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Nature’s Favor
Evocation
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Animal touched
Duration: 5 rounds/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By calling on the power of nature, you grant the target
animal a +1 luck bonus on attack and damage rolls for
every two caster levels you possess.
Persistence of the Waves
Transmutation
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance:
Yes
This spell bestows the smooth indomitability of waves
crashing on a shore. The subject gains a +4 enhancement
bonus to Constitution and suffers a 2 enhancement
penalty to Strength.
Power Sight
Divination
Level:. Drd 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine the number of Hit Dice (including those
from class levels) a creature currently has. if the creature
has both monster Hit Dice and class levels,
power sight
re-
veals only the total. You cannot determine what class
levels a creature has, and negative levels do not count
against its HD. For example, both a 10-HD creature and a
10th-level character with 4 negative levels appear as 10-
HD creatures.
Protection from All Elements
Abjuration
Level: Drd 6
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: None
Spell Resistance:
Yes
The subject becomes invulnerable to acid, cold, electric-
ity, fire, and sonic damage. The spell absorbs damage the
subject would otherwise take from all the above energy
types, regardless of whether the source of damage is nat-
ural or magical. This protection also extends to the sub-
jects equipment. When the spell has absorbed a total of
12 points of damage per caster level dealt by any combi-
nation of the above energy types, it is discharged.
Protection from all elements
absorbs only damage. The
subject could still suffer unfortunate side effects, such as
drowning in acid (since drowning damage comes from
lack of oxygen) or becoming encased in ice.
The eftects ot this spell do not stack with those of
pro-
tection from elements, endure elements,
or resist elements.
It a
creature is warded by
protection from all elements and any
of these other spells,
protection from all elements absorbs
damage until it is discharged.
Regenerate Circle
Conjuration (Healing)
Level: Drd 6
This spell is the same as
regenerate ring,
except that it
grants fast healing at the rate of 3 hit points per round.
Regenerate Critical Wounds
Conjuration (Healing)
Level: Clr 6, Drd 5
This spell is the same as
regenerate light wounds,
except
that it grants fast healing at the rate of 4 hit points per
round.
Regenerate Light Wounds
Conjuration (Healing)
Level: Clr 1, Drd 1
Components:
V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a touch ot your hand, you boost the subjects life
energy, granting him or her the fast healing ability for
the duration of the spell. This healing applies only to
damage sustained during the spells duration, not to that
from previous injuries. The subject heals 1 hit point per
round of such damage until the spell ends and is auto-
matically stabilized it he or she begins dying from hit
point loss during that time.
Regenerate light wounds does
not restore hit points lost from starvation, thirst, or suf-
focation, nor does it allow a creature to regrow or attach
lost body parts.
The effects ot multiple
regenerate spells do not stack,
only the highest-level effect applies. Applying a second
regenerate
spell of equal level extends the first spells du-
ration by the full duration of the second spell.
CHAPTER 6: SPELLS