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Druid CASTER LVL SPELL SAVE

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
0-Level Spells (Orisons) Create Water Cure Minor Wounds Dawn Detect Magic Detect Poison Flare Guidance Know Direction Light Mending Naturewatch Purify Food and Drink Read Magic Resistance Virtue 1st-Level Spells Animate Fire Animate Water Animate Wood Aspect of the Wolf Aura Against Flame Babau Slime Beast Claws Beastland Ferocity Beget Bogun Branch to Branch Breath of the Jungle Buoyant Lifting Calm Animals Camouflage Charm Animal Claws of the Bear Climb Walls Climbing Tree Cloak of Shade Cloudburst Cold Fire Conjure Ice Beast I Crabwalk Crunchy Snow Cure Light Wounds Deep Breath Delay Disease

spell name

school
con[creation][water] con[healing] abj div div evo[light] div div evo[light] tra nec tra div abj tra tra[fire] tra[water] tra tra abj tra tra en[comp][mind] con[creation] tra tra evo en[comp][mind] tra en[charm][mind] tra tra con[creation] abj evo[water] tra[cold] con[creation][cold] tra tra[cold] con[healing] con[creation][air] con[healing]

comp
vs vs v vs vs v vs vs vm/df vs s vs vsf vsm/df vsdf vsm vsm vsm vsmdf vs vsmdf vsm vsdf vsmxp vs vsdf sdf vs vs vs vs vsm vsdf vsdf vs vsdf vsdf vsm vsFrostfell vs v vsdf

cast time
1sa 1sa 1 swift 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1r 1r 1r 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1 imm 1sa 1sa 1sa 1sa 1sa 1 full 1sa 1rd 1sa 1r 1sa 1sa 1sa 1r 1sa

range
Close Touch 15 ft. 60 ft. Close Close Touch Personal Touch 10 ft. 30 ft. 10 ft. Personal Touch Touch Close Close Touch Personal Personal Touch Personal Touch Touch Personal Med Close Close Personal Close Personal Touch 0 ft Touch Long Close Close Touch Med Touch Personal Touch

duration
Inst Inst Inst [c]->5 min(D) Inst Inst 1 min(D) Inst 50 min(D) Inst 50 min Inst 50 min 1 min 1 min

save
None Will half(h)* Fort neg(h) None None Fort neg Will neg(h) None Will neg(h,o) None Will neg(o) Will neg(h) Fort neg(h)

SR
No Yes(h)* Yes(h) No No Yes Yes No Yes(h,o) No Yes(o) Yes(h) Yes(h)

description
Creates 10 gallons of pure water. Cures 1 point of damage. All sleeping creatures in a 15 ft radius burst awaken. Detects spells and magic items within 60 ft. Detects poison in one creature or object. Dazzles one creature (-1 on attack rolls). +1 on one attack roll, saving throw, or skill check. You discern north. Object shines like a torch. Makes minor repairs on an object. Reveals the genral health & how near death animal & plants within 30 ft. are. Purifies 5 cu. ft. of food or water. Read scrolls and spellbooks. Subject gains +1 on saving throws. Subject gains 1 temporary hp.

ref
ph:215 ph:216 spc:59 ph:219 ph:219 ph:232 ph:238 ph:246 ph:248 ph:253 spc:146 ph:267 ph:269 ph:272 ph:298 spc:12 spc:13 spc:13 spc:16 spc:18 spc:22 spc:25 spc:25 spc:26 spc:38 spc:39 spc:40 ph:207 spc:43 ph:208 spc:47 spc:47 cm:99 sa:112 spc:49 spc:50 fr:91 spc:55 fr:92 ph:215 spc:61 spc:62

[c]->5 rd(D) None No Able to animate fire (use sm. fire elemental MM pg 98) [c]->5 rd(D) None No Able to animate water (use sm. water elemental MM pg 100) [c]->5 rd(D) None No Able to animate wood (use sm. Animated object in MM pg 13) 50 min(D) You assume the physical appearance and many of the qualities and abilities of a wolf. 5 rd Ignore 10 fire dam/rnd and extinguish fires. Touch to snuff out fires. 5 min Fort neg(h) Yes(h) Secrete a body-covering acid does 1d8 points of damages foes' weapons. 5 hrs Your hands become slashing natural weapons. Yes(h) Subject fights without penalty while disabled or dying. 5 min Fort neg(h) Inst None No You create a Tiny nature servant. 5 hr(D) +10 on Climb in trees, swing like monkey. 5 min None No Create mist, DC of saves made in this mist against poison & disease increased by +2. 5 min(D)* None No Target float to the surface of water at 60 ft/rd until they are floating. 5 min Will neg* Yes Calms 2d4+5 HD of animals. 50 min Grants +10 bonus on Hide checks. 5 hr Will neg Yes Makes one animal your friend. 5 rd Your hands become weapons dealing 1d8 damage each. 5 min(D) Will neg(h) Yes(h) Enhancement bonus on Climb checks. 5 mins(D) None No Temporarily grow a tall tree for use as a ladder. 5 hr(D) None Yes Touched creature gains protection from heat and sun. 50 min(D) None No Hampers vision and ranged attacks, puts out normal fires. 5 min(D)(fire sourc No(fire); Fort half(cNo(fire); YeTurn fires cold. Creatures with the fire subtype or cold vulnerability, take 5d6 damage. 5 rd(D) None No Creates ice creature to fight for you. 5 min. None No When the subject charges it gains a +4 attack roll and takes no penalty to AC. 5 hr None No Area of snow becomes crunchy penalizing Move Silently -20. Inst Will half(h)* Yes(h)* Cures 1d8+5 damage. 5 rd Fill your lungs with air for the duration of the spell. 24 hrs Will neg(h) Yes(h) The progress of any nonmagical disease is halted for the spell duration.

