Labyrinths & Liontaurs
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Natural Spells

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Zero-Level Natural Spells


Breeze

School evocation [air]; Level natural 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S, M (a miniature fan)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature or object

Duration 1 hour (D)

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

You create a light wind that blows against the target, directed as the target chooses. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

At 6th level you can also use this spell to improve the target's flight maneuverability by a step, if the target can fly, and it bestows a +1 circumstance bonus to AC vs ranged attacks. At 11th level, the breeze can also increase a sailboat's speed by half again, or reduce a target sailboat's speed by half, and it bestows a +2 circumstance bonus to AC vs ranged attacks. At 16th level, this cantrip's casting time is a free action, and it can work to slow the target's fall, reducing falling damage by half, and it bestows a +3 circumstance bonus to AC vs ranged attacks, in addition to the lower level benefits.


Detect Animals or Plants

School divination; Level natural 0 (exploration cantrip)

Casting Time 1 standard action

Components V, S

Range long (400 ft. + 40 ft./level)

Area cone-shaped emanation

Duration concentration, up to 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant 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.

At 6th level, you no longer need to concentrate. At 11th level, the spell affects a radius all around you, not a cone. At 16th level, the range extends to one mile and exact locations are determined.


Detect Poison

School divination; Level natural 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Target or Area one creature, one object, or a 5-ft. cube

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You inspect one creature, object, or area per round to determine if has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom or Craft (alchemy) skill check. 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.

At 6th level, the DC is reduced to 15, you can check two targets in a round, and you gain a +2 competence bonus to use the Heal skill to treat poison you have detected. At 11th level, the DC is reduced to 10, you can check three targets in a round, and you gain a +4 competence bonus to treat poison. At 16th level, the DC is reduced to 5, you can check four targets in a round, and you gain a +6 competence bonus to treat poison.


Flare

School evocation [light]; Level natural 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect burst of light

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute. Sightless creatures, as well as creatures already dazzled, blinded, or stunned, are not affected by flare.

At 6th level the target is dazzled for 1 minute (no save) and also blinded for 1 round unless it makes a successful Fortitude save. At 11th level, the target is dazzled for 1d3 minutes (no save) and also blinded for 1d3 rounds unless it makes a successful Fortitude save. At 16th level, the target is dazzled for 2d3 minutes (no save); and also stunned for one round and then also blinded for 2d3 rounds unless it makes a successful Fortitude save.


Moonlight

School evocation; Level natural 0 (exploration cantrip)

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect an area around you

Duration 10 minutes per level

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell illuminates an area with moonlight, causing areas of mundane darkness to be replaced by dim light. The moonlight has no source, but its area is centered on you and emanates from you, going around corners but not through walls. You choose the radius of the effect, up to the maximum range, when you cast the spell. Moonlight has no effect in areas of normal or bright light.

At 6th level, this spell defeats even magical darkness if your caster level is greater than that of the creator of the darkness. At 11th level, the maximum range increases to 100 ft. + 10 ft./level. At 16th level, at your discretion, this spell can change even normal and bright light to dim light. (Magical light is dimmed only if your caster level is greater.)


Personal Stormcloud

School conjuration (creation) [water]; Level natural 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature or object of size Large or smaller

Duration 1 round

Saving Throw none; Spell Resistance no

DESCRIPTION

A little personal stormcloud appears above a target creature or object or a 5x5 ft area, 10 feet above the target's head (the spell fails or ends if the target does not have 10 feet of clearance). The cloud follows the subject up to the range of the spell, releasing rain for the duration, 1 round per level, but the water created is permanent and nonmagical. Under a sunny sky, the cloud creates a shadow, reducing light from bright to normal. The rain can be a refreshing sprinkle or an annoying downpour, as the caster wishes, up to one gallon per round.

SPRINKLE: At caster level 1, those under the cloud gain a +1 circumstance bonus on saves against the tired/fatigued/exhausted conditions. At caster level 6, the cloud can grow to 10x10 ft, if desired. At caster levels 11 and 16, the bonus increases to +2, and then to +3.

DOWNPOUR: If the target is on fire, the flames are automatically extinguished. Small nonmagical fires, such as torches, are also automatically extinguished.

At 6th level, the cloud can grow to 10x10 ft, if desired. Those under the cloud gain fire resistance 2 and the cloud extinguishes campfires and bonfires and makes scroll and paper use impossible. At 11th level, the spell additionally grants the target concealment, inflicts 1 hit point damage per round to a target with the fire subtype, and imposes a -2 circumstance penalty to search and spot checks. At 16th level, the fire resistance increases to 5, inflicts 1d6 damage per round to a target with the fire subtype, and imposes a -4 to search and spot checks.


Resistance

School abjuration; Level natural 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a miniature cloak)

EFFECT

Range touch

Targets creature touched

Duration 1 minute

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

At 6th level the resistance bonus rises to +2; at 11th level, to +3; and at 16th level, to +4.


Spark

School evocation [fire]; Level natural 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V or S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature or flammable object

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You can make an unattended flammable object catch on fire or to inflict fire damage on a creature. You must succeed on a ranged touch attack to hit your target, using your wisdom modifier in place of your dexterity modifier. The spark deals fire damage equal to 1d2 + Wis mod.

This damage increases every five levels, to 1d4+Wis at level 6, 1d6+Wis at level 11, and 1d8+Wis at level 16. The spark is not a weapon attack, and is not boosted by feats and powers that affect weapon attacks. Unattended flammable objects remain on fire, taking the same damage every round until put out (typically by a creature taking a standard action to do so) or remaining lit per usual, as for a campfire or torch.


Vigor

School transmutation; Level natural 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 1 minute or until discharged

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell infuses the subject with a small surge of power. The creature gets a +1d4 competence bonus on a its next melee damage roll made before the spell ends. Ranged or spell attacks are unaffected by this spell.

At 6th level, the bonus applies to the target's next 1d4 damage rolls. At 11th level, it gives a +1d6 bonus to the target's next 1d6 damage rolls. At 16th level, it gives a +1d8 bonus to the next 1d8 rolls.


First-Level Natural Spells


Alter Winds

School transmutation [air]; Level natural 1

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range touch

Area immobile 10-ft.-radius emanation

Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You subtly enhance or diminish the effects of natural winds within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.

Caster LevelWind Force
1st-3rdLight
4th-9thModerate
10th-15thStrong
16th or higherSevere


Animal Trance

School enchantment (compulsion) [mind-affecting, sonic]; Level natural 1/p>

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets animals or magical beasts with Intelligence 1 or 2

Duration concentration

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 1d6 per caster level to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.


Call Animal

School enchantment (compulsion) [mind-affecting]; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range see description

Effect one animal whose CR is equal or less than your caster level

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance none

DESCRIPTION

This spell calls the nearest wild animal of a particular type you designate (provided the animal's CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know what animals can be found in an area.

When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell.

Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.

Once the spell's duration expires, the animal acts in accordance with its attitude. The animal will most likely flee or wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked.

Domesticated animals or animals trained by someone else, including such creatures as familiars or companions, are unaffected by call animal.


Calm Animals

School enchantment (compulsion) [mind-affecting, emotion]; Level natural 1

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets animals within 30 ft. of each other

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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.


Detect Aberration

School divination; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Area sphere-shaped emanation

Duration concentration, up to 10 minutes/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You can detect all aberrations in a sphere emanating out from you. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence aberrations in the area. 2nd Round: Number and kind of aberrations in the area and the condition of the healthiest specimen. 3rd Round: The condition (see below) and exact location of each individual present. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. 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.


