Animal Growth

Transmutation

Level: Drd 5, Sor/Wiz 5

Components: V, S

Casting Time: 1 action

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

Target: Up to one animal/two levels, no two of which can be more than 30 ft. apart

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes

A number of animals grow to twice their normal size.

Atonement

Abjuration

Level: Clr 5, Drd 5

Components: V, S, M, F, DF, XP

Casting Time: 1 hour

Range: Touch

Target: Living creature touched

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right her misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of knowing and willful nature, you must intercede with your deity at the cost of 500 experience points in order to expunge the subject’s burden. Naturally, many casters first assign a subject of this sort a quest or similar penance to determine if the creature is truly contrite before casting the atonement spell on her behalf.

Atonement may be cast for one of several purposes.

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

Restore Class: A paladin who has lost her class features due to unwillingly or unwittingly committing an evil act may be restored to her normal class by this spell. Note: A paladin who willingly and deliberately commits an evil act can never regain her paladinhood.

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost his ability to cast spells by incurring the anger of his deity may regain his spell powers by seeking atonement from another cleric of the same deity. If the transgression was intentional, you lose 500 XP for your intercession. If the transgression was unintentional, you do not lose XP.

Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders (or any creature incapable of changing its own alignment naturally). Note: Normally, changing alignment is up to the player (for PCs) or the DM (NPCs). This use of atonement simply offers a believable way for a character to change her alignment drastically, suddenly, and definitively.

Material Component: Burning incense.

Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.

XP Cost: When cast for the benefit of creatures whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).

Awaken

Transmutation

Level: Drd 5

Components: V, S, F, XP

Casting Time: One day

Range: Touch

Target: Animal or tree touched

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save against a DC of 10+the target’s HD (or the HD the tree will have once awakened).

The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serve you in specific tasks or endeavors if you communicate your desires to it.

An awakened tree has stats as if it were an animated object (see the Monster Manual), except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Awakened plants gain the ability to move their limbs, roots, vines, creepers, etc. and have senses similar to a human’s.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.

In either case, the awakened creature can speak one language that you know, plus one additional language per Intelligence bonus (if any).

XP Cost: 250 XP.

Commune with Nature

Divination

Level: Animal 5, Drd 5

Components: V, S

Casting Time: 10 minutes

Range: Personal

Target: You

Duration: Instantaneous

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. For example, you could determine the location of any powerful undead creatures, the location of all major sources of safe drinking water, and the location of any buildings (which register as blind spots).

In outdoor settings, the spell operates in a radius of one mile per caster level. In natural underground settings—caves, caverns, etc.—the range is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement (such as in dungeons and towns).

Control Winds

Transmutation

Level: Air 5, Drd 5

Components: V, S

Casting Time: 1 action

Range: 40 ft./level

Area: 40 ft./level-radius centered on you

Duration: 10 minutes/level

Saving Throw: Fortitude negates

Spell Resistance: No

You alter wind force in the area surrounding you. You can choose to make the wind blow in a particular direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or you choose to alter your handiwork again, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the effect to any circular area less than your full range (for example, a 20-foot. diameter tornado centered 100 feet away).

Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area:

  • A downdraft blows from the center outward in equal strength in all directions.
  • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

    Wind Force: For every three caster levels, you can increase or decrease wind force by one level of strength. Wind strengths are as follows:

    Wind ForceWind SpeedRanged Attacks Normal/Siege Weapons*Target Size**Wind Effect
    Light2–7 mph—/—AnyNone
    Moderate8–18 mph—/—AnyNone
    Strong19–31 mph–2/—Tiny or smallerKnocked down
    Small or largerNone
    Gale32–54 mph–4/—TinyBlown away
    SmallKnocked down
    Medium-sizeChecked
    Large or largerNone
    Storm55–72 mphImpossible/–4Small or smallerBlown away
    Medium-sizeKnocked down
    Large or HugeChecked
    Gargantuan or ColossalNone
    Hurricane73–176 mphImpossible/–4Medium-size or smallerBlown away
    LargeKnocked down
    HugeChecked
    Gargantuan or ColossalNone
    Tornado177+ mphImpossible/–4Large or smallerBlown away
    HugeKnocked down
    Gargantuan or ColossalChecked

    *The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.

    **Flying or airborne creatures are treated as one size class smaller than their actual size.

    Each round, a creature in the wind must make a Fortitude save or suffer the effect:

  • Blown Away: Creatures on the ground are knocked down and rolled 1d4 x 10 feet, sustaining 1d4 points of subdual damage per 10 feet. Flying creatures are blown back 2d6´10 feet and sustain 2d6 points of subdual damage due to battering and buffeting.
  • Knocked Down: The creature is knocked to the ground by the force of the wind. Flying creatures are instead blown back 1d6 x 10 feet.
  • Checked: The creature is unable to move forward against the force of the wind. Flying creatures are blown back 1d6 x 5 feet (or to the end of the effect, whichever is nearer).