Page 1 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
Detect Animals or Plants Detect Snares and Pits Divine Inspiration Ease of Breath Endure Elements Enrage Animal Entangle Extract Drug Eyes of the Avoral Faerie Fire Foundation of Stone Goodberry Handfire Hawkeye Healthful Rest Hide from Animals Horrible Taste Ice Skate Impede Sun's Brilliance Impeding Stones Ivory Flesh Jump Kuo-Toa Skin Locate Touchstone Locate Water Longstrider Low-Light Vision Magic Fang Magic Stone Obscuring Mist Omen of Peril Pass without Trace Produce Flame Quickswim Raging Flame Ram's Might Rapid Burrowing Raptor's Sight Remove Scent Resist Planar Alignment Sandblast Shillelagh Silvered Claws Slow Burn

spell name

div div div nec[cold] abj en[comp][mind] tra con[creation] tra evo[light] tra[earth] tra evo[light] tra con[healing] abj tra tra abj tra tra tra tra div div tra tra tra tra con[creation] div tra evo[fire] tra tra[fire] tra tra tra tra abj evo tra tra tra[fire]

school

vs vs Sac vsdf vs vs vsdf vsf s vsdf vsdf vsdf vs v vs sdf vsm vsdf s vsdf vs vsm vsmdf vs

comp

1sa 1sa 1sa 1sa 1sa 1sa 1sa 1 min 1sa 1sa 1sa 1sa 1sa 1sa 10 mins 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1r 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa

cast time

Long 60 ft. Touch Touch Touch Med Long Touch Touch Long Close Touch Touch Personal Close Touch Touch Touch Close Med Touch Touch Touch see text Long Personal Touch Touch Touch 20 ft. Personal Touch 0 ft. Personal Med Personal Touch Personal Touch Touch 10 ft. Touch Touch Med

range

[c]->50 min(D) [c]->50 min(D) 1d4 rds 5 hr 24 hrs ( c )+ 5 rd 5 min(D) Perm 5 rd 5 min(D) 5 rd 5 days 5 mins/di(D) 50 min(D) 24 hrs 50 min(D) 50 min 50 min(D) 50 min(D) 5 mins(D) 5 hr(D) 5 min(D) 5 hrs. Inst [c]->50 min(D) 5 hr(D) 5 hr 5 min 30 min(D) 5 min Inst 5 hr(D) 5 min(D) 5 hr(D) 1 min 5 min 50 min 5 hr 50 min 50 min Inst 5 min 5 min 1 min

duration

None None None None Will neg(h) None Ref prtl* None Will neg None None None None Will neg(h) Will neg(h) Fort neg* Fort neg None Ref prtl; see text Will neg Will neg(h) Will neg(h) None None Will neg(h) Will neg(h) Will neg(h,o) None Will neg(h) None None None Fort neg(h) Will neg Fort neg (h) Ref half Will neg(o) Will neg None

save

No No Yes No Yes(h) Yes No No Yes Yes No Yes Yes Yes(h) Yes No Yes No No Yes Yes Yes(h) No No Yes(h) Yes(h) Yes(h,o) No Yes(h) Yes No No Yes(h) Yes Yes (h) Yes Yes(o) Yes No

SR

Detects kinds of animals or plants. Reveals natural or primitive traps. Target gains +3 sacred bonus on attack rolls against evil creatures. +20 Fort save to resist altitude sickness and altitude saves against fatigue Exist comfortably in hot or cold environments. Enrages an animal Plants entangle everyone in 40-ft.-radius. Creates drug from inanimate object. Subject gets +8 on Spot checks. 5 ft. radius burst outlines subjects w/ light, canceling blur, concealment, etc. Unmoving subject receives a +2 to AC & +4 bonus to Str vs bull rush & trip. 2d4 berries each cure 1 hp (max 8 hp/24 hours). Touch attack for 1d8+5, 2d6+5 against undead. Increase range by 50%; +5 on Spot. Heal at twice normal rate. Animals can't perceive 5 subject(s). Creature biting you are nauseated and will not willingly bite you again. Allows a creature to skate on ice increasing its speed by 60ft. Diminishes the heat and light of the sun in an area. Stones, bricks, hard dirt etc. cracks and shift in its foundations making footing treacherous. Turns the subject white granting a +5 circumstance bonus to hide in snow. Subject gets +20 bonus on Jump checks. Subject gains +8 on Escape Artist checks and cannot be snared by webs. Find Nearest planar touchstone on the plane you currently inhabit. Reveals location, size, and quality of water sources. Grants a +10 enhancement bonus to your speed. Target gains low-light vision One natural weapon of subject creature gets +1 on attack and damage rolls. Three stones gain +1 on attack, deal 1d6 +1 damage. Fog surrounds you. Vision hints at danger in immediate future. 5 subject(s) leaves no tracks. 1d6+5 damage, touch or thrown. Your swim speed increases by 10 ft. Fires in a 30' radius burn twice as bright & twice as hot. +2 to Str, unarmed attacks inflict lethal damage, considered armed. Increase target's burrow speed by +20'. +5 bonus to Spot plus additional effects for ranged attacks. Hides the scent of spell recipient. Subject can resist penalties for having an opposed alignment on an aligned plane You fire sand that deals 1d6 nonlethal damage, stuns enemies. Your nonmagical club or quarterstaff gains a +1 enhancement bonus on attack and damage rolls. It deals One creature's natural attacks are treated as silvered weapons. Fire burns twice as long w/ half the light & takes twice as long to put out.

description

ph:218 ph:220 be:96 fr:93 ph:226 spc:82 ph:227 bv:94 be:99 ph:229 spc:99 ph:237 pg:103 spc:110 spc:111 ph:241 spc:116 fr:100 sa:117 cty:66 fr:101 ph:246 sto:118 plh:100 sa:117 ph:249 spc:134 ph:250 ph:251 ph:258 spc:149 ph:259 ph:265 sto:120 spc:164 spc:166 spc:166 rw:175 spc:173 spc:174 spc:180 ph:278 be:107 spc:192

ref

vsf/df vsm vm vsdf vsdf vs vf vsdf vs vsmdf vs vs vsdf vsdf vsm vsdf vsdf vsdf vsdf vsm/df