Endure Elements

School abjuration; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.


Entangle

School transmutation; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Area plants in a 40-ft.-radius spread

Duration 1 min./level (D)

Saving Throw Reflex partial; see text; Spell Resistance no

DESCRIPTION

This spell causes tall grass, weeds, and other plants to wrap around creatures 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.


Flare Burst

School evocation [light]; Level natural 1

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect 10-ft.-radius burst of light

Duration instantaneous

Saving Throw None Spell Resistance yes

DESCRIPTION

This spell creates a burst of light that affects all creatures in a 10-foot-radius burst from the target point. Creatures within the radius are dazzled for 1 minute unless they make a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare burst.


Goodberry

School conjuration (creation); Level natural 1

CASTING

Casting Time 1 free action

Components V, S, DF

EFFECT

Range touch

Targets 2d4 fresh berries created

Duration 1 day/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

Casting goodberry makes 2d4 magical berries. You (as well as any other druid of 3rd or higher level) can immediately tell goodberries from other berries. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.


Hide from Animals

School abjuration; Level natural 1

CASTING

Casting Time 1 standard action

Components S, DF

EFFECT

Range touch

Targets one creature touched/level

Duration 10 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.

Animals simply act as though the warded creatures are not there.

If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.


Hydraulic Push

School evocation [water]; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature or object

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.


Know Direction

School divination; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

For the duration of this spell, you 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. While this spell is active, you gain a +4 enhancement bonus on scrivening skill checks to make maps and on survival skill checks to avoid getting lost.


Negate Aroma

School transmutation; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a pinch of alum)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature or object/level touched

Duration 1 hour/level (D)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities (such as those possessed by troglodytes).

Negate aroma does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.


Nereid's Grace

School abjuration; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 round/level

DESCRIPTION

You radiate the unearthly grace of a nereid. If you're not wearing armor, you gain a deflection bonus to your AC and CMD equal to your odd (column A) Charisma bonus (maximum +3). The maximum increases by 1 for every 6 levels you possess (maximum +6 at 18th level).


Obscuring Mist

School conjuration (creation); Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 20 ft.

Effect cloud spreads in 20-ft. radius from you, 20 ft. high

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.


Pass without Trace

School transmutation; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one creature/level touched

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.


Produce Flame

School evocation [fire]; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 0 ft.

Effect flame in your palm

Duration 1 min./level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.


Shillelagh

School transmutation; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one touched nonmagical oak club or quarterstaff

Duration 1 min./level

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

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.


Speak with Animals

School divination; Level natural 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level

DESCRIPTION

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.


Summon Nature's Ally I

School conjuration (summoning); Level natural 1

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Dolphin, Eagle, Mite, Pony (horse), Riding dog, Viper (snake).


Second-Level Natural Spells


Animal Messenger

School enchantment (compulsion) [mind-affecting]; Level natural 2

Casting Time 1 minute

Components V, S, M (a morsel of food the animal likes)

Range close (25 ft. + 5 ft./2 levels)

Targets one Tiny animal

Duration 1 day/level

Saving Throw none; see text; Spell Resistance yes

DESCRIPTION

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).


Ant Haul

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a small pulley)

EFFECT

Range touch

Targets creature touched

Duration 2 hours/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.


Aspect of the Falcon

School transmutation (polymorph); Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Spot checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.

This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.


Aspect of the Nightingale

School transmutation (polymorph); Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.


Burning Disarm

School transmutation [fire]; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range Short (25 ft. + 5 ft./2 levels)

Targets Held metal item of one creature or 15 lbs. of unattended metal

Duration Instantaneous

Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object)

DESCRIPTION

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.


Charm Animal

School enchantment (charm) [mind-affecting]; Level natural 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one animal

Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like charm person, except that it affects a creature of the animal type.


Detect Snares and Pits

School divination; Level natural 2

Casting Time 1 standard action

Components V, S

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

Detect snares and pits does detect certain natural hazards--quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of hazards.

2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

Each round, you can turn to examine 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.


Expeditious Excavation

School transmutation [earth]; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, M (tiny shovel)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area dirt in a 5-ft. cube

Duration instantaneous

Saving Throw see text; Spell Resistance no

DESCRIPTION

You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.

Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.

The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.


Faerie Fire

School evocation [light]; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Area creatures and objects within a 5-ft.-radius burst

Duration 1 min./level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.


Feather Step

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 10 minutes/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes

DESCRIPTION

For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.


Forest Friend

School abjuration; Level natural 2

CASTING

Casting Time 1 round

Components V, S, M (a pinch of manure)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one willing living creature per three levels, no two of which may be more than 30 ft. apart.

Duration 1 minute/level

Saving Throw none; Spell Resistance no

DESCRIPTION

While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on Tumble and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving in and among trees, those subject to the spell gain a +5 circumstance bonus on Jump checks and Climb checks. Rangers in their favored terrain can also add their favored terrain bonus on such Jump and Climb checks.


Frostbite

School transmutation [cold]; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.


Keen Senses

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, M/DF (a hawk's feather)

EFFECT

Range touch

Targets creature touched

Duration 1 minute/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject gains a +2 competence bonus on Spot checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.


Longstrider

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, M (a pinch of dirt)

EFFECT

Range personal

Targets you

Duration 1 hour/level (D)

DESCRIPTION

This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.


Magic Fang

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets living creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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 Stone

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets up to 2 pebbles per caster level touched

Duration 10 min/level or until discharged

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

You transmute up to 2 pebbles per caster level, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d4+1 points of damage (including the spell's enhancement bonus), or 2d4+2 points against undead.


Touch of the Sea

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S, M (a fish scale)

EFFECT

Range touch

Targets creature touched

Duration 1 minute/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.


Tripvine

School transmutation; Level natural 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets 10-foot-long rope or vine

Duration 10 minutes/level

Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

You animate a rope, vine, or similar object so that it attempts to trip any creature that comes near. The rope attacks anything in a 10-foot-square area you designate. The rope does not provoke an attack of opportunity. Its CMB is equal to your caster level +2. A tripped target that was running, jumping, or charging takes 1d6 points of nonlethal damage. Creatures aware of the tripvine gain a +4 bonus to their CMD against it.

The Green Faith created this spell, but it is now common.


Web Shelter

School conjuration (creation); Level natural 2

CASTING

Casting Time 1 minute

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./two levels)

Effect 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.

Only Fine creatures with negligible Strength can be caught in the webbing (including swarms); all other creatures can pull themselves free without making a Strength check or taking an action. The webbing is sticky enough to hold twigs, leaves, dirt, and other light items, allowing you to conceal the shelter. The shelter is watertight and insulated when the door is closed. Its surface has a hardness of 0 and 2 hit points for every 5-foot square of web surface area. It takes normal damage from fire and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.


Third-Level Natural Spells


Barkskin

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets living creature touched

Duration 10 min./level

Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.


Bear's Endurance

School transmutation; Level natural 3

Casting Time 1 standard action

Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.


Bull's Strength

School transmutation; Level natural 3

Casting Time 1 standard action

Components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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.


Cat's Grace

School transmutation; Level natural 3

Casting Time 1 standard action

Components V, S, M (pinch of cat fur)

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.


Chill Metal

School transmutation [cold]; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest

Duration 7 rounds

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.

RoundMetal Temperature Damage
1Cold None
2Icy 1d4 points
3-5Freezing 2d4 points
6Icy 1d4 points
7Cold None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.

Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.

Chill metal counters and dispels heat metal.


Deadeye's Lore

School divination; Level natural 3

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range personal

Targets you

Duration 1 hour/level

DESCRIPTION

While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.