    Strong winds make sailing difficult. Gales cause minor ship and building damage. Storms drive most flying creatures from the skies, uproot small trees, knock down light wooden structures, tear off roofs, and endanger ships. Hurricane force winds destroy wooden buildings and cause most ships to founder. Tornadoes destroy nonfortified buildings and uproot large trees.

    Cure Critical Wounds

    Conjuration (Healing)

    Level: Brd 4, Clr 4, Drd 5, Healing 4

    As cure light wounds, except cure critical wounds cures 4d8 points of damage plus 1 point per caster level (up to +20).

    Death Ward

    Necromancy

    Level: Clr 4, Death 4, Drd 5, Pal 4

    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)

    The subject is immune to all death spells and magical death effects. The spell does not protect against other sorts of attacks, such as hit point loss, poison, petrification, or other effects even if they might be lethal.

    Hallow

    Evocation [Good]

    Level: Clr 5, Drd 5

    Components: V, S, M, DF

    Casting Time: One day

    Range: Touch

    Area: A 10-ft./level radius emanating from the touched point

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: See text

    Hallow makes a particular site, building, or structure a holy site. This has four major effects.

    First, the site or structure is guarded by a magic circle against evil effect.

    Second, all Charisma checks to turn undead gain a +4 holy bonus and Charisma checks to command undead suffer a –4 holy penalty. Spell resistance does not apply to this effect. (Note: This provision does not apply to the druid version of the spell.)

    Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

    Finally, you may choose to fix a single spell effect to the hallow site. The spell effect lasts for 1 year and functions throughout the entire consecrated site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. For example, you may create a bless effect that aids all creatures of your alignment or faith in the area, or a curse effect that hinders creatures of the opposed alignment or an enemy faith. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

    Spell effects that may be tied to a hallow site include aid, bless, cause fear, curse, darkness, daylight, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, free action, invisibility purge, negative plane protection, protection from elements, remove fear, resist elements, silence, tongues, and zone of truth. Spell resistance might apply to these spells effects. (See the individual spell descriptions for details.)

    An area can receive only one hallow (and its associated spell effect) at a time.

    Hallow counters or dispels unhallow.

    Material Components: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

    Ice Storm

    Evocation [Cold]

    Level: Drd 5, Sor/Wiz 4, Water 5

    Components: V, S, M/DF

    Casting Time: 1 action

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

    Area: A cylinder (20-ft. radius, 40 ft. high)

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: Yes

    Great hailstones pound down, inflicting 5d6 points of damage to creatures in their path; the damage is 3d6 impact plus 2d6 cold.

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

    Insect Plague

    Conjuration (Summoning) [see text]

    Level: Clr 5, Drd 5

    Components: V, S, DF

    Casting Time: 1 full round

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

    Effect: A cloud of insects 180 ft. wide and up to 60 ft. high

    Duration: 1 minute/level

    Saving Throw: See text

    Spell Resistance: No

    A horde of creeping, hopping, and flying insects swarm in a thick cloud when you cast this spell. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible rate in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.)

    Heavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell simply clears insects from its blast area for 1 round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell.

    Summon Nature’s Ally V

    Conjuration (Summoning) [See text]

    Level: Drd 5

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

    Huge air elemental

    Huge earth elemental

    Huge fire elemental

    Huge water elemental

    Elephant

    Dire cat

    Giant praying mantis

    Spirit tiger

    ~@not final

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

    Transmute Mud to Rock

    Transmutation

    Level: Drd 5, Sor/Wiz 5

    Components: V, S, M/DF

    Casting Time: 1 action

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

    Area: Up to two 10-foot cubes/level (S)

    Duration: Permanent

    Saving Throw: See text

    Spell Resistance: No

    This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Creatures in the mud are allowed a Reflex save to escape before the area is hardened to stone.

    Transmute mud to rock counters and dispels transmute rock to mud.

    Arcane Material Component: Sand, lime, and water.

    Transmute Rock to Mud

    Transmutation

    Level: Drd 5, Sor/Wiz 5

    Components: V, S, M/DF

    Casting Time: 1 action

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

    Area: Up to two 10-foot cubes/level (S)

    Duration: Permanent (see text)

    Saving Throw: See text

    Spell Resistance: No

    This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. If the spell is cast upon a boulder, for example, the boulder collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink until hip- or chest-deep, reducing their speed to 5 feet and giving them –2 penalties on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

    If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. For example, a 10th-level caster could convert twenty 10-foot cubes into mud. Pooling on the floor, this would cover an area of forty 10-foot squares to a depth of 5 feet. The falling mud and the ensuing cave-in inflict 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed at Reflex saves.