Page 2 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep spell name
Snake's Swiftness Snowdrift Snowshoes Snowsight Speak with Animals Spider Hand Summon Desert Ally I Summon Nature's Ally I Sunstroke Surefooted Stride Suspend Disease Thunderhead Traveler's Mount Twilight Luck Updraft Vigor, Lesser Vine Strike Wall of Smoke Waste Strider Webfoot Wings of the Sea Winter Chill Wood Wose 2nd-Level Spells Align Fang Animal Messenger Animal Trance Animalistic Power Avoid Planar Effects Ayailla's Radiant Burst Balancing Lorecall Barkskin Bear's Endurance Binding Winds Bite of the Wererat Blackrot Blaze of Light Blinding Spittle Blood Frenzy Blood Snow Body of the Sun Body Ward Brambles Briar Web

school
tra tra tra tra div tra con[summon] con[summon] nec tra abj evo[electricity] tra abj[good] con[creation][air] con[healing] div con[creation] tra tra tra tra[cold] con[creation] tra[see text] en[comp][mind] en[comp][mind,sonic] tra abj evo[good] div tra tra evo[air] tra nec evo[light] tra tra nec[cold] tra[fire] abj tra tra

comp
vsm/df vsmdf vs vsdf vs vs vsdf vsdf vs vs vsm vsm vs vFeat vsm vs vdf vs vsdf vsdf sm vs vsdf vsdf vsm vs vsm v vsSac vsm/df vsdf vsdf vs vsm cs vs vs vs vs vsdf vsdf vsm vsdf

cast time
1sa 1sa 1sa 1sa 1sa 1sa 1r 1r 1sa 1sa 1sa 1sa 1sa 1sa 1 swift 1sa 1 swift 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1a 1 imm 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa

range
Close Touch Touch Touch Personal Personal Close Close Close Personal Touch Close Touch Touch Per Touch Personal Close Touch Touch Touch Close Close Touch Close Close Touch 20 ft. 60 ft. Personal Touch Touch Med Personal Touch 60 ft. Close Touch Med 5 ft. Touch Touch Med

duration
Inst Inst 5 hr(D) 10 hr 5 min [c] 5 rd(D) 5 rd(D) Inst 5 min 24 hrs 5 rd 5 hr 5 min Inst 15 rd 1 rd 5 rd 5 hr(D) 50 min 5 min Inst 5 hr 5 min 5 days [c] 5 min 5 min Inst 5 min(D)

save
Will neg(h) None Will neg(h) None

SR
Yes(h) No Yes(h) Yes

description
Subject immediately makes one attack. Shapes existing snow. Subject can walk on ice and snow at +10' speed w/o Balance or Reflex save. Subject can see despite whiteout, snow, snow glare and snow blindness. You can communicate with animals. Your hand becomes a Small monstrous spider. Calls dustform creature to fight. Calls creature to fight. Target takes 2d6 nonlethal damage and is fatigued. Move through difficult terrain at full speed. Keeps disease from harming creature for 24 hours. Cloud moves with subject dealing 1 electricity damage per round. Creature moves faster but can't attack. Grants +1 luck bonus on all saving throws. You gain 50 ft of altitude then gently float back down with optional 5 ft lateral move. Creature heals 1 hp/round. Sneak attack plant creatures. Wall gives concealment and causes nausea. Move through the wasteland without pnealties. Target gains +4 on Swim and is less hindered by bog terrain. Improves swim speed of creature by 30 ft. Creature takes 1d6 cold damage and becomes fatigued. Nature spirit does simple tasks for you. Natural weapon becomes good, evil, lawful, or chaotic. Sends a Tiny animal to a specific place. Fascinates 2d6 HD of animals. +2 enhancement to STR, DEX, CON Provides temporary protection against overtly damaging planar traits. Evil creatures are blinded for 1 round and take 2d6 damage. +4 on balance, can balance on impossible if 5 ranks. Grants a +2 enhancement bonus to the target's existing natural armor bonus. Subject gains +4 to Con. Air prevents target from moving, hinders ranged attacks. Become like a wererat. Deal damage to plant creatures, or use wooden weapon to sicken foes. 60-ft. cone of light dazzles creatures. Ranged touch at -4, subject is blinded until his eyes are washed out. Rage gives +2 Str & Con, +1 Will saves, and -1 to AC. Corrupts snow field draining 1d2 Con each round and nausea to all within. Your body emanates fire 5 ft in all directions dealing 2d4 damage. Protects against 5 pts. of ability dmg. to Str, Dex or Con; repeated use increases dmg. absorbed. Wooden weapon gains a +1 enhancement and grows spikes that deal 5 damage. 40 ft. radius spread entangles creatures and thorns deal 1 pt of damage for each 5 ft moved.

ref
spc:193 fr:104 spc:194 fr:104 ph:281 bv:104 sa:122 ph:288 sa:123 spc:216 bv:106 spc:219 spc:223 be:110 spc:228 spc:229 spc:230 spc:235 sa:128 sto:125 spc:240 spc:241 spc:242 spc:9 ph:198 ph:198 phb2:101 spc:19 be:91 spc:23 ph:203 ph:203 spc:27 spc:28 cm:96 hb:125 spc:32 spc:33 fr:89 spc:35 cc: 117 spc:38 spc:39

None No None No Fort prtl Yes None No Fort neg Yes Reflex neg, see te Yes Will neg Yes None Will neg(h) Fort prtl Will neg(h) Will neg(h) Fort neg(h) Fort neg None Yes Yes(h) No Yes Yes(h) Yes(h) Yes No

Will neg(h) Yes(h) None* Yes Will neg* Yes Will neg (h) Yes (h) None Yes(h) Fort neg, Ref half* Yes Yes(h) Yes Yes Yes Yes Yes Yes Yes Yes Yes(h) No No

