92 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- ject’s 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 subject’s 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 spell’s 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
93 Regenerate Moderate Wounds Conjuration (Healing) Level: Clr 3, Drd 2 This spell is the same as  regenerate light wounds,  except that it grants fast healing at the rate of 2 hit points per round. Regenerate Ring Conjuration (Healing) Level: Drd 3 Components: V, S Casting Time: 1 action Range: 20 ft. Target: One creature/two levels, no two of which can be more than 30 ft. apart Duration: 10 rounds + 1 round/two levels Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You invoke healing energy over a group of creatures, granting each 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 in- juries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabi- lized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s du- ration by the full duration of the second spell. Regenerate Serious Wounds Conjuration (Healing) Level: Clr 5, Drd 4 This  spell  is  the  same  as  regenerate light   wounds,   except  that  it grants fast healing at the rate  of 3 hit points per round. Sandblast Evocation Level: Drd 1 Components: V, S, DF Casting Time: 1 action Range: 10 ft. Area: Semicircular burst of sand 10 ft. long, centered on your hands Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You fire a hail of hot sand from your fingers, dealing 1d6 points of subdual damage to creatures in the arc. (See the illustration in the burning hands spell description in the Player’s Handbook for details of the arc.) Any creature that fails its Reflex save is also stunned for 1 round. Scarecrow Necromancy [Fear, Mind-Affecting] Level: Drd 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Target: One animal Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The  subject  becomes  shaken,  suffering  a  –2  morale penalty on attack rolls, saves, and checks for the duration of the spell. Slime Wave Conjuration (Summoning) Level: Clr 7, Drd 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 15-ft.-radius spread Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Each creature in the area that fails its Reflex save is covered with one patch of green slime for every 5 feet of its face. Green slime devours flesh and organic materials on contact, and even dissolves metal. A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignor- ing the hardness of metal but not that of wood. It does not harm stone. On the first round of contact, the slime can be scraped off  a  creature  (most likely  destroying  the  scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys CHAPTER 6: SPELLS
94 the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration. Material  Component:  A few drops of stagnant pond water. Speak with Anything Divination Level: Drd 8 Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: 1 minute/level This spell grants you the effects of speak with animals, speak with plants, and tongues, enabling you to communi- cate with any living creature, including unintelligent ones such as normal plants. You can ask questions of and receive answers from any creatures, although the spell doesn’t make them any more friendly or cooperative than normal. You can make yourself understood as far as your voice carries. You also gain the ability to speak with stone, metal, earth, water, or any other solid or semisolid object or terrain feature as though under the influence of stone tell. Any such object or terrain feature can relate to you who or what has touched it, as well as what is covered or concealed behind or under it, providing complete descriptions  as  requested.  However,  an  object’s  per- spective, perception, and knowledge may prevent it from providing the details you are looking for (DM’s discretion). This spell does not include a speak with dead effect, so you cannot access the past memories of dead creatures. Though you understand every creature and object, you may speak only one language (or rough equivalent) at a time. Speed of the Wind Transmutation Level: Drd 2 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes With this spell, you can grant the ephemeral quickness of a sudden breeze. The subject gains a +4 enhancement bonus to Dexterity and a –2 enhancement penalty to Constitution. Standing Wave Transmutation Level: Drd 3 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Target: Waves under a creature or object within range Duration: 10 minutes/level Saving Throw: Reflex negates Spell Resistance: Yes You command the waters to lift a creature or object and propel it forward. An object so lifted may contain crea- tures or other objects. What the wave can lift depends on your caster level. Caster Level Size of C reature or Object 5th Up to Medium-size 7th Large 9th Huge 11th Gargantuan 13th Colossal Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water. The spell dis- sipates when the wave contacts land, lowering its burden harmlessly to shore. Thunderswarm Evocation [Electricity] Level: Drd 9 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Pattern of lightning spreads similar to a fireball (see text) Duration: Instantaneous Saving Throw: None or Reflex half (see text) Spell Resistance: Yes Like  the  arcane  spell meteor  swarm,  thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning. When you cast it, either four large (2-foot-diameter) spheres or eight small (1-foot-diameter) spheres spring from your out- stretched hand and streak in a straight line to the spot you  designate.  