|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Transmutation||1 standard action||PRPG-O|
|Fortitude negates - Yes||Drd 5, Rgr 4, Sor/Wiz 5||V, S|
|Target: One animal (Gargantuan or smaller)|
One animal doubles in size.
The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command over an enlarged animal.
Multiple magical effects that increase size do not stack.
|Commune with Nature|
|-||Drd 5, Rgr 4||V, S|
Learn about terrain for 1 mile/level.
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as 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.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the spell is less powerful, and its radius 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 The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
|Cure Serious Wounds|
|Conjuration (Healing)||1 standard action||PRPG-O|
|Will half (harmless); see text - Yes (harmless); see text||Adp 3, Brd 3, Clr 3, Drd 4, Healing 3, Pal 4, Rgr 4||V, S|
|Target: Creature touched|
Cures 3d8 damage + 1/level (max +15).
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
|Freedom of Movement|
|Abjuration||1 standard action||PRPG-O|
|Will negates (harmless) - Yes (harmless)||Brd 4, Clr 4, Drd 4, Liberation 4, Luck 4, Rgr 4||V, S, M, DF|
|10 min./level||Personal or touch||1 hour|
|Target: You or creature touched|
Subject moves normally despite impediments to restrict movement.
This spell enables you or a 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 paralysis, solid fog, slow, and web . All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing .
|Abjuration||1 standard action||PRPG-O|
|Will negates (harmless, object) - Yes (harmless, object)||Rgr 4, Sor/Wiz 3, Trickery 3||V, S, M|
|1 hour/level||Touch||6 hours|
|Target: Creature or object touched|
|Materials: Diamond dust worth 50 gp|
Hides subject from divination, scrying.
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance and detect spells. Nondetection also prevents location by such magic items as crystal ball s. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection . If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature's gear as well as the creature itself.
|Summon Nature's Ally IV|
|Conjuration (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.
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.
|Conjuration (Teleportation)||1 standard action||PRPG-O|
|-||Drd 5, Rgr 4||V, S, DF|
|1 hour/level or until expended; see text||Personal||24 hours|
Step from one tree to another far away.
When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant. Once within a tree, you can teleport from that particular tree to another tree. The trees you enter must be of the same kind, must 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 as shown on the following table.
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but 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.