50 min None 5 min Will neg(h) [c] Ref neg 5 rd 5 rds Fort partial Inst Fort neg. Inst None Special see text Will neg 5 rd Fort neg 5 rd Reflex half 5 min or until expe Will(h) 5 rd None 5 min None

Page 3 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
Brumal Stiffening Bull's Strength Burrow Camouflage, Mass Cat's Grace Chill Metal Cloud Wings Conjure Ice Beast II Conjure Ice Object Countermoon Creeping Cold Daggerspell Stance Decomposition Delay Poison Desiccate Detect Aberration Divine Presence Drifts of the Shalm Earthbind Earthen Grace Earthfast Easy Trail Embrace The Wild Estanna's Stew Evergreen Fins to Feet Fire Trap Flame Blade Flaming Sphere Flash-Freeze Fog Cloud Freedom of Breath Frost Breath Frost Weapon Gust of Wind Halo of Sand Healing Lorecall Healing Sting Heart of Air Heartfire Heat Metal Hold Animal Hydrate Interfaith Blessing

spell name

tra[cold] tra tra tra tra tra[cold] tra con[creation][cold] con[creation][cold] abj tra[cold] abj nec con[healing] nec div tra evo tra abj[earth] tra abj tra con[healing] tra[fire] tra abj[fire] evo[fire] evo[fire] tra[cold,earth] con[creation] abj evo[cold] tra evo[air] abj[earth] div nec tra[air] evo[light,fire] tra[fire] en[comp][mind] con[healing] en[comp][mind]

school

vs vsm/df vsf/df vs vsm vsdf vs vsdf vsdf vsm vsf vf vsdf vsdf vsm vs vs vs vs vsm vs vs v vsf vsdf vs vsm vsdf vsm/df vsdf vs vsm vsm vsm vs vsdf vsm vsm vs vsdf vsdf vs vs vsdf

comp

1sa 1sa 1sa 1sa 1sa 1sa 1sa 1r 1sa 1sa 1sa 1 swift 1sa 1sa 1sa 1sa 1sa 1a 1sa 1sa 1sa 1sa 1sa 1r 1sa 1sa 10 mins 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1r

cast time

Close Touch Creature touched Med Touch Close Touch Close Personal Close Close Personal 50 ft. Touch Close 60 ft. Personal Medium Med Touch Close 40 ft. Personal 0 ft. Med Touch Touch 0 ft. Med Close Med Touch 30 ft. Touch 60 ft. Personal Personal Touch Personal Close Close Med Touch 20ft. see text

range

5 rd 5 min 5 min(D) 50 min 5 min 7 rds 5 hr 5 rd(D) 5 min 12 hours 3 rds 5 rd(D) 5 rd 5 hr Inst [c]->50 min(D) 50 mins(D) 5 rd 5 min(D) 5 min Inst 5 hr(D) 50 min(D) Inst see text 5 hrs. Perm(D) 5 min(D) 5 rd Inst 50 min 50 min Inst 5 rd 1 rd 50 min 50 min Inst 5 hrs(D) 5 rds 7 rds 5 rd(D)* Inst 5 mins

duration

Ref neg Will neg(h) Will neg(h) Will neg(h) Will neg(h) Will neg(o) Fort neg(h) None Will neg(D) Fort half None Fort neg(h) Fort prtl None None Fort neg Will neg(h) None None Will half(h) None Fort neg(h) Ref half* None Ref neg None None Will neg(h) Ref half Will neg Fort neg

save

Yes Yes(h) Yes(h) Yes(h) Yes Yes(o) Yes(h) No Yes Yes Yes Yes(h) Yes No No Yes Yes(h) Yes(o) Yes Yes No Yes(h) Yes Yes Yes No No Yes Yes No Yes

SR

None None Fort prtl Will neg(o) Will neg* Will half Will(h)

Yes No Yes Yes(o) Yes Yes Yes(h)

Makes weapon brittle. Subject gains +4 to Str. Subject grows claws and gains burrow speed of 30 ft. Grants +10 on Hide checks to a group. Subject gains +4 to Dex. Cold metal damages those who touch it over seven rounds (0,1d4,2d4x3,1d4,0). Increases subjects fly speed by 30 ft. Creates ice creature to fight for you. Conjure an object made of ice. Forces a lycanthrope back to its natural form and keeps it from changing. Creature feels chill that increases each round(1d6,2d6,3d6). +2 attack & damage (full attack), SR+10 (defensive), DR5/magic (total defense). Wounds deal 3 extra point of damage each round. Stops poison from harming subject. Deals 2d6 of desiccation damage and dehydrates 1 living creature. Detects the presence of aberrations. Gain a +5, +10 or +15 bonus on Intimidate checks against those who don't worship your deity. Create difficult, damaging terrain made of snow, leaves, or ash. You hamper the subject creature's ability to fly. Any damage caused by stone is nonlethal damage. Doubles hp of stone structure or rock and increases hardness to 10. Temporary trail through any growth. Gain low-light vision, blindsence (30 ft) or scent, and +2 Listen & Spot checks. Conjures stew that heals 1d6+1 per serving. Imbues area of plants with heat, heals, and makes immune to cold. Transform tails, tentacles, or finned extremeties into humanoid legs and feet. Opened object deals 1d4+5 damage. Touch attack deals 1d8 +2 damage. Creates rolling ball of fire, 2d6 damage. All non-living matter in area is drained of heat. Fog obscures vision. Protects against suffocation and dangerous vapors. Breath a cone of cold doing 2d4 points of damage & dazes targets. Imbues weapon with frost. Blows away or knocks down smaller creatures. Swirling sand grants a +1 deflection bonus. When casting healing spells, remove harmful conditions and heal more damage. Touch deals 1d12+5 damage, You gain damage as hp. Gain +10 on jump checks, +10 to fly speed; feather fall once. Outlines target in flame that negates concealment from darkness, blur, displacement, & invisibility & does Make metal so hot it damages those who touch it(0,1d4,2d4x3,1d4,0). Paralyzes one animal. Heals desiccation damage. Subjects gain combat benefits based on their individual deities.

