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Index of Spells by Domain - Animal

Index of Spells by Domain - Animal

Deities:

Name: Animal

Granted Power: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Calm Animals
Enchantment
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(Compulsion) [Mind-affecting]
1 standard action PRPG-O
Will negates - Yes Animal 1, Drd 1, Rgr 1 V, S
1 min./level Close General
Targets: Animals within 30 ft. of each other

Calms 2d4 + level HD of animals.

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.

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 breaks the spell on the threatened creatures.

Hold Animal
Enchantment
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(Compulsion) [Mind-affecting]
1 standard action PRPG-O
Will negates; see text - Yes Animal 2, Drd 2, Rgr 2 V, S, F/DF
1 round/level (D); see text Medium General
Target: One animal

Paralyzes one animal for 1 round/level.

This spell functions like hold person except that it affects an animal instead of a humanoid.

Dominate Animal
Enchantment
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(Compulsion) [Mind-affecting]
1 round PRPG-O
Will negates - Yes Animal 3, Drd 3 V, S
1 round/level Close General
Target: One animal

One animal obeys your silent mental commands and orders.

This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order 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 creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

Summon Nature's Ally IV
Conjuration
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(Summoning) [See Text]
1 round PRPG-O
None - No Animal 4, Drd 4, Rgr 4 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, 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 as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Beast Shape III
Transmutation
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(Polymorph)
1 standard action PRPG-O
- Animal 5, Sor/Wiz 5 V, S, M
1 min./level (D) Personal 30 minutes
Target: You

You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal : If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal : If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

This spell functions as beast shape I except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal : If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Large animal : If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

This spell functions as beast shape II except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Diminutive animal : If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.

Huge animal : If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.

Small magical beast : If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast : If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.

Antilife Shell
Abjuration
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1 round PRPG-O
None - Yes Animal 6, Clr 6, Drd 6 V, S, DF
1 min./level (D) 10 ft. General
Area: 10-ft.-radius emanation, centered on you

10-ft.-radius field hedges out living creatures.

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Animal Shapes
Transmutation
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(Polymorph)
1 standard action PRPG-O
None, see text - Yes (harmless) Animal 7, Drd 8 V, S, DF
1 hour/level (D) Close 24 hours
Targets: Up to one willing creature per level, all within 30 ft. of each other.

One ally/level polymorphs into chosen animal.

As beast shape III, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.

Summon Nature's Ally VIII
Conjuration
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(Summoning) [See Text]
1 round PRPG-O
None - No Animal 8, Drd 8 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, 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 as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Shapechange (F)
Transmutation
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(Polymorph)
1 standard action PRPG-O
- Animal 9, Drd 9, Sor/Wiz 9 V, S, F
10 min./level (D) Personal 4 hours
Target: You
Focus: Jade circlet worth 1,500 gp

Transforms you into certain creatures, and you can change forms once per round.

This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.