Glide

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a leaf )

EFFECT

Range personal

Targets you

Duration until landing or 1 minute/level (D)

DESCRIPTION

You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.


Heat Metal

School transmutation [fire]; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle

Duration 7 rounds

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

Heat metal causes metal objects to become red-hot.

Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table presented on the following page.

RoundMetal TemperatureDamage
1WarmNone
2Hot1d4 points
3-5Searing2d4 points
6Hot1d4 points
7WarmNone
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis.

If cast underwater, heat metal deals half damage and boils the surrounding water.

Heat metal counters and dispels chill metal.


Reduce Animal

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets one willing animal of Small, Medium, Large, or Huge size

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size (see Chapter 6 how to adjust damage for size).


Residual Tracking

School divination; Level natural 3

CASTING

Casting Time 1 minute

Components V, S, M (a bit of plaster)

EFFECT

Range touch

Targets footprint touched

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.


Scent Trail

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, M (a queen ant)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 hour/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of can detect. These creatures find it very easy to follow this trail.

They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying this trail.

Subject creatures with the scent special ability gain a +10 competence bonus on Wisdom or Survival checks to follow the trail.

In addition, you can leave scent messages along the trail.

Each word or emotion in this message requires spending a move action in the same spot. Subject creatures seeking to understand this message must make another DC 20 Survival check, with a -1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times.


Soften Earth and Stone

School transmutation [earth]; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area 10-ft. square/level; see text

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected.

Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Chapter 13).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


Spider Climb

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, M (a live spider)

EFFECT

Range touch

Targets creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


Summon Nature's Ally II

School conjuration (summoning); Level natural 3

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Giant frog, Horse, Hyena, Octopus, Squid, Wolf.


Tree Shape

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 hour/level (D)

DESCRIPTION

This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control.

Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).


Warp Wood

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets 1 Small wooden object/level, all within a 20-ft. radius

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.

You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32.

Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. Make whole, on the other hand, does no good in repairing a warped item.

You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.


Whispering Lore

School divination; Level natural 3

CASTING

Casting Time 1 full-round action

Components V, S, M/DF (an owl's beak)

EFFECT

Range personal

Targets you

Duration 10 minutes/level (D)

DESCRIPTION

Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment, you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the new bonus.


Wood Shape

School transmutation; Level natural 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.


Fourth-Level Natural Spells


Aspect of the Bear

School transmutation (polymorph); Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity.


Climbing Beanstalk

School conjuration (creation); Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect 5-ft. square of climbable beanstalks

Duration instantaneous

DESCRIPTION

You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object (such as a ship or a siege engine), breaking the object free requires a DC 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp).

If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious (if unappetizing) beans. Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree.


Eagle Eye

School divination; Level natural 4

CASTING

Casting Time 1 minute

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Effect magical sensor

Duration 1 minute/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

Eagle eye creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell's range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees.

You perceive with your normal visual senses. A caster using eagle eye can easily see for a considerable distance. The spell does not penetrate any solid surface, although it is unaffected by foliage and the like.


Eagle's Splendor

School transmutation; Level natural 4

Casting Time 1 standard action

Components V, S, M/DF (feathers or droppings from an eagle)

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.


Fire Trap

School abjuration [fire]; Level natural 4

CASTING

Casting Time 10 minutes

Components V, S, M (gold dust worth 25 gp)

EFFECT

Range touch

Targets object touched

Duration permanent until discharged (D)

Saving Throw Reflex half; see text; Spell Resistance yes

DESCRIPTION

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

A fire-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.

Magic traps such as fire trap are hard to detect and disable. A character with trapfinding can use the Spot skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).


Flame Blade

School evocation [fire]; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 0 ft.

Effect sword-like beam

Duration 1 min./level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks.

The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.


Fog Cloud

School conjuration (creation); Level natural 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft. level)

Effect fog spreads in 20-ft. radius

Duration 10 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance).

Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.


Fox's Cunning

School transmutation; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, M/DF (hairs or dung from a fox)

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligencebased skill checks and other uses of the Intelligence modifier.

Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.


Gust Of Wind

School evocation [air]; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 60 ft.

Effect line-shaped gust of severe wind emanating out from you to the extreme of the range

Duration 1 round

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Large or larger creatures may move normally within a gust of wind effect.

This spell can't move a creature beyond the limit of it's range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Spot checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.


Harvest Season

School abjuration; Level natural 4

CASTING

Casting Time 1 minute

Components V, S, M

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one plant

Duration instantaneous; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

You cause an explosive burst of growth in a single plant, causing it to grow through a cycle of flower, fruit, or grain production as appropriate. If the plant is not one that normally produces food fit for humanoid consumption, it produces edible flowers under the effect of this spell. The plant produces enough food to nourish one Medium creature per caster level. Food harvested through this spell rots if not eaten within 24 hours. This spell nourishes, fertilizes, and pollinates the plant, and doesn't harm the plant in any way. This spell has no effect on plant creatures.


Hold Animal

School enchantment (compulsion) [mind-affecting]; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one animal

Duration 1 round/level ; see text (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

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


Nature's Paths

School divination; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a smooth stone)

EFFECT

Range touch

Targets one creature

Duration 8 hours (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target instinctively knows the shortest, easiest, and fastest way through the wilderness. For the purpose of determining overland speed, the target treats any trackless terrain as though there were a trail or road, and any terrain with a road or trail as though there were a highway. Up to one creature per caster level traveling with the target can also benefit from the effect. The spell functions only outdoors and does not function in magically altered terrain.


Owl's Wisdom

School transmutation; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, M/DF (feathers or droppings from an owl)

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

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.


Speak with Plants

School divination; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level

DESCRIPTION

You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some favor or service for you.


Stone Call

School conjuration (creation) [earth]; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area cylinder (40-ft. radius, 20 ft. high)

Duration 1 round/level

Saving Throw none; Spell Resistance no

DESCRIPTION

A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.

For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).


Summon Swarm

School conjuration (summoning); Level natural 4

CASTING

Casting Time 1 round

Components V, S, M/DF (a square of red cloth)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one swarm of bats, rats, or spiders

Duration concentration + 2 rounds

Saving Throw none; Spell Resistance no

DESCRIPTION

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.


Tireless Pursuit

School transmutation; Level natural 4

CASTING

Casting Time 1 standard action

Components V, S, M (a hard biscuit)

EFFECT

Range personal

Targets you

Duration 1 hour/level (D)

DESCRIPTION

You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching. In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued.


Fifth-Level Natural Spells


Blessing of the Mole

School transmutation; Level natural 5

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area 1 creature/level

Duration 1 minute/level

Saving Throw none (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.


Call Lightning

School evocation [electricity]; Level natural 5

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect one or more 30-ft.-long vertical lines of lightning

Duration 1 min./level

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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.


School enchantment (charm) [mind-affecting]; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets your companion

Duration 1 minute/level

DESCRIPTION

The link between you and your companion becomes stronger. You can telepathically communicate with it as if you two shared a language. If your companion has an intelligence of 2 or less, its thoughts are simple, but you can use handle animal to push it with a swift action instead of a move action, and you do not need to succeed at Handle Animal checks to handle your companion; such checks automatically succeed. If your companion has an intelligence of three or more, then its thoughts are more complex, and you can coordinate its actions perfectly.


Hide Campsite

School illusion (glamer); Level natural 5

CASTING

Casting Time 10 minutes

Components V, S, M (a sprig of mistletoe, and a vial of quicksilver)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area one 20-ft. cube

Duration 2 hours/level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.