description

fr:89 ph:207 spc:41 spc:43 ph:208 ph:209 spc:49 fr:91 fr:91 spc:53 spc:55 spc:57 spc:61 ph:217 sa:114 lm:210 cc: 119 phb2:111 spc:76 spc:76 spc:76 spc:77 spc:79 be:99 fr:93 spc:92 ph:231 ph:231 ph:232 fr:94 ph:232 sa:116 spc:100 fr:95 ph:238 sa:117 spc:110 spc:110 cm:106 spc:112 ph:239 ph:241 sa:117 cc: 123

ref

Page 4 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
Invoke the Cerulean Sign Jaws of the Moray Kelpstrand Linked Perception Listening Lorecall Local Tremor Luminous Armor Mark of the Outcast Master Air Metal Fang Mountain Stance Nature's Favor Numbing Sphere Obscuring Snow One with the Land Owl's Wisdom Peaceful Serenity of Io Pressure Sphere Protection from desiccation Reduce Animal Remove Addiction Resist Energy Restoration, Lesser Saltray Scent Scimitar of Sand Share Husk Snake's Swiftness, Mass Snow Walk Soften Earth and Stone Soul Ward Spider Climb Splinterbolt Summon Desert Ally II Summon Dire Hawk Summon Nature's Ally II Summon Swarm Swim Tern's Persistance Thaw Thin Air Tiger's Tooth Tojanida Sight Train Animal

spell name

evo tra con[creation] div div evo[earth] abj nec tra tra tra evo evo[cold] con[creation][air,cold] tra tra abj evo[water] abj tra con[healing] abj con[healing] evo tra evo[earth] div tra tra tra[earth] abj tra con[creation] con[summon] con[summon] con[summon] con[summon] tra[water] tra tra[earth,fire] nec[cold] tra div en[charm][mind]

school

see text vs vsm vdf vsdf vs Sac vsdf vsf vs vs vsdf vsmdf vs vs vsm/df v vs vsdf vs vs vsdf vs vs vsm vsmdf vsm vsm/df vsdf vsdf vsdf vsm vsm vsdf vsdf vsdf vsm/df vsm vsmdf vsdf vs v s vsdf

comp

1sa 1sa 1sa 1a 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1 swift 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 3 rds 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1r 1r 1r 1r 1r 1sa 1sa 1sa 1 swift 1sa 10 mins

cast time

30 ft. Touch Close 20 ft Personal 30 ft. Touch Close Personal Touch Touch Touch Med 30 ft. Personal Touch Close Med Touch Touch Touch Touch Touch Close Touch 0 ft. Touch Med Touch Close Touch Touch Close Close Close Close Close Med Touch Close Med Touch Personal Touch

range

Inst 5 min 5 rd 5 min(D) 50 min 5 min 5 hr Perm 5 rd 5 mins(D) 5 min 1 min 5 rd ## 5 hr 5 min 10 mins Inst 50 min 5 hr(D) Inst 50 min Inst Inst 50 min 5 min(D) 5 min Inst 50 min Inst 5 mins(D) 50 min Inst 5 rd(D) 5 min(D) 5 rd(D) [c]+2 rds 50 min(D) 24 hr Inst 5 min 1 rd 50 min(D) 5 hr

duration

Fort neg Will neg(h) None Will neg (h) Ref neg None Will neg Will(h) Will neg(h) Will neg(h) Ref neg None Will neg(h) Will neg (h) Fort half Fort neg(h) None Fort neg Fort neg(h) Will neg(h) Fort prtl None Fort prtl Will neg(h) Will neg(h) Will neg None Will(h) Will neg(h) None None None None None None Will neg(h) None Fort neg Will neg(h) None Will neg(h)

save

No Yes(h) No Yes (h) No Yes Yes Yes(h) No Yes(h) Yes No Yes Yes (h) Yes Yes No Yes Yes(h) Yes(h) Yes Yes(h) Yes Yes Yes(h) Yes No Yes(h) Yes(h) No No No No No Yes(h) Yes(h) No No Yes(h) No Yes(h)

SR

Aberrations become sickened, nauseated, dazed or stunned. lm:211 Subject gains bite attack. sto:117 Grapple 1 creatures as a free action using your caster level and Wis bonus as modifiers. spc:128 Allies gain +2 bonus/ally in spell area on Listen and Spot checks. phb2:117 +4 on Listen, plus blindsense or blindsight if 5 or more ranks in Listen. spc:133 Light Tremor shakes in a 30-ft. line. rdr:114 Light grants +5 armor bonus, dispels magical darkness; -4 to enemy melee attcks. be:102 Creates an indelible mark on subjects face. -5 to Bluff & Diplomacy & -2 to AC. spc:138 You sprout insubstantial wings and can fly. spc:139 One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DRcc: 124 Subject receives a +5 bonus against any attemp to move him against his will. spc:144 Animal gains +1 luck bonus on attack and damage. spc:146 Creates rolling ball of cold, 1d6 cold and 1d4 Dex damage. fr:102 Snow obscures vision. fr:103 +2 bonus on Handle Animal, Hide, Move Silently, Search, Survival, & wild empathy checks. spc:149 Subject gains +4 to Wis. ph:259 Grant subject +4 bonus on Concentration checks vs fear and compulsion rdr:115 Water pressure deals 4d6 damage to submerged targets. sto:120 Prevents 50 points of desiccation damage. sa:119 Shrinks one willing animal. ph:269 Cures target of drug addictions. be:105 Subject Ignores 10 points of damage/attack from specified energy type. ph:272 Dispels magical ability penalty or repairs 1d4 ability damage. ph:272 Ray doing 2d6 damage. spc:179 Grants the scent special ability. spc:180 sa:120 Sand sword deals 1d6+2 damage and renders target dehydrated. See and hear through the senses of a touched animal. spc:187 Allies in a 20' radius each immediately make one attack. spc:193 Subject glides on top of snow with base land speed increased by 10 ft. fr:104 Turns 50 ft.-square of stone to clay or dirt to sand or mud. ph:280 Subject is protected against 5 points of ability damage to Int., Wis. or Chr.; rep. use for diff. scores also inc cc: 127 Grants ability to walk on walls and ceilings. ph:283 Fire 1 Splinter bolts. Range Attacks: 4d6(18-20). spc:203 sa:122 Calls dustform creature to fight. Summons a dire hawk (see page 189 RotW) that you command telepathically. rw:175 Calls creature to fight. ph:288 Summons swarm of bats, rats, or spiders. ph:289 Subject gains swim speed of 30' and a +8 bonus on Swim checks. spc:217 Subject can travel overland 50% longer without fatigue. sto:123 Heats up areas of everfrost, slush, snow, mud and ice. fr:105 Creates an area of thin air causing altitude sickness. fr:105 One natural weapon of subject gets +1 on attack and damage rolls for 1 rd (swift). spc:221 Gain all-around vision. sto:123 Animal gains 2 tricks. spc:221

