Antiplant Shell

Abjuration

Level: Drd 4

Components: V, S, DF

Casting Time: 1 action

Range: 10 ft.

Area: A 10-ft. radius emanation, centered on you

Duration: 10 minutes/level (D)

Saving Throw: None

Spell Resistance: Yes

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacking plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures the spell keeps at bay strains and collapses the field (see page @@).

Control Plants

Transmutation

Level: Drd 4, Plant 4, Rgr 3

Components: V, S, DF

Casting Time: 1 action

Range: 30 ft.

Area: Plants within a 30-ft.-radius spread centered on you

Duration: 1 minute/level

Saving Throw: Will negates (see text)

Spell Resistance: No

You can converse, in very rudimentary terms, with all sorts of plants and plantlike creatures (including fungi, molds, and plantlike monsters such as shambling mounds). You may also exercise limited control over normal plants. (Plantlike creatures can negate the control effect with a Will save.) The spell does not enable plants to uproot themselves and move about, but it does allow them to move their branches, stems, and leaves. Thus, you can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services.

The plants can duplicate the effect of an entangle spell or free creatures trapped by that spell.

Cure Serious Wounds

Conjuration (Healing)

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

As cure light wounds, except cure moderate wounds cures 3d8 points of damage plus 1 point per caster level (up to +15).

Dispel Magic

Abjuration

Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3

Components: V, S

Casting Time: 1 action

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

Target or Area: One spellcaster, creature, or object/a 30-ft.-radius burst

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Because magic is powerful, so, too, is the ability to dispel magic. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magic abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.

Note: The effects of spells with instantaneous duration can’t be dispelled because the magic effect is already over before the dispel magic can take effect. Thus, you can’t use dispel magic to repair fire damage caused by a fireball or to turn a petrified character back to flesh. (The magic has departed, leaving only perfectly normal stone or burnt flesh in its wake.)

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the spell. You make a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 plus 1 per caster level (maximum +10) with a DC of 11 plus the spell’s caster level.

For example Mialee, at 5th level, targets dispel magic on a hasted, mage armored, strengthened drow. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20+5 against DC 18) three times, once each for the haste, mage armor, and strength. If she succeeds at a particular check, that spell is dispelled (the drow’s SR doesn’t help him); if she fails, that spell remains in effect.

If the spellcaster targets an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature. Certain spells, such as bestow curse, can’t be dispelled, as stated in their spell descriptions.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. Remember that a magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this.

You automatically succeed in your dispel check against any spell that your cast yourself.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature that is the target of one or more spells, you make a dispel check against the spell with the highest caster level. If that fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel so far as that target is concerned) or fail all your checks. The creature’s magic items are not affected.

For each object that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the dispel magic’s target area, you make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps with that of the dispel, you make a dispel check to end the effect, but only within the area of the dispel magic.

If an object or creature that is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, you make a dispel check to end the spell that conjured the object or creature (returning them whence they came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed in dispel checks against any spell that you yourself have cast.

Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. You must make a dispel check to counter the other spellcaster’s spell.

Flame Strike

Evocation [Fire]

Level: Clr 5, Drd 4, Sun 5, War 5

Components: V, S, DF

Casting Time: 1 action

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

Area: Cylinder (10-ft. radius, 40 ft. high)

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A flame strike is a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per level, to a maximum of 15d6. Half the damage is fire damage, but the rest of the damage results directly from divine power and is therefore not subject to protection from elements (fire), fire shield (chill shield), etc.

Freedom of Movement

Abjuration

Level: Clr 4, Drd 4, Luck 4, Pal 4, Rgr 4

Components: V, S, M, DF

Casting Time: 1 action

Range: Personal or touch

Target: You or creature touched

Duration: 10 minutes/level

Saving Throw: None

Spell Resistance: Yes

This spell enables you or the creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as hold person, paralysis, solid fog, slow, or web spells.

The spell also allows a character to move and attack normally while underwater, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, allow water breathing without further appropriate magic.

Material Component: A leather thong, bound around the arm or similar appendage.