Hunter's Friend

School transmutation; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets your companion

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

Your companion works in perfect harmony with your mastery of nature. You share one of the following class abilities with your companion for every 4 caster levels you possess: camouflage, favored enemy, favored terrain, hide in plain sight, resist nature's lure, swift tracker, trackless step, venom immunity, and woodland stride. You must have the ability in question to share it with your companion, and it functions for your companion just as it functions for you, save that each favored enemy or favored terrain you share counts as a separate class ability for the purpose of this spell. At the GM's discretion, you may instead share an ability granted by an archetype that substitutes for one of the above abilities, such as the arctic endurance, arctic native, icewalking, and snowcaster abilities of an arctic druidAPG.


Magic Fangs

School transmutation; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. This bonus applies to all of the creature's natural weapons.


Meld into Stone

School transmutation [earth]; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 10 min./level

DESCRIPTION

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying. Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.


Nap Stack

School necromancy; Level natural 5

CASTING

Casting Time 1 minute

Components V, S, M (a little silk pillow worth 100 gp)

EFFECT

Range 30 ft.

Area 30-ft.-radius emanation

Duration 8 hours

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.


Protection from Energy

School abjuration; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 10 min./level or until discharged

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.


Quench

School transmutation; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area one 20-ft. cube/level (S)

Targets one fire-based magic item

Duration instantaneous

Saving Throw none or Will negates (object); Spell Resistance no or yes (object)

DESCRIPTION

Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area.

The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Each creature with the fire subtype within the area of a quench spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).

Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.


Sleet Storm

School conjuration (creation) [cold]; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, M/DF (dust and water)

EFFECT

Range long (400 ft. + 40 ft./level)

Area cylinder (40-ft. radius, 20 ft. high)

Duration 1 round/level

Saving Throw none; Spell Resistance no

DESCRIPTION

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Tumble check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Tumble skill for details).

The sleet extinguishes torches and small fires.


Spike Growth

School transmutation; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area one 20-ft. square/level

Duration 1 hour/level (D)

Saving Throw Reflex partial; Spell Resistance yes

DESCRIPTION

Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way.

Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Magic traps are hard to detect. A rogue (only) can use the Spot skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).

Spike growth can't be disabled with the Disable Device skill.


Stone Shape

School transmutation [earth]; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, M/DF (soft clay)

EFFECT

Range touch

Targets stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.


Summon Nature's Ally III

School conjuration (summoning) [see text]; Level natural 5

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Brownie, Constrictor snake, Crocodile, Dire bat, Electric eel, Wolverine./p>


Water Breathing

School transmutation; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, M/DF (short reed or piece of straw)

EFFECT

Range touch

Targets living creatures touched

Duration 2 hours/level; see text

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.


Wind Wall

School evocation [air]; Level natural 5

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a tiny fan and an exotic feather)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect wall up to 10 ft./level long and 5 ft./level high (S)

Duration 1 round/level

Saving Throw none; see text; Spell Resistance yes

DESCRIPTION

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.


Sixth-Level Natural Spells


Ape Walk

School transmutation; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, M (an ape or monkey paw)

EFFECT

Range touch

Targets creature touched

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

(harmless) The subject can climb as well as an ape or monkey, gaining a climb speed of 30 feet and a +8 racial bonus on Climb skill checks. The affected creature must have her hands free to climb in this manner. In addition, as long as she has 10 feet of space in which to make a running start, the subject can make a long jump of up to 10 feet without making a Jump check (a Jump check is still required to jump longer distances).


Cloak of Winds

School abjuration [air]; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 minute/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You shroud a creature in a whirling screen of strong, howling wind. The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.


Contagion

School necromancy [evil]; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets living creature touched

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information on these diseases.


Diminish Plants

School transmutation; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range see text

Area see text

Targets see text

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell has two versions.

Prune Growth: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns.

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected.

Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal.

This spell has no effect on plant creatures.


Dominate Animal

School enchantment (compulsion) [mind-affecting]; Level natural 6

Casting Time 1 round

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one animal

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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.


Heatstroke

School evocation [fire]; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of sweat)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration 1 minute/level

Saving Throw Fortitude partial, see text; Spell Resistance yes

DESCRIPTION

A wavering red ray projects from your finger. You must succeed on a ranged touch attack with the ray to hit your target.

The ray inflicts 1d4 points of nonlethal damage, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as ray of exhaustion.

Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves.


Lily Pad Stride

School transmutation; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, M (a frog's leg)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect trail of lily pads behind you

Duration 10 minutes/level (D); see text

Saving Throw none; Spell Resistance no

DESCRIPTION

Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling (though if knocked prone, dragged under, or otherwise pulled off your feet you still sink in the liquid). For the duration of the spell, any creature of your size or smaller can attempt to follow you by making a DC 10 Tumble check every round. Each such check allows it to move at half its normal land speed. If the creature takes a -5 penalty on its check it can move at its normal speed. If a creature fails a Tumble check, or if a creature that's larger than you attempts to follow, it falls through, damaging the plants. Each time a creature falls through, all subsequent creatures take a cumulative -5 penalty on their Tumble checks when traveling across that particular stretch of plants. As you move, the lily pads disappear behind you once you pass beyond the spell's range. Otherwise, they remain until the spell's duration expires.


Make Lost

School enchantment (compulsion) [mind-affecting]; Level natural 6

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You strip the targets of their senses of direction and recent memories of travel. They immediately forget the route they took in the last hour (but not details of encounters along the way) and become lost.


Plant Growth

School transmutation; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range see text

Area see text

Targets see text

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

Plant growth has different effects depending on the version chosen.

Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown.

The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4.

This bonus is granted for 1 day after the casting of plant growth.

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.

You may designate places within the area that are not affected.

Enrichment: This effect targets plants within a range of a halfmile, raising their potential productivity over the course of the next year to one-third above normal.

Plant growth counters diminish plants.

This spell has no effect on plant creatures.


Poison

School necromancy; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets living creature touched

Duration instantaneous; see text

Saving Throw Fortitude negates; see text; Spell Resistance yes

DESCRIPTION

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.


Predict Weather

School divination; Level natural 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Duration Instantaneous

Saving Throw none; Spell Resistance none

DESCRIPTION

You gain an understanding of what the weather will be within range of your current location. Your foretelling only covers natural weather; unnatural or magical weather will be a surprise to you. You can predict the weather with 90 percent accuracy within 12 hours per level. You also forsee how natural weather may interact with spells, for example, call lightning and various magical mists, fogs, and clouds.


Snare

School transmutation; Level natural 6

CASTING

Casting Time 3 rounds

Components V, S, DF

EFFECT

Range touch

Targets touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level

Duration Until triggered or broken

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (DC 23 Spot check for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.

If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.

The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.


Seventh-Level Natural Spells


Antiplant Shell

School abjuration; Level natural 7

Casting Time 1 standard action

Components V, S, DF

Range 10 ft.

Area 10-ft.-radius emanation, centered on you

Duration 1 min./level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.


Bloodhound

School transmutation; Level natural 7

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of blood and a pinch of cinnamon)

EFFECT

Range personal

Targets you

Duration 1 hour/level

DESCRIPTION

You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Spot checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and stinking cloud. A creature under the effects of bloodhound can detect poison by scent with a DC 20 Spot check.


Chameleon Stride

School illusion (glamer); Level natural 7

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state.

While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).


Command Plants

School transmutation; Level natural 7

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Targets up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.


Grove of Respite

School conjuration (creation); Level natural 7

CASTING

Casting Time 10 minutes

Components V, S, M/DF (a leaf or blade of grass and a drop of water)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect 20-ft.-radius grove

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You conjure a sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.