description

ref

Page 5 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
Tree Shape Trip Vine Urchin's Spines Warp Wood Wings of Air Winter's Embrace Wood Shape Woodland Veil Wracking Touch Zone of Glacial Cold 3rd-Level Spells Affliction Air Breathing Align Fang, Mass Alter Fortune Arctic Haze Attune Form Aura of Cold, Lesser Binding Snow Bite of the Werewolf Blindsight Bottle of Smoke Brilliant Emanation Call Lightning Capricious Zephyr Celestial Aspect Charge of the Triceratops Circle Dance Column of Ice Conjure Ice Beast III Control Sand Control Temperature Corona of Cold Creaking Cacophony Crown of Clarity Crumble Cure Moderate Wounds Daylight Dehydrate Diminish Plants Dominate Animal Downdraft Energize Potion Energy Vortex

spell name

tra tra tra tra tra evo[cold] tra ill[glam] nec con[creation][cold] nec[good] tra tra[see text] div con[creation][cold] tra tra[cold] tra[cold] tra tra con[creation] evo[good] evo[electricity] evo[air] tra[good] tra div con[creation][cold] con[creation][cold] tra tra[cold,fire] evo[cold] Ill[fig][sonic] div tra con[healing] evo[light] nec tra en[comp][mind] evo[air] tra evo[see text]

school

vsdf vsdf vsmdf vs v vs vsdf vs vs vsm

comp

1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa

cast time

Personal Med Touch Close Touch Close Touch Close Touch Med Touch Touch Close Close Med Touch 5 ft. Med Personal Touch Touch Med Med Med Touch Touch Personal Close Close Long 100 ft. 10 ft. Med Touch Med Touch Touch Med see text Close Long Close 20 ft.

range

5 hr(D) 5 hr 5 min Inst 5 min 5 rd Inst 50 min(D) Inst 5 rd Inst 10 hrs. 5 min inst 50 min 24 hrs 5 rd(D) 5 hr(D) 5 rd 5 min 5 hr 1d4 rds 5 min 5 rds 5 min 5 rd(D) Inst Perm 5 rd(D) 50 min(D) 5 hr 5 rd(D) 5 rd 5 hr(D) Inst Inst 50 min(D) Inst Inst 5 rd Instant Inst Inst

duration

save
Ref neg Will neg Will neg(o) None Fort neg Will neg(o) Will neg(h) Fort half Fort half Fort neg Will neg(h) Will neg(h) None Fort half None None Ref neg Will neg(h) None Fort prtl Ref half None or Ref prtl* Fort neg Will neg(h) Ref neg None None None Fort neg None Will neg (h) Fort half(o) Will half(h)* None Fort neg None Will neg Reflex prtl* Ref half Ref half

SR
No Yes(h) Yes(o) No Yes Yes(o) Yes(h) Yes No Yes Yes(h) Yes(h) No No No Yes Yes Yes(h) No Yes Yes Yes Yes Yes No No No No Yes Yes Yes (h) Yes(o) Yes(h)* No Yes No Yes Yes Yes Yes

You look exactly like a tree. Plants trip creatures entering area. Target grows spines that damage opponents. Bends 5 small wooden objects (shaft, handle, etc.) in a 20-ft. radius. Target's flight maneuverability improves by one step. Covers the victim in ice and snow causing damage. Rearranges a 15 cu ft. wooden object to suit you. Bonuses for a number of creatures to move silently and hide in natural settings. Deal 1d6 +5 damage plus sneak attack. Creates a zone of cold doing 1d6 cold damage each round. Infects evil subject with chosen affliction. Subject can breathe air as easily as water. Allies' natural weapons become good, evil, lawful, or chaotic. Reroll any die roll Fog cloud obscures vision and causes damage. Grant target creature protection against damaging planar traits. Cold emanates from you dealing 1d6 cold damage to all within range. Snow field freezes impeding movement Become like a werewolf. Grants blindsight (mm 306) out to 30 ft. Uncorking bottle creates fast horse made of smoke. Wearer blinds evil creatures. Calls down lightning bolts (3d6 per bolt) from sky. Ball of wind pushes targets around. Target gains one of four celestial properties. Target gains horns and a gore attack. Indicates direction and condition of a known target. Creates an ice pillar that rises from the ground lifting creatures into the air. Creates ice creature to fight for you. Raise or lower the level of sand. Raises or lowers the temperature. Aura of cold deals 1d12 to others. They shiver (-2 to Str & Dex) & move at half speed. -4 penalty on Listen & concentration check to cast spells. +2 on listen and spot checks, discharge for +5 on final check You erode building or other structure doing 5d8 points of damage by passing hardness. Cures 2d8+5 points of damage. 60-ft. radius of bright light. Deal 1d6+1 Con damage. Reduces size or blights growth of normal plants. Subject animal obeys silent mental commands. Flying creatures caught in the area plummet up to 100 ft./50 ft if save Transforms potion into a grenade that deals energy damage in a 10-ft. radius burst. Burst of energy doing 1d8+5 points. Double if you take damage yourself.

