement bonus to attack and damage is +1 per three caster levels (maximum +5).

Meld into Stone

Transmutation

Level: Clr 3, Drd 3

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction to the extent that you no longer fit within it expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you succeed at a Fortitude save (DC 18).

At any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration runs out or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and suffer 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you succeed at a Fortitude save (DC 18), in which case you are merely expelled. Finally, passwall expels you without damage.

Neutralize Poison

Conjuration (Healing)

Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Creature or object of up to 1 cubic foot/level touched

Duration: Instantaneous

Saving Throw: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability score damage, or effects that don’t go away on their own. For example, if a poison has dealt 3 points of temporary Constitution damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done. The reduction in Strength that a character suffers from troglodyte poison, however, is not damage. It goes away on its own, and this spell can cancel that reduction.

This spell also neutralizes the poison in a poisonous creature or object. A poisonous creature, such as a wyvern, replenishes its poison at its normal rate.

Arcane Material Component: A bit of charcoal.

Plant Growth

Transmutation

Level: Drd 3, Plant 3, Rgr 3

Components: V, S, DF

Casting Time: 1 action

Range: See text

Target or Area: See text

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Plant growth has a variety of possible effects on vegetation and can even heal plant creatures.

Plant growth counters diminish plants.

Plant growth has one of two effects (caster’s choice):

Overgrowth: The first effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, etc.) within long range (400 feet plus 40 feet per level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect.

At your option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. You may also designate areas within the area that are not affected.

Enrichment: The second effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

In many farming communities, clerics or druids cast this spell at planting time as part of the spring festivals.

Poison

Necromancy

Level: Clr 4, Drd 3

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Target: Living creature touched

Duration: Instantaneous (see text)

Saving Throw: Fortitude negates (see text)

Spell Resistance: Yes

Calling upon the venomous powers of natural predators, you inflict the subject with a horrible poison with a successful melee touch attack. The poison deals 1d10 points of Constitution damage immediately and another 1d10 points of Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10+one-half caster level+caster’s Wisdom modifier).

Protection from Elements

Abjuration

Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2

Components: V, S, DF

Casting Time: 1 action

Duration: 10 minutes/level or until discharged

As endure elements, but protection from elements grants complete invulnerability to damage from the selected energy type. If the spell absorbs 12 points per caster level of elemental damage, it is discharged.

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

Remove Disease

Conjuration (Healing)

Level: Brd 3, Clr 3, Drd 3, Rgr 3

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime, rot grubs, and others.

Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Snare

Transmutation

Level: Rgr 2, Drd 3

Components: V, S, DF

Casting Time: 3 rounds

Range: Touch

Target: Touched nonmagical circle of vine, rope, or a thong with a 2 ft. diameter+2 ft./level

Duration: Until triggered or broken

Saving Throw: None

Spell Resistance: No

This spell enables you to make a snare that functions as a magical trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (DC 23 Search check for a rogue [only] to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. (Note that the head of a worm or snake could be thus ensnared.)

If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, causing no damage but tightly binding it.

An entangled creature suffers a –2 penalty to attack rolls and suffers a –4 penalty to effective Dexterity. If the snare is anchored to an immobile object, the entangled character cannot move. Otherwise, he can move at half speed, but can’t run or charge. A character capable of spellcasting who is bound by this spell must succeed at a Concentration check (DC 15) to cast a spell.

The snare is magical. To escape, the trapped creature must succeed at an Escape Artist check (DC 23) or a Strength check (DC 23) that is a full-round action. The snare has 5 hit points. A successful escape from the snare breaks the loop and ends the spell.

Speak with Plants

Divination

Level: Clr 3, Drd 3, Rgr 2

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level

You can comprehend and communicate with plants, including normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings it limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.

The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If the plant creature is friendly, it may do some favor or service for you (as determined by the DM).

Spike Growth

Transmutation

Level: Drd 3

Components: V, S, DF

Casting Time: 1 action

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

Area: One 20-ft. square/caster level

Duration: 1 hour/level (D)

Saving Throw: Reflex partial

Spell Resistance: Yes

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoors setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area suffers 1d4 points of damage for each 5 feet of movement through the spiked area.

Any creature that sustains damage from this spell must also succeed at a Reflex save or suffer injuries to his feet and legs that slow his speed by one-third. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell. (Another character can remove the penalty by taking 10 minutes to dress the victim’s injuries and succeeding at a Heal check against the spell’s save DC.)

Spike growth is a magical trap that can’t be disabled with the Disable Device skill.

Note: Magical traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find the spike growth. The DC is 25 plus spell level, or DC 28 for spike growth.

Stone Shape

Transmutation

Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 5

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: A stone or stone object touched, up to 10 cubic feet+1 cubic foot/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 trap door, 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 spell is uttered.

Summon Nature’s Ally III

Conjuration (Summoning) [See text]

Level: Drd 3, Rgr 3

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

Medium-size air elemental

Medium-size earth elemental

Medium-size fire elemental

Medium-size water elemental

Medium-size viper

Grizzly bear

Dire badger

Giant wasp

Giant stag beetle

Spirit black bear

~@not final

Alternatively, you can summon 1d3 creatures (all of the same type) listed in summon nature’s ally II or 1d4+1 creatures (all of the same type) listed in summon nature’s ally I.

Water Breathing

Transmutation

Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Living creatures touched

Duration: 2 hours/level (see text)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The altered 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.