The area within the grove is temperate and comfortable, like that of a tiny hut, although the grove provides no illumination and provides no protection from the elements. The water in the grove's spring is clean and drinkable. Additionally, the trees provide a variety of ripe fruit, regardless of season, which acts as a goodberry spell for up to eight people. The grove is warded with an alarm spell that alerts you whenever any creature enters the area. Once the spell expires, the grove vanishes, including all fruit, water, and other materials from it, although any nourishment or healing gained from its effects remains.


Ice Storm

School evocation [cold]; Level natural 7

CASTING

Casting Time 1 standard action

Components V, S, M/DF (dust and water)

EFFECT

Range long (400 ft. + 40 ft./level)

Area cylinder (20-ft. radius, 40 ft. high)

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Spot skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt).


Nature's Exile

School transmutation; Level natural 7

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration permanent

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but companions are. If you have an companion, it does not become hostile, but as long as you remain cursed, your companion takes a -2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a -10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.

Nature's exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.


Reincarnate

School transmutation; Level natural 7

CASTING

Casting Time 10 minutes

Components V, S, M, DF (oils worth 1,000 gp)

EFFECT

Range touch

Targets dead creature touched

Duration instantaneous

Saving Throw none; see text; Spell Resistance yes (harmless)

DESCRIPTION

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.

The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.

A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains two permanent negative levels when it is reincarnated. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcreature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.

For a humanoid creature, the new incarnation is determined using the table on the next page. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.

Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell can bring back a creature that has died of old age.

d%IncarnationStrDexCon
01Bugbear+4+2+2
02-13Dwarf+0+0+2
14-25Elf+0+2-2
26Gnoll+4+0+2
27-38Gnome-2+0+2
39-42Goblin-2+2+0
43-52Half-elf+0+2+0
53-62Half-orc+2+0+0
63-74Halfling-2+2+0
75-89Human+0+0+2
90-93Kobold-4+2-2
94Lizardfolk+2+0+2
95-98Orc+4+0+0
99Troglodyte+0-2+4
100Other (GM's choice)???
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.

A wish or a miracle spell can restore a reincarnated character to his or her original form.


Repel Vermin

School abjuration [pain]; Level natural 7

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 10 ft.

Area 10-ft.-radius emanation centered on you

Duration 10 min./level (D)

Saving Throw none or Will negates; see text; Spell Resistance yes

DESCRIPTION

An invisible barrier holds back vermin. A vermin with HD of less than one-third your level cannot penetrate the barrier.

A vermin with HD of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.


Share Senses

School divination (scrying); Level natural 7

CASTING

Casting Time 1 full round

Components V, S, M (a hair, scale, or feather)

EFFECT

Range long (400 ft. + 40 ft./level)

Targets an animal with the friendly or helpful attitude

Duration 1 minute/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Spending a moment in meditation and conjuring an image of the creature to mind, you link your mind with an animal who has a friendly or helpful attitude towards you. You do not need line of sight for this spell, so long as the target is in range and you have a hair, scale, or feather of the target creature's species. You can hear, see, and smell what this animal is experiencing. You gain the benefits of any nonmagical sensory special abilities the animal has, such as low-light vision or scent, but you use your own skill checks.


Summon Nature's Ally IV

School conjuration (summoning) [see text]; Level natural 7

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Dire boar, Dryad, Giant eagle, Grizzly bear, Pegasus, Tiger.


Eighth-Level Natural Spells


Aspect of the Stag

School transmutation (polymorph); Level natural 8

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain.

Furthermore, when you are hit with an attack of opportunity, you can make a single attack on your next turn with your antlers against the opponent that hit you as a swift action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19-20/x2.


Blight

School necromancy; Level natural 8

Casting Time 1 standard action

Components V, S, DF

Range touch

Duration instantaneous

Saving Throw Fortitude half; see text; Spell Resistance yes

DESCRIPTION

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.


Cape Of Wasps

School conjuration (summoning); Level natural 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

You summon a wasp swarm (Bestiary 275), which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm's distraction ability. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.


Control Water

School transmutation [water]; Level natural 8

Casting Time 1 standard action

Components V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)

Range long (400 ft. + 40 ft./level)

Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Duration 10 min./level (D)

Saving Throw none; see text; Spell Resistance no

DESCRIPTION

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.


Entice Lesser Fey

School conjuration (calling); Level natural 8

CASTING

Casting Time 10 minutes

Components V, S, M (offerings worth 500 gp plus payment, see text), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one called fey with 6 Hit Dice or fewer

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions as lesser planar ally, except that you entice a fey of 6 HD or fewer to lend you its aid with an offering of music or something else it finds appealing. Like lesser planar ally, this spell is unpredictable, and the fey who answers the calling is up to the whims of nature and the fey, not your own choice. You must succeed at a Knowledge (nature) check or Perform check (DC = 20 + target's HD) in addition to the spell's material component to entice the fey into appearing, after which you can negotiate for the service and your payment. The maximum HD of fey that you can call with that casting is equal to the result of your check - 20. For example, if your check result is a 24, the maximum HD for the called fey is 4. A high result doesn't allow you to break the HD maximum for the spell, and a result of 20 or less means you can't call a fey at all. If the fey doesn't like the sound of your offer, it can simply choose to refuse, in which case you don't expend any of the material components for the spell, either the offerings or the payment.


Feather Steps

School transmutation; Level natural 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 10 minutes/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes

DESCRIPTION

As feather step, except this spell affects multiple creatures.


Giant Vermin

School transmutation; Level natural 8

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets 1 or more vermin, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw none; Spell Resistance yes

DESCRIPTION

You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts (see the Pathfinder RPG Bestiary). Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of vermin which can be affected by this spell depends on your caster level, as noted on the table below.

Giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ("Attack," "Defend," "Stop," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whomever or whatever is near them.

Caster LevelCentipedesScorpionsSpiders
9th or lower312
10th-13th423
14th-17th634
18th-19th845
20th or higher1268


Heavy Water

School transmutation [water]; Level natural 8

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area cylinder of water (5-ft. radius/level, 30 ft. deep)

Duration 1 minute/level (D)

Saving Throw none (see text); Spell Resistance no

DESCRIPTION

You cause a volume of water to become heavier than normal.

Swimming in or through such water requires a Swim check with a DC equal to the saving throw DC of this spell; even creatures with a swim speed must attempt this check. Success allows a creature to swim at up to half its speed as a full-round action; a creature cannot swim as a move action while in an area of heavy water. If a creature fails its Swim check by 4 or less, it makes no progress.

If it fails by 5 or more, it goes underwater.

All Spot checks to see through the affected water take a -10 penalty. All ships sailing through an area of heavy water move at half speed.


Rusting Grasp

School transmutation; Level natural 8

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature

Duration see text

Saving Throw none; Spell Resistance no

DESCRIPTION

Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-footradius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.

You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of AC gained from metal armor (to the maximum amount of protection the armor offers) through corrosion.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.

Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage + 1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.


Sea Stallion

School transmutation; Level natural 8

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets your mount

Duration 10 minutes/level (D)

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

This spell gives a willing creature the amphibious quality, the ability to breathe water, and a swim speed equal to twice your land speed while you are mounted on it. While riding, your melee attacks function as if you were using freedom of movement. If you are dismounted, the creature retains the benefits of this spell for 1 minute; if you remount before this time, the spell continues. If your mount is dropped to 0 or fewer hit points, the spell ends.


Wall Of Fire

School abjuration [fire]; Level natural 8

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a piece of phosphor)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)


Ninth-Level Natural Spells


Animal Growth

School transmutation; Level natural 9

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Targets one animal (Gargantuan or smaller)

Duration 1 min./level

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

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.