description

ph:296 hb:128 sto:124 ph:300 spc:240 spc:241 ph:303 rw:176 spc:243 fr:106 be:89 spc:8 spc:9 phb2:101 fr:88 spc:17 fr:88 fr:89 spc:29 spc:32 spc:37 be:92 ph:207 spc:43 be:93 spc:45 spc:46 fr:90 fr:91 sa:112 fr:92 spc:52 spc:55 phb2:107 spc:56 ph:216 ph:216 spc:62 ph:221 ph:224 spc:72 be:98 spc:81

ref

vs 1sa smdf 1sa vsdf 1sa vx imm vs 1sa vsmdf 1sa vsdf 1sa vsdfFrostfe1sa vsm 1sa vs 1sa vsf 10 mins Sac 1sa vs 1r vs 1sa vSac 1sa vsdf 1sa vs 1 min vsm 1sa vsdf 1r vsdf 1sa vsmdf 1r vsdf 1sa vs 1sa vsf 1a vs 1sa vs 1sa vs 1sa vsdf 1sa vsdf 1sa vs 1r vsm 1sa vsm 1sa vs 1sa

Page 6 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
Entangling Staff Evard's Menacing Tentacles Favorable Wind Fire Wings Fly, Swift Forest Eyes Forest Voice Forestfold Giant's Wrath Girallon's Blessing Haboob Hammer of Righteousness Heart of Water Heatstroke Hypothermia Ice Shape Icelance Infestation of Maggots Jagged Tooth Junglerazer Lion's Charge Magic Fang, Greater Meld into Ice Meld into Stone Nature's Balance Nature's Purity Nature's Rampart Neutralize Poison Path of the Exalted Phieran's Resolve Plant Growth Poison Prickling Torment Primal Form Protection from Energy Quench Quillfire Remove Disease Resist Energy, Mass Resist Taint Rusted Blade Scales of the Sealord Sink Sleet Storm

spell name

tra tra evo[air] tra[fire] tra div[scrying] tra[lang] tra tra[earth] tra con[creation][air,earth] evo[force,good] tra[water] tra evo[cold] tra[cold] con[creation] nec tra nec tra tra tra tra[earth] tra evo tra con[healing] div abj[good] tra nec nec tra abj tra tra con[healing] abj abj tra tra tra con[creation][cold]

school

vsf vsm vs vsmf v vsdf vsdf vs vsm vsm vsm vsSac vs vs vs vsmdf vsf vsm vs vsm v vsdf vsdf vsdf vs vs vsf vsm/df vFeat vsdf vsdf vsdf vs vsdf vsdf vsdf vs vs vsdf vsdf vs vsm vsdf vsm/df

comp

1 swift 1a 1sa 1r 1 swift 1min 1min 1sa 1 swift 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1 swift 1sa 1sa 1sa 1sa 1sa 10 mins 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa

cast time

Touch Personal 60 ft. Personal Personal Unlimited Unlimited Personal Personal Touch Med Med Personal Med Close Touch Med Touch Close 120 ft. Personal Close Personal Personal Touch Med Med Touch Personal 20 ft. see text Touch Med Personal Touch Med Personal Touch Close Touch Touch Personal Close Long

range

5 rd(D) 5 rd 50 mins.(D) 50 min 1 rd 5 mins(D) 5 mins(D) 5 hr(D) 5 rd 50 min 5 min Inst 5 hrs(D) Inst Inst Inst Inst 2 rd 50 min Inst 1 rd 5 hr 50 min 50 min 50 min Inst Inst 50 min see text 5 min Inst Inst* 5 rds 5 min(D) 50 mins* Inst 5 rd Inst 50 min 50 mins 5 rds(D) 5 hr.(D) 1 rd 5 rd

duration

Quarterstaff grapples with +8 bonus & constrict grappled opponents doing 2d6 damage Grow two tentacles with 10-ft. reach that deal 1d8 + 2 damage each. Fort neg No Produce a strong wind. Your arms become wings that enable flight, deal 2d6 fire damage. Gain fly speed of 60 feet. None No See through a distant plant. None No Converse with a creature through a distant plant. +10 competence bonus on Hide and Move Silently. None None Toss pebbles that turn into boulders. Range 120', 2d6+7 Bludgeoning Damage. Fort neg(h) Yes(h) Subject gains 2 new arms. All arms have claw attacks doing 1d4, w/ possible rend. Ref half No Cloud of dust obscures sight and abrades those passing through it. Fort half Yes 5d6 damage or 5d8 damage if the target is evil. None No Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once. Fort prtl No Target becomes fatigued & takes 2d6 points of heat damage. Fort prtl Yes Target takes 5d6 points of cold damage & becomes fatigued. None No Shapes ice into form of a useful object. Fort prtl Yes Creates a +4 ranged attack dealing 6d6 points of damage (1/2 cold,1/2 piercing) and stunning the target. Fort neg Yes Touch attack deals 1d4 Con per round. Will neg(h) Yes(h) Doubles the threat range of one natural weapon doing slashing or piercing damage. Ref half Yes Fey, vermin, plant, & plant creatures take 5d10 pts of negative energy damage. You gain the pounce special ability and can make a full attack on a charge. Will neg(h) Yes(h) One natural weapon of subject creature gets +1 on attack and damage rolls. Melds your body and possessions into a block of ice. You and your gear merge with stone. Fort neg(h) Yes(h) You transfer 4 of your ability score points from Str, Dex, or Con points to the target. Ray deals 2d6 force damage to undead and 5d6 to aberrations. None Yes None No Creates a defensive position. Will neg(h,o) Yes(h,o) Immunizes subject against poison, detoxifies venom in or on subject. You receive divine guidance from a higher power. Will neg Yes Grants +4 sacred bonus on saves against spells with the evil descriptor. None No Grows vegetation, improves crops. Fort neg* Yes Touch deals 1d10 Con damage, repeats in 1 min. Fort neg Yes Target is sickened, takes damage whenever it acts. You assume the appearance & many of the qualities of a medium elemental. Fort neg(h) Yes(h) Absorb 60 of damage from one kind of energy. None, Will neg(o) No, Yes(o) Extinguishes nonmagical fires or one magic item, deals 5d6 to fire creatures. Poisonous quills sprout from hands for melee or ranged (1d8+poison 1d6 Str/1d6 Str). Fort neg(h) Yes(h) Cures all diseases affecting subject. Fort neg(h) Yes(h) As resist energy (PHB:272), affects up to 5 creatures, no two >30' apart Fort neg Yes Bestows +4 bonus on saves against taint. Will neg/Fort neg Yes Touched weapon delivers filth fever. None No Add 10 ft. to swim speed, or gain swim speed 15 ft. +1 NA bonus. Will neg Yes 1 swimming targets w/in 30' of each other sink 100' down. None No 40 ft. radius 20 ft. high cylinder hampers vision and movement.

