Pages: | 13 of 1000 |
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Description | Favorite spells of the druid. |
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Detect Magic | |||||||||||||||||||||||||||||||
Divination | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
None - No | Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | |||||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | |||||||||||||||||||||||||||||
Area: Cone-shaped emanation | |||||||||||||||||||||||||||||||
Detects spells and magic items within 60 ft. |
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You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of magical auras. 2nd Round : Number of different magical auras and the power of the most potent aura. 3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
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Know Direction | |||||||||||||||||||||||||||||||
Divination | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
- | Brd 0, Drd 0 | V, S | |||||||||||||||||||||||||||||
Instant | Personal | General | |||||||||||||||||||||||||||||
Target: You | |||||||||||||||||||||||||||||||
You discern north. |
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When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction. |
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Read Magic | |||||||||||||||||||||||||||||||
Divination | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
- | Adp 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | V, S, F | |||||||||||||||||||||||||||||
10 min./level | Personal | General | |||||||||||||||||||||||||||||
Target: You | |||||||||||||||||||||||||||||||
Read scrolls and spellbooks. |
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You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. |
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Stabilize | |||||||||||||||||||||||||||||||
Conjuration (Healing) | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Adp 0, Clr 0, Drd 0 | V, S | |||||||||||||||||||||||||||||
Instant | Close | General | |||||||||||||||||||||||||||||
Target: One living creature | |||||||||||||||||||||||||||||||
Cause a dying creature to stabilize. |
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Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. |
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Full Description | ||
Cure Light Wounds | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will half (harmless); see text - Yes (harmless); see text | Adp 1, Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 1d8 damage + 1/level (max +5). |
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When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Entangle | ||
Transmutation | 1 standard action | PRPG-O |
Reflex partial; see text - No | Drd 1, Plant 1, Rgr 1 | V, S, DF |
1 min./level (D) | Long | General |
Area: Plants in a 40-ft.-radius spread | ||
Plants entangle everyone in 40-ft. radius. |
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This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion. |
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Magic Fang | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Drd 1, Rgr 1 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Living creature touched | ||
One natural weapon of subject creature gets +1 on attack and damage rolls. |
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Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell. |
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Shillelagh | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (object) - Yes (object) | Drd 1 | V, S, DF |
1 min./level | Touch | 30 minutes |
Target: One touched nonmagical oak club or quarterstaff | ||
Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level. |
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Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. |
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Speak with Animals | ||
Divination | 1 standard action | PRPG-O |
- | Brd 3, Drd 1, Rgr 1 | V, S |
1 min./level | Personal | 30 minutes |
Target: You | ||
You can communicate with animals. |
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You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. |
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
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Full Description | ||
Bull's Strength | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Adp 2, Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Str for 1 min./level. |
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The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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Flaming Sphere | ||
Evocation [Fire] | 1 standard action | PRPG-O |
Reflex negates - Yes | Drd 2, Sor/Wiz 2 | V, S, M/DF |
1 round/level | Medium | General |
Effect: 5-ft.-diameter sphere | ||
Rolling ball of fire deals 3d6 fire damage. |
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A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a 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 aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range. |
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Owl's Wisdom | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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Full Description | ||
Call Lightning | ||
Evocation [Electricity] | 1 round | PRPG-O |
Reflex half - Yes | Drd 3, Weather 3 | V, S |
1 min./level | Medium | General |
Effect: One or more 30-ft.-long vertical lines of lightning | ||
Calls down lightning bolts (3d6 per bolt) from sky. |
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Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. |