Awaken

School transmutation; Level natural 9

Casting Time 24 hours

Components V, S, M (herbs and oils worth 2,000 gp), DF

Range touch

Targets animal or tree touched

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.

An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an companion, familiar, or special mount.

An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.


Commune with Nature

School divination; Level natural 9

Casting Time 10 minutes

Components V, S

Range personal

Targets you

Duration instantaneous

DESCRIPTION

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.


Control Winds

School transmutation [air]; Level natural 9

Casting Time 1 standard action

Components V, S

Range 40 ft./level

Area 40 ft./level radius cylinder 40 ft. high

Duration 10 min./level

Saving Throw Fortitude negates; Spell Resistance no

DESCRIPTION

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.

Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.

Strong winds (21+ mph) make sailing difficult.

A severe wind (31+ mph) causes minor ship and building damage.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.


Elemental Aura

School evocation [acid, cold, electricity, or fire]; Level natural 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

Saving Throw Reflex half; see text; Spell Resistance yes

DESCRIPTION

This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending upon the type of energy chosen.

Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster levels, and are sickened for the duration of the ongoing acid damage.

Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.

Electricity: Creatures affected by your aura are staggered for 1 round.

Fire: Creatures affected by your aura catch on fire.

Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.


Insect Plague

School conjuration (summoning); Level natural 9

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Effect one swarm of wasps per three levels, each of which must be adjacent to at least one other swarm

Duration 1 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

You summon a number of swarms of wasps (one per three levels, to a maximum of six swarms at 18th level, see the Pathfinder RPG Bestiary). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the wasp swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.


Raise Animal

School conjuration (healing); Level natural 9

CASTING

Casting Time 1 minute

Components V, S, M (a diamond worth 100 gp)

EFFECT

Range touch

Targets dead animal, magical beast, vermin, or wild or tame companion

Duration instantaneous

Saving Throw none, see text; Spell Resistance yes (harmless)

DESCRIPTION

This spell functions as raise dead, but it only affects a magical beast, vermin, or animal, including wild and tame companions.


Strong Jaw

School transmutation; Level natural 9

Casting Time 1 standard action

Components V, S

Range creature touched

Targets one animal

Duration 1 min./level

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dice rolled for each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.


Summon Nature's Ally V

School conjuration (summoning) [see text]; Level natural 9

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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.


Wall Of Thorns

School conjuration (creation); Level natural 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect wall of thorny brush, up to one 10-ft. cube/level (S)

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes piercing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.) You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.

Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.

A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.


Tenth-Level Natural Spells


Aspect of the Wolf

School transmutation (polymorph); Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur.

You gain a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity.


Call Lightning Storm

School evocation [electricity]; Level natural 10

Casting Time 1 round

Components V, S

Range long (400 ft. + 40 ft./level)

Effect one or more 30-ft.-long vertical lines of lightning

Duration 1 min./level

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


Geyser

School conjuration (creation) [fire, water]; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a piece of lava rock)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels

Duration concentration + 1 round/level

Saving Throw Reflex partial (see below); Spell Resistance no

DESCRIPTION

You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.

Any creature entering the geyser, or occupying the square it appears in, must make a Reflex saving throw to avoid being hurled into the air and then tossed to the ground. If the creature fails its saving throw, it takes 3d6 points of fire damage from the boiling water and also takes falling damage based upon the height of the geyser (e.g., if the geyser is 50 feet tall, the creature takes 5d6 falling damage), landing prone in a random square adjacent to the geyser. A successful saving throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it).

This movement does not provoke attacks of opportunity and does not count toward the creature's normal movement.

In addition, the geyser sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the geyser's height (e.g., a 50-foot geyser has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them.

You can choose to make a smaller geyser than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of boiling rain that's smaller than what would be created by a full-height geyser spell.


Longmover

School transmutation; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, M (a pinch of dirt)

EFFECT

Range personal

Targets you

Duration 2 hours/level (D)

DESCRIPTION

This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed and a +10-foot enhancement bonus to your other modes of movement (burrow, climb, fly, swim, and so on). It does not affect movement modes you do not actually have-for example, if you do not have a swim speed, this spell does not grant you a swim speed.


Spike Stones

School transmutation [earth]; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area one 20-ft. square/level

Duration 1 hour/level (D)

Saving Throw Reflex partial; Spell Resistance yes

DESCRIPTION

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

Spike stones impede progress through an area and deal damage.

Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Magic traps such as spike stones are hard to detect. A character with trapfinding can use the Spot skill to find spike stones.

The DC is 25 + spell level, or DC 29 for spike stones. Spike stones is a magic trap that can't be disabled with the Disable Device skill.


Stoneskin

School abjuration; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, M (granite and diamond dust worth 250 gp)

EFFECT

Range touch

Targets creature touched

Duration 10 min./level or until discharged

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.


Tireless Pursuit

School transmutation; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, M (a hard biscuit)

EFFECT

Range personal

Targets you

Duration 1 hour/level (D)

DESCRIPTION

You (plus one touched creature/3 levels) harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching. In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued.


Transmute Mud to Rock

School transmutation [earth]; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, M/DF (sand, lime, and water)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area up to two 10-ft. cubes/level (S)

Duration permanent

Saving Throw see text; Spell Resistance no

DESCRIPTION

This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.


Transmute Rock to Mud

School transmutation [earth]; Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, M/DF (clay and water)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area up to two 10-ft. cubes/level (S)

Duration permanent; see text

Saving Throw see text; Spell Resistance no

DESCRIPTION

This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transmute rock to mud counters and dispels transmute mud to rock.


Tree Stride

School conjuration (teleportation); Level natural 10

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 hour/level or until expended; see text

DESCRIPTION

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.

Type of TreeTransport range
Oak, ash, yew3,000 feet
Elm, linden2,000 feet
Other deciduous1,500 feet
Any coniferous1,000 feet
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.


Eleventh-Level Natural Spells


Antilife Shell

School abjuration; Level natural 11

Casting Time 1 round

Components V, S, DF

Range 10 ft.

Area 10-ft.-radius emanation, centered on you

Duration 1 min./level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

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.


Bear's Endurance for Many

School transmutation; Level natural 11

Casting Time 1 standard action

Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like bear's endurance, except that it affects multiple creatures.


Blessing of the Salamander

School transmutation (polymorph); Level natural 11

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 1 round/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance 20 and a +2 competence bonus to its Combat Maneuver Defense.


Bull's Strength for Many

School transmutation; Level natural 11

Casting Time 1 standard action

Components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like bull's strength, except that it affects multiple creatures.


Cat's Grace for Many

School transmutation; Level natural 11

Casting Time 1 standard action

Components V, S, M (pinch of cat fur)

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell functions like cat's grace, except that it affects multiple creatures.


Move Earth

School transmutation [earth]; Level natural 11

CASTING

Casting Time see text

Components V, S, M (clay, loam, sand, and an iron blade)

EFFECT

Range long (400 ft. + 40 ft./level)

Area dirt in an area up to 750 ft. square and up to 10 ft. deep (S)

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150- foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground.

Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved.

Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.


Spellstaff

School transmutation; Level natural 11

CASTING

Casting Time 10 minutes

Components V, S, F (the staff that stores the spell)

EFFECT

Range touch

Targets wooden quarterstaff touched

Duration permanent until discharged (D)

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.


Stone Tell

School divination; Level natural 11

CASTING

Casting Time 10 minutes

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 min./level

DESCRIPTION

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, spot, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.


