|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Transmutation||1 standard action||PRPG-O|
|None - No||Drd 7, Plant 7||V|
|1 round/level or 1 hour/level; see text||Close||General|
|Targets: One Large plant per three caster levels or all plants within range; see text|
One or more plants animate and fight for you.
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle : Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
|None - No||Drd 7||V, S, F|
|1 hour/level (D)||Touch||6 hours|
|Target: Your touched staff|
Your staff becomes a treant on command.
You change a specially prepared quarterstaff into a Huge treant-like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
|Transmutation||10 minutes; see text||PRPG-O|
|None - No||Clr 7, Drd 7, Sor/Wiz 7, Weather 7||V, S|
|4d12 hours; see text||2 miles||General|
|Area: 2-mile-radius circle, centered on you; see text|
Changes weather in local area.
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.
|Conjuration (Summoning)||1 standard action||PRPG-O|
|Fortitude partial, see text - No||Drd 7||V, S|
|1 round/level||Close /100 ft.; see text||General|
|Effect: Four swarms of insects|
Swarms of centipedes attack at your command.
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.
You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).
|Mass Cure Moderate Wounds|
|Conjuration (Healing)||1 standard action||PRPG-O|
|Will half (harmless) or Will half; see text - Yes (harmless) or yes; see text||Brd 6, Clr 6, Drd 7||V, S|
|Target: One creature/level, no two of which can be more than 30 ft. apart|
Cures 2d8 damage + 1/level, affects 1 subject/level.
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).
|Evocation [Fire]||1 standard action||PRPG-O|
|Reflex half - Yes||Clr 8, Drd 7||V, S|
|Area: Two 10-ft. cubes per level (S)|
Deals 1d6/level fire damage.
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
|Conjuration (Healing)||1 standard action||PRPG-O|
|Will negates (harmless) - Yes (harmless)||Adp 5, Clr 6, Drd 7, Healing 6||V, S|
|Target: Creature touched|
Cures 10 points/level damage, all diseases and mental conditions.
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feeblemind ed, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm .
|Divination (Scrying)||1 standard action||PRPG-O|
|Will negates - Yes||Brd 6, Clr 7, Drd 7, Sor/Wiz 7||V, S|
|1 hour/level||See text||6 hours|
|Effect: Magical sensor|
As scrying, but faster and longer.
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message .
If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues .
|Summon Nature's Ally VII|
|Conjuration (Summoning) [See Text]||1 round||PRPG-O|
|None - No||Drd 7||V, S, DF|
|1 round/level (D)||Close||General|
|Effect: One summoned creature|
Summons creature to fight.
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.
|Evocation [Light]||1 standard action||PRPG-O|
|Reflex negates and Reflex half; see text - Yes||Drd 7, Sun 7||V, S, DF|
|1 round/level or until all beams are exhausted||60 ft.||General|
|Area: Line from your hand|
Beam blinds and deals 4d6 damage.
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
|Transmute Metal to Wood|
|Transmutation||1 standard action||PRPG-O|
|None - Yes (object; see text)||Drd 7||V, S, DF|
|Area: All metal objects within a 40-ft.-radius burst|
Metal within 40 ft. becomes wood.
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
Only limited wish or similar magic can restore a transmuted object to its metallic state.
|True Seeing (M)|
|Divination||1 standard action||PRPG-O|
|Will negates (harmless) - Yes (harmless)||Adp 5, Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6||V, S, M|
|Target: Creature touched|
|Materials: An eye ointment that costs 250 gp|
Lets you see all things as they really are.
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance .
|Transmutation [Air]||1 standard action||PRPG-O|
|None and Will negates (harmless) - No and yes (harmless)||Clr 6, Drd 7||V, S, DF|
|1 hour/level (D); see text||Touch||24 hours|
|Targets: You and one touched creature per three levels|
You and your allies turn vaporous and travel fast.
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.