Giant Vermin

Transmutation

Level: Clr 4, Drd 4

Components: V, S, DF

Casting Time: 1 action

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

Targets: Up to three vermin, no two of which can be more than 30 ft. apart

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes

You turn one or more normal-sized insects, arachnids, or other vermin into larger forms resembling the giant vermin described in the Monster Manual. Only one type of vermin can be altered (so a single casting cannot affect both an ant and a fly), and all must be grown to the same number of HD. The number of vermin and the HD to which they can be grown depends upon your level: see the following table.

Caster’s LevelTarget’s New HDNew SizeArmor ClassAttack/DamageSave FortitudeSave ReflexSave Will
7–93d8+6Large14+4/1d8+4+50+1

10–124d8+16Huge14+8/2d6+8+80+1

13–155d8+20Huge14+8/2d6+8+80+1

16–186d8+24Huge14+9/2d6+8+9+1+2

19–207d8+28Huge14+9/2d6+8+9+1+2

The DM should also consult the vermin entry in the Monster Manual for more information on what abilities a giant vermin is likely to have. A flying insect can generally carry a rider two size categories smaller than itself.

Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“attack,” “defend,” “stop!” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Quench

Transmutation

Level: Drd 4

Components: V, S, DF

Casting Time: 1 action

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

Area or Target: 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 completely extinguishes all nonmagical fires in its area. Quench also dispels fire spells in the area, though you must succeed at a dispel check of 1d20 plus 1 per caster level (maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 plus the caster level of the fire spell. Fire-based creatures within the area suffer 1d6 points of damage per caster level from the spell (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 flame tongue sword. The item loses all its fire-based magical abilities permanently unless it succeeds at a Will save. (Artifacts and relics are immune to this effect.)

Reincarnate

Transmutation

Level: Drd 4

Components: V, S, DF

Casting Time: 10 minutes

Range: Touch

Target: Dead creature touched

Duration: Instantaneous

Saving Throw: None (see text)

Spell Resistance: Yes (harmless)

With this spell, you bring back a dead creature in another body, provided death occurred no more than 1 week before the casting of the spell and the subject’s soul is free and willing to return (see Bringing Back the Dead on page @@). If the subject’s soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process requires 1 hour to complete. When the body is ready, the subject is reincarnated.

The character reincarnated recalls the majority of his former life and form. He retains his Intelligence, Wisdom, and Charisma scores, as well as any class abilities or skills he formerly possessed. His class, base attack, base saves, and hit points remain unchanged. Strength, Dexterity, and Constitution scores depend partly on his new body. First eliminate the character’s racial adjustments (since he is no longer of his previous race) and then apply the adjustments found below. The character’s level is reduced by 1. (If the character was 1st level, his new Constitution score is reduced by 1.)

It’s quite possible for the change in the character’s ability scores to make it difficult for him to pursue his previous character class. If this happens, the character is well advised to become a multiclass character.

The new incarnation is determined on the following table or by DM choice.

d%IncarnationStrDexCon
01–03Badger+4+8+4
04–09Bear, black+8+2+4
10–13Bear, grizzly+14+2+8
14–17Boar+40+6
18–25Centaur+8+4+4
26–28Dryad0+40
29–32Eagle0+4+2
33–42Elf0+2–2
43–46Gnome–20+2
47–48Hawk–4+60
49–58Halfling–2+20
59–78Human000
79–80Leopard+6+8+4
81–82Owl–4+60
83–85Pixie–4+80
86–88Satyr0+2+2
89–90Sprite–4+60
91–96Wolf+2+4+4
97–99Wolverine +10+8+8
100Other (DM’s choice)???

Some bodies may make it impossible for the reincarnated character to use some of his class abilities. For example, a caster reincarnated as a hawk can’t cast spells with somatic components because he doesn’t have hands. The reincarnated character does gain any powers or abilities associated with his new form, including forms of movement and speeds, natural armor, natural attacks, etc. Refer to the Monster Manual for exact figures. A humanoid reincarnated into an animal body can speak the languages it formerly knew and is a magical beast.