Summon Nature's Ally VI

School conjuration (summoning) [see text]; Level natural 11

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Dire bear, Dire lion, Elephant, Giant octopus.


Twelfth-Level Natural Spells


Eagle Aerie

School conjuration (summoning) [good]; Level natural 12

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Effect summoned eagles

Duration 1 hour/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You summon a flight of giant eagles (one per three caster levels, maximum of six; Bestiary 118) to ferry you and your allies across the skies. The eagles avoid combat if possible but defend themselves if attacked; if the eagles attack, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours left, the eagles remain in combat for 5 rounds before the spell ends).


Eagle's Splendors

School transmutation; Level natural 12

Casting Time 1 standard action

Components V, S, M/DF (feathers or droppings from an eagle)

Range close (25 ft. + 5 ft./2 levels)

Targets One creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell functions like eagle's splendor, except that it affects multiple creatures.


Fire Seeds

School conjuration (creation) [fire]; Level natural 12

CASTING

Casting Time 1 swift action

Components V, S, M (acorns or holly berries)

EFFECT

Range touch

Targets up to four acorns or up to eight holly berries

Duration 10 min./level or until used

Saving Throw none or Reflex half; see text; Spell Resistance no

DESCRIPTION

Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

Acorn Grenades: As many as four acorns turn into special thrown splash weapons. An acorn grenade has a range increment of 20 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d4 points of fire damage per caster level (maximum 20d4) divided among the acorns as you wish. No acorn can deal more than 10d4 points of damage.

Each acorn grenade explodes upon striking any hard surface.

In addition to its regular fire damage, all creatures adjacent to the explosion take 1 point of fire damage per die of the explosion.

This explosion of fire ignites any combustible materials adjacent to the target.

Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.


Fox's Cunnings

School transmutation; Level natural 12

CASTING

Casting Time 1 standard action

Components V, S, M/DF (hairs or dung from a fox)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell functions like fox's cunning, except that it affects multiple creatures.


Nature's Call

School universal [good]; Level natural 12

CASTING

Casting Time 10 minute

Components V, S, DF

EFFECT

Range touch

Targets one helpless creature

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

Cast on a helpless creature, this spell changes the target's alignment: It matches your own on the law / chaos axis; and if it is evil and you are not, or if you are good and it is not, its alignment now matches your own. This spell also instills in the target a devotion to nature and a love of the natural world. Nature's Call does not change the target's attitude towards you.


Owl's Wisdoms

School transmutation; Level natural 12

CASTING

Casting Time 1 standard action

Components V, S, M/DF (feathers or droppings from an owl)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell functions like owl's wisdom, except that it affects multiple creatures.


Transport via Plants

School conjuration (teleportation); Level natural 12

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range unlimited

Targets you and touched objects or other touched willing creatures

Duration 1 round

Saving Throw none; Spell Resistance no

DESCRIPTION

You can enter any normal plant (equal to your size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The plants must be alive. The destination plant need not be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.

You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported by the spell must be in physical contact with one another, and at least one of those creatures must be in contact with you.

You can't use this spell to travel through plant creatures.

The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from it.


Wall Of Stone

School conjuration (creation) [earth]; Level natural 12

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a small block of granite)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect stone wall whose area is up to one 5-ft. square/level (S)

Duration instantaneous

Saving Throw see text; Spell Resistance no

DESCRIPTION

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping.

Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.


Thirteenth-Level Natural Spells


Changestaff

School transmutation; Level natural 13

CASTING

Casting Time 1 round

Components V, S, F (a quarterstaff that has been carved and polished for 28 days)

EFFECT

Range touch

Targets your touched staff

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You change a specially prepared quarterstaff into a Huge treant-like creature (see the Pathfinder RPG Bestiary), 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.


Control Weather

School transmutation; Level natural 13

CASTING

Casting Time 10 minutes; see text

Components V, S

EFFECT

Range 2 miles

Area 2-mile-radius circle, centered on you; see text

Duration 4d12 hours; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

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.

SeasonPossible Weather
SpringTornado, thunderstorm, sleet storm, or hot weather
SummerTorrential rain, heat wave, or hailstorm
AutumnHot or cold weather, fog, or sleet
WinterFrigid cold, blizzard, or thaw
Late winter or early springHurricane-force winds
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.


Ironwood

School transmutation; Level natural 13

CASTING

Casting Time 1 minute/lb. created

Components V, S, F (wood to be transformed)

EFFECT

Range 0 ft.

Effect an ironwood object weighing up to 5 lbs./level

Duration 1 day/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.


Liveoak

School transmutation; Level natural 13

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

Range touch

Targets tree touched

Duration 1 day/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell turns an oak tree into a protector or guardian. The spell can only be cast on a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.

If liveoak is dispelled, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.


Repel Wood

School transmutation; Level natural 13

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 60 ft.

Area 60-ft. line-shaped emanation from you

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.

Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action. If a spear is planted (set) in a way that prevents this forced movement, it splinters.

Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.


Summon Nature's Ally VII

School conjuration (summoning) [see text]; Level natural 13

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Dire crocodile, Dire shark, Nymph.


Fourteenth-Level Natural Spells


Animate Plants

School transmutation; Level natural 14

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one Large plant per three caster levels or all plants within range; see text

Duration 1 round/level or 1 hour/level; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

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 (see Pathfinder RPG Bestiary), 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.


Dedicated Hunt

School transmutation; Level natural 14

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal (see text)

Targets you and one friendly animal within 30 ft.

Duration 1 hour/level (D)

DESCRIPTION

You affect yourself and a single friendly animal within 30 feet of you. Both you and the companion gain darkvision to 100 feet, tremorsense to 20 feet, and a 40-foot enhancement bonus to movement. Furthermore, you can track while moving at full speed without taking any penalty. If you already have the ability to track at full speed, you gain a +4 bonus on Survival checks while tracking instead. The duration of this spell immediately ends if you or the companion attack another creature or are attacked by another creature.


Entice Fey

School conjuration (calling); Level natural 14

CASTING

Casting Time 10 minutes

Components V, S, M (offerings worth 1,250 gp plus payment), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one or two called fey, totaling no more than 12 Hit Dice, which can't appear more than 30 ft. apart

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions as lesser entice fey, except that the spell's whimsical calling can produce a single fey of 12 Hit Dice or less, or two fey of the same kind whose Hit Dice total no more than 12.


Rampart

School conjuration (creation) [earth]; Level natural 14

CASTING

Casting Time 1 standard action

Components V, S, M (a handful of earth)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./level

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a massive rampart of hard-packed earth 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to burst through a 5 ft section of the rampart, the Break skill DC is 32, and a gap of difficult terrain is created. A creature can climb over the rampart with a DC 20 Climb check.


Transmute Metal to Wood

School transmutation; Level natural 14

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Area all metal objects within a 40-ft.-radius burst

Duration instantaneous

Saving Throw none; Spell Resistance yes (object; see text)

DESCRIPTION

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, miracle, wish, or similar magic can restore a transmuted object to its metallic state.


Fifteenth-Level Natural Spells


Creeping Doom

School conjuration (summoning); Level natural 15

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text

Effect four swarms of insects

Duration 1 round/level

Saving Throw Fortitude partial; see text; Spell Resistance no

DESCRIPTION

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).


Fire Storm

School evocation [fire]; Level natural 15

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area two 10-ft. cubes per level (S)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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.


Summon Nature's Ally VIII

School conjuration (summoning) [see text]; Level natural 15

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Roc or Sea serpent.


Sunbeam

School evocation [light]; Level natural 15

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 60 ft.