Fort neg(h,o)

save

Yes(h)

SR

description

spc:83 phb2:113 sto:117 spc:93 spc:96 cc: 121 cc: 122 spc:98 spc:105 spc:106 sa:117 be:100 cm:107 spc:113 spc:118 fr:99 spc:119 spc:123 spc:126 spc:127 spc:133 ph:250 fr:102 ph:252 spc:145 lm:212 spc:146 ph:257 be:103 be:103 ph:262 ph:262 cm:113 spc:161 ph:266 ph:267 spc:164 ph:271 spc:174 hh:132 cm:116 sto:121 spc:190 ph:280

ref

Page 7 of 8

Druid CASTER LVL SPELL SAVE


5

# 4 SPELL SAVE DC LEVEL SPELLS PER DAY

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

# 4

14 0 5
5

15 1ST 4
4

16 2ND 3

17 3RD 2
# # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 35 ft. 150 ft. 600 ft.

4TH

5TH

6TH

7TH

8TH

9TH

+4
DC MOD

3 2 Character:

Sanura

*Requires LG Spell Access

SPELL LIST
prep
Snakebite Snare Snowshoes, Mass Soul of the Waste Speak with Plants Spiderskin Spike Growth Spikes Spiritjaws Standing Wave Stone Shape Storm Mote Summon Desert Ally III Summon Nature's Ally III Telepathy Tap Thornskin Thunderous Roar Treasure Scent Tremor Unicorn Horn Vigor Vigor, Mass Lesser Vine Mine Walk the Mountain's Path Water Breathing Weather Eye Whispering Sand Wind Wall

spell name

tra tra tra tra[earth] div tra tra tra evo[force] tra tra[earth] evo[air,earth] con[summon] con[summon]* div tra evo[sonic] div evo[earth] tra[good] con[healing] con[healing] con[creation] tra tra div tra[lang] evo[air]

school

vs vsdf vs vsdf vs vsm/df vsdf vsm vsm vsdf vsm/df vsmdf vsdf vsdf Sac vsm vsdf vs vsdf vs vs vs vsm vsm vsm/df vsmf vsf vsm/df

comp

1sa 3 rds 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1r 1r 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1 hr 1sa 1sa

cast time

Personal Touch Close Personal Personal Touch Med Touch Med Close Touch Med Close Close Personal Personal Long Personal Med Personal Touch 20 ft. Med Touch Touch 6 miles see text Med

range

5 rd Trigger/broke 5 hr(D) 50 min(D) 5 min 50 min 5 hr(D) 5 rd 5 rd(D) 50 min(D) Inst 5 min 5 rd(D) 5 rd(D) 5 rd 5 rd 20 ft. radius burst 5 hr 2 rd 5 mins 15 rd 15 rd 50 min 50 min(D) 10 hrs* Inst 50 min(D) 5 rd

duration

save
None Will neg(h)

SR
No Yes(h)

Will neg (h) Ref prtl None None Ref neg None Fort prtl None None

Yes(h) Yes No Yes Yes No Yes No No

Fort prtl, see text Yes see text None Will neg(h) Will neg(h) see text Will neg(h) Will neg(h) None None None* No No Yes(h) Yes(h) Yes Yes(h) Yes(h) No No Yes

Your arm turns into poisonous snake you can attack with. Creates a magic booby trap. 5 subjects w/in 30' of ea other, can walk on ice and snow at +10' speed w/o Balance or Reflex save. Meld into surrounding sand. You can talk to normal plants and plant creatures. You gain a +1 bonus to natural armor, saves vs poison, and Hide checks. Creatures in area take 1d4 damage, may be slowed. As brambles, but weapon gains +2 bonus and doubled threat range. Jaws of force attack target doing 2d6 & a grapple as a free action doing an additional 2d6 ea round target Magically lifts and moves an object or creature 60' per round over water. Sculpts 15 cu. ft. of stone into any shape. Dust devil of flensing sand. Calls dustform creature to fight. Calls creature to fight. Overhear creatures' telepathic communications. Skin sprouts, adds 1d6 damage to unarmed strike, damages opponents Roar deals 3d6 sonic damage. Double dmg to Crystalline. You can detect precious metals within 30 ft. Cause minor earthquake forcing concentration checks Gain immunity to poison, compulsion, charm effects; bestow temp hp onces. As lesser vigor, but 2 hp/round. As lesser vigor, but multiple targets. Vines grow rapidly, giving various effects. Removes some hindrances to movement, improves Jump and Balance checks. Subjects can breathe underwater. You accurately predict weather up to one week ahead. Sand delivers your message. Deflects arrows, smaller creatures, and gases.

description

spc:193 ph:280 spc:194 sa:121 ph:282 spc:202 ph:283 spc:202 spc:202 spc:204 ph:284 sa:121 sa:122 ph:288 be:110 spc:219 spc:220 spc:223 spc:223 cm:121 spc:229 spc:229 spc:230 rs:163 ph:300 spc:238 sa:128 ph:302

ref

Page 8 of 8

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