A wish spell can restore a reincarnated character to his original form.

Repel Vermin

Abjuration

Level: Animal 4, Clr 4, Drd 4

Components: V, S, DF

Casting Time: 1 action

Range: 10 ft.

Area: A 1o-ft.-radius emanation centered on you

Duration: 10 minutes/level

Saving Throw: None or Will negates (see text)

Spell Resistance: Yes

An invisible barrier holds back vermin. A vermin with less than one-third your level in HD cannot penetrate the barrier. A vermin with at least one-third your level in HD can penetrate the barrier if it succeeds at a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters less aggressive vermin.

Rusting Grasp

Transmutation

Level: Drd 4

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Target: One nonmagical ferrous object (or the volume of the object within 3 feet of the touched point) or one ferrous creature

Duration: See text

Saving Throw: None

Spell Resistance: No

You corrode iron and iron alloys at a touch. Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius volume of the metal is rusted and destroyed. Magical metal items are immune to this spell.

You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (up to the maximum amount of protection the armor offered) through corrosion. For example, full plate armor (AC +8) could be reduced to +7 or as low as +2 in protection, depending on the die roll.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed at a melee touch attack against the weapon. (See the Strike a Weapon section on page @@.) A metal weapon that is hit is instantaneously destroyed. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.

Against ferrous creatures, rusting grasp deals 3d6 points of instantaneous damage plus 1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

Scry

Divination

Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4

Components: V, S, M/DF, F

Casting Time: 1 hour

Range: See text

Effect: One magical sensor

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

You can see and hear some creature, who may be at any distance. You must succeed at a Scry check to do so. The difficulty of the task depends on how well you knows the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, you get a –5 penalty on the Scry check.

KnowledgeDC
None*20
Secondhand. You have heard of the subject.15
Firsthand. You have met the subject.10
Familiar. You know the subject well.5

*You must have some sort of connection of a creature whom you have no knowledge of.

ConnectionScry Check Bonus
Likeness or picture+5
Possession or garment+8
Body part, lock of hair, nail clippings, etc.+10

This spell creates a magical sensor located near the subject. Any creature with a 12 Intelligence or higher can notice the sensor by making a Scry skill check (or Intelligence check) at a DC of 20.

The following spells can be cast through a scry spell: comprehend languages, read magic, tongues, and darkvision. The following spells have a 5% chance per caster level of operating correctly: detect magic, detect chaos, detect evil, detect good, detect law, and message.

Arcane Material Components: The eye of a hawk, an eagle, or even a roc and nitric acid, copper, and zinc.

Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus: A holy water font costing not less than 100 gp.

Druid Focus: A natural pool of water.

Sleet Storm

Conjuration (Creation) [Cold]

Level: Drd 4, Sor/Wiz 3

Components: V, S, M/DF

Casting Time: 1 action

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

Effect: Sleet spreads 40 ft., 20 ft. high

Duration: 1 round/level

Saving Throw: Reflex partial

Spell Resistance: No

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy, slowing movement to one-half normal. Additionally, any creature in sleet that attempts to move must succeed at a Reflex save or fall down instead. The sleet extinguishes torches and small fires.

Arcane Material Components: A pinch of dust and a few drops of water.

Spike Stones

Transmutation

Level: Drd 4, Earth 4

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

Rocky ground, stone floors, and similar surfaces shapes themselves into long, sharp points that blend into the background. The spike stones impede progress through an area and inflict damage. Any creature moving on foot into or through the spell’s area suffers 1d8 points of damage for each 5 feet of movement through the spiked area. In addition, ground speed through the spell’s area is reduced by half.

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

Note: Magical traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find the spike stones. The DC is 25 plus spell level, or DC 29 for spike stones.

Summon Nature’s Ally IV

Conjuration (Summoning) [See text]

Level: Drd 4, Rgr 4

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

Large air elemental

Large earth elemental

Large fire elemental

Large water elemental

Tiger

Gigantic scorpion

Spirit grizzly bear

~@not final

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