    Castles and large stone buildings are generally immune to the effects of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

    The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage.

    Arcane Material Component: Clay and water.

    Tree Stride

    Transmutation [Teleportation]

    Level: Drd 5, Rgr 4

    Components: V, S, DF

    Casting Time: 1 action

    Range: Personal

    Target: You

    Duration: 1 hour/level or until expended (see text)

    You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all other trees you enter must be of the same type, must all be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range shown in the following table:

    Type of TreeRange of Transport
    Oak, ash, yew3,000 feet
    Elm, linden2,000 feet
    Other deciduous1,500 feet
    Any coniferous1,000 feet
    All other trees500 feet

    You may move into a tree up to one time per level (passing from one tree to another only counts as moving into one tree). The spell lasts until the duration is expended or you exit a tree. In a thick oak forest, this means that a 10th-level druid could make 10 transports over the course of 10 rounds, traveling up to 30,000 feet (about 6 miles) by doing so. Each transport is a full-round action.

    You can, at your option, remain within a tree without transporting yourself, though you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.

    Unhallow

    Evocation [Evil]

    Level: Clr 5, Drd 5

    Components: V, S, M

    Casting Time: One day

    Range: Touch

    Area: A 10-foot/level radius emanating from the touched point

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: See text

    Unhallow makes a particular site, building, or structure, an unholy site. This has three major effects.

    First, the site or structure is guarded by a magic circle against good effect.

    Second, all turning checks to turn undead suffer a –4 unholy penalty and turning checks to rebuke undead gain a +4 unholy bonus. Spell resistance does not apply to this effect. (Note: This provision does not apply to the druid version of the spell.)

    Finally, you may choose to fix a single spell effect to the unhallow site. The spell effect lasts for 1 year and functions throughout the entire consecrated site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. For example, you may create a bless effect that aids all creatures of like alignment or faith in the area, or a curse effect that hinders creatures of the opposite alignment or an enemy faith. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

    Spell effects that may be tied to a unhallow site include: aid, bless, cause fear, curse, darkness, daylight, deeper darkness, detect magic, detect evil, dimensional anchor, discern lies, dispel magic, endure elements, free action, invisibility purge, negative plane protection, protection from elements, remove fear, resist elements, silence, tongues, and zone of truth. Spell resistance might apply to these spells effects. (See the individual spell descriptions for details.)

    An area can receive only one unhallow (and its associated spell effect) at a time.

    Unhallow counters and dispels hallow.

    Material Components: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the unhallowed area.

    Wall of Fire

    Evocation [Fire]

    Level: Drd 5, Fire 4, Sor/Wiz 4

    Components: V, S, M/DF

    Casting Time: 1 action

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

    Effect: An opaque sheet of flame up to 20-ft. long/caster level or a ring of fire with a radius of up to 5 ft./2 caster levels; either form 20 ft. high

    Duration: Concentration+1 round/level

    Saving Throw: See text

    Spell Resistance: Yes

    An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, inflicting 2d4 points of fire damage on creatures within 10 feet and 1d4 points of fire damage on those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of damage plus 1 point of damage per caster level to any creature passing through it (maximum 2d6+20, all fire damage). The wall deals double damage to undead creatures.

    If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the hot side of the will, it takes 2d4 points of damage, as normal.)

    If any 5-foot length of wall suffers 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

    Arcane Material Component: Phosphorus.

    Wall of Thorns

    Conjuration (Creation)

    Level: Drd 5, Plant 5

    Components: V, S

    Casting Time: 1 action

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

    Effect: Wall of thorny brush, up to one 10-foot cube/level (S)

    Duration: 10 minutes/level (D)

    Saving Throw: None

    Spell Resistance: No

    The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature forced into or attempting to move through the wall of thorns suffers 25 points of damage per round of movement, minus 1 point for each point of the creature’s AC. Positive Dexterity bonuses to AC and dodge bonuses in general do not count for this calculation. (Creatures with an Armor Class of 25 or better suffer no damage from contact with the wall.)

    You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-foot by 10-foot by 5-foot blocks equal to twice caster level. This has no effect on the damage inflicted by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

    Creatures can force their way slowly through the wall. To make any progress at all, a creature must succeed at a Strength check (DC 20) or remain in place. The successful creature moves a number of feet equal to its Strength check result minus 19, so a character who rolled a 24 on his Strength check could move 5 feet in a round. Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can always choose to remain motionless in order to avoid taking any more damage.

    Any creature within the area of the spell when it is cast suffers damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the wall ends. Creatures with the ability to pass through overgrown areas unhindered can pass through wall of thorns at their normal speed without suffering damage.

    A wall of thorns can be carefully breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 feet deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fires burn away the barrier in 10 minutes.