Area line from your hand

Duration 1 round/level or until all beams are exhausted

Saving Throw Reflex negates and Reflex half; see text; Spell Resistance yes

DESCRIPTION

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.


Vortex

School evocation [water]; Level natural 15

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a stirring spoon)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base

Duration 1 round/level (D)

Saving Throw Reflex negates, see text; Spell Resistance yes

DESCRIPTION

You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed.

You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex.


Sisxteenth-Level Natural Spells


Control Plants

School transmutation; Level natural 16

Casting Time 1 standard action

Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Targets up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Suicidal or self-destructive commands are simply ignored.


Sunburst

School evocation [light]; Level natural 16

CASTING

Casting Time 1 standard action

Components V, S, M/DF (sunstone and fire source)

EFFECT

Range long (400 ft. + 40 ft./level)

Area 80-ft.-radius burst

Duration instantaneous

Saving Throw Reflex partial; see text; Spell Resistance yes

DESCRIPTION

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst 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.

Sunburst dispels any darkness spells of lower than 9th level within its area.


Tectonic Communion

School divination; Level natural 16

CASTING

Casting Time 1 hour

Components V, S, DF

EFFECT

Range personal

Targets you

Duration Instantaneous

DESCRIPTION

Tectonic communion functions as commune with nature with an even greater range. In outdoor or natural underground settings, the spell operates on a radius of 100 miles per caster level, extending even underground without penalty. For every 2 caster levels above 13th, you may glean an additional fact from the list presented in commune with nature. Communities, dungeons, and signs of civilization (such as roads, farms or other constructions and settlements) exist as dark and unknowable blots in your spot of the spell's area; you're aware of their location and existence, but can't discern any information regarding them.


Whirlwind

School evocation [air]; Level natural 16

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall

Duration 1 round/level (D)

Saving Throw Reflex negates; see text; Spell Resistance yes

DESCRIPTION

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.) Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.


Seventeenth-Level Natural Spells


Animal Shapes

School transmutation (polymorph); Level natural 17

Casting Time 1 standard action

Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Targets up to one willing creature per level, all within 30 ft. of each other.

Duration 1 hour/level (D)

Saving Throw none; see text; Spell Resistance yes (harmless)

DESCRIPTION

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.


Euphoric Tranquility

School enchantment (compulsion) [mind-affecting, emotion]; Level natural 17

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a poppy flower)

EFFECT

Range touch

Targets creature touched

Duration 1 round/level

Saving Throw none and Will partial (see below); Spell Resistance yes

DESCRIPTION

A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell's duration, the creature's speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will saving throw. If the saving throw succeeds, the creature can make act normally for 1 round. If the saving throw fails, the creature moves half its speed away from the attacker as its next action.

Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful, though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state.


Repel Metal or Stone

School abjuration [earth]; Level natural 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 60 ft.

Area 60-ft. line from you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell creates waves of invisible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.

The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.


Summon Nature's Ally IX

School conjuration (summoning) [see text]; Level natural 17

CASTING

Casting Time 1 round

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension. It 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. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Catoblepas or Froghemoth.


Eighteenth-Level Natural Spells


Cyclic Reincarnation

School transmutation; Level natural 18

CASTING

Casting Time 10 minutes

Components V, S, M, DF (oils worth 5,000 gp)

EFFECT

Range touch

Targets dead creature touched

Duration instantaneous

Saving Throw none, see text; Spell Resistance yes (harmless)

DESCRIPTION

This spell allows a dead creature that died no more than 1 year before the casting of the spell to return to life in a body that closely resembles its original body; it functions as reincarnate except as noted. Cyclic reincarnation returns the dead creature to life in a new body of the same race that the target belonged to in life, and the new body appears physically similar to the creature's previous one, to the extent that the creature could be easily mistaken for its own offspring or kin. If the affected creature isn't a humanoid, there is a 75% chance that the creature returns to life as a youth of its race, gaining the young creature simple template instead (or becomes a juvenile, in the case of dragons and other creatures whose power is determined by their age category). You can use cyclic reincarnation on someone who was killed by a death effect or turned into an undead creature and then destroyed, but nonhumanoids so restored always return to life with the young creature simple template (or as a juvenile, in the case of creatures whose power is determined by their age category).


Earthquake

School evocation [earth]; Level natural 18

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)

Area 80-ft.-radius spread (S)

Duration 1 round

Saving Throw see text; Spell Resistance no

DESCRIPTION

When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Chapter 13 for more details).

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.

Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.


Wall of Lava

School abjuration [earth, fire]; Level natural 18

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a chunk of dried lava)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets lava wall whose area is up to one 5-ft. square/level (S)

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance no

DESCRIPTION

This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A wall of lava's maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a wall of lava can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall's overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).

A creature can move through a wall of lava as a full-round action by making a DC 25 Strength check-failure indicates that the creature is pushed back out of the wall to the point he just attempted to leave. A creature with a burrow speed can move through the wall using its burrow speed. An attempt to move through a wall of lava inflicts 20d6 fire damage. A wall of lava also radiates heat as if it were a wall of fire, although the heat from a wall of lava radiates from both sides.

Once per round as a move action, you can direct the wall of lava to erupt. This causes a plume of lava to fire at any target within 60 feet of either side of the wall, but reduces the wall's overall size by 1d4 5-foot square sections. You must make a ranged touch attack to hit the target, which takes 10d6 points of fire damage on a hit. Holes created in a wall of lava from this effect instantly reseal, reducing the overall size of the wall.

All damage inflicted by physical contact with a wall of lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half that dealt during actual contact (that is, 1d6 or 5d6 or 10d6 points per round).


Foresight

School divination; Level natural 19

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a hummingbird's feather)

EFFECT

Range personal or touch

Targets see text

Duration 10 min./level

Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)

DESCRIPTION

This spell grants you a powerful sixth sense in relation to yourself. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves.


Nineteenth-Level Natural Spells


Shambler

School conjuration (creation); Level natural 19

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect three or more shambling mounds, no two of which can be more than 30 ft. apart; see text

Duration 7 days or 7 months ; see text (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

The shambler spell creates 1d4+2 shambling mounds with the advanced template (see the Pathfinder RPG Bestiary). The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for 7 days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is 7 months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared. You can only have one shambler spell in at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. The shamblers have resistance to fire as normal shambling mounds do only if the terrain where they are summoned is rainy, marshy, or damp.


Summon Nature's Ally X

School conjuration (summoning) [see text]; Level natural 19

Casting Time 10 minutes

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect two or more summoned creatures, no two of which can be more than 30 ft. apart

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose any plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.

When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.


Twentieth-Level Natural Spells


Entice Greater Fey

School conjuration (calling); Level natural 20

CASTING

Casting Time 10 minutes

Components V, S, M (offerings worth 2,500 gp plus payment), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect up to three called fey, totaling no more than 18 Hit Dice, no two of which can appear more than 30 ft. apart

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions as entice lesser fey, except the spell's whimsical calling can produce a single fey of 18 Hit Dice or less, or up to three fey of the same kind whose Hit Dice total no more than 18.


Tsunami

School conjuration (creation) [water]; Level natural 20

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Effect 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level

Duration 5 rounds

Saving Throw see text; Spell Resistance no

DESCRIPTION

You create a massive wave of water that then moves in a straight line across water or land-you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round-on land or underwater, the wave travels at a speed of 30 feet per round.

Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage).

In addition, the tsunami makes a special CMB check against any creature it strikes-the wave's CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave's size). If this CMB check defeats a creature's CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave's CMB check-if a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half ) and continues being carried along by the wave.

Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space-if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.

A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.