Each  sphere  leaves  a  trail  of  sparks behind it. Any creature in the straight-line path of these spheres is struck by each one and takes a total of 16d6 points of electricity damage (no save). The spheres dissipate after dealing this damage. If the spheres reach their destination, each bursts like an electrical fireball in a spread. The patterns of their del- onation and damage dealt to creatures in the area depend on the size of the spheres, as follows. (See the  meteor swarm spell description in the Player's Handbook  for de- tails on the patterns.) Large Spheres: Each large sphere has a 15-foot-radius spread and deals 4d8 points of electricity damage. The four spheres explode with their points of origin forming either  a  large  diamond  or  a  large  box  pattern  (your choice) around the spell’s central point of origin. The blasts are 20 feet apart along the sides of the pattern, cre- ating overlapping areas of the spell’s effect and exposing the center to all four blasts. Small  Spheres:  Each  small  sphere  has  a  7  1/2-foot- radius spread and deals 2d6 points of electricity damage. These spheres explode with their points of origin form- CHAPTER 6: SPELLS
96 ing  either  a  box-within-a-diamond  pattern  or  a  dia- mond-within-a-box pattern around the spell’s central point of origin. Each of the pattern’s outer sides meas- ures 20 feet long. All four areas overlap in the center of the pattern, and two or three areas overlap in various pe- ripheral sections. A creature caught in one of the blasts may attempt a Reflex save for half damage. Creatures struck by multiple blasts must save against each blast separately. Any crea- ture that fails a save is stunned for 1d4 rounds in addition to taking full damage. True Reincarnate Transmutation Level: Drd 9 Components: V, S, DF, XP Casting Time: 10 minutes Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) This spell is the same as reincarnate, except that the druid can reincarnate a creature that has been dead up to 10 years per caster level. True reincarnate can even bring back a subject whose body has been wholly destroyed, pro- vided that you unambiguously identify that creature in some fashion (reciting the deceased’s time and place of birth or death is the most common method). Upon completion of this spell, the subject has a new body, and all physical ills and afflictions are repaired. Refer to the description and the table for the reincarnate spell (in the Player’s Handbook) to determine the subject’s new incarnation. When rolling to determine the new form, roll twice; the returning creature can select from either of the two forms indicated. The subject suffers neither loss of level (or Constitu- tion point) nor loss of any prepared spells or spell slots. You can reincarnate someone killed by a death effect or someone who has been turned into an undead crea- ture and then destroyed, as well as someone killed by hit point loss. XP Cost: 1,000 XP. Waterball Evocation Level: Drd 4 Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A waterball is a spherical burst of water that looks like a blue fireball. As with a fireball, you point your finger and determine the range (distance and height) at which the waterball is to burst. A blue, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into  the  waterball at that point. (An early impact results in an early detonation.) If you at- tempt to send the bead through a narrow passage, such as  an  arrow  slit,  you  must  “hit”  the  opening  with  a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. (See the fireball spell de- scription in the Player’s Handbook for details of the blast pattern.) When it detonates, the walerball deals 1d6 points of subdual damage per caster level (maximum 10d6). An af- fected creature can make a Reflex save for half damage. Since the damage is subdual rather than energy, it is sub- ject to damage resistance. Objects take no damage unless they have a hardness of 0, in which case they take full damage. If the damage caused  to  an  interposing  barrier  shatters  or  breaks through it, the waterball may continue beyond it if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A full waterskin that you burst when casting the spell. Wood Wose Conjuration (Creation) Level: Drd 1 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One nature servant Duration: 1 hour/level Saving Throw: None Spell Resistance: No A wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks. It can build a campfire, gather herbs, feed an animal compan- ion, catch a fish, or perform any other simple task that doesn’t involve knowledge of technology. It cannot, for example, open a latched chest, since it doesn’t know how a latch works. The wose can perform only one activity at a time, but it repeats the same activity if told to do so. Thus, if you commanded it to gather leaves, it would continue to do so while you turned your attention elsewhere, as long as you remained within range. The wose has an effective Strength score of 2, so it can lift 20 pounds or drag 100 pounds. It can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates. Its speed is 15 feet in any direction, even up. A wood wose cannot attack in any way; it is never al- lowed an attack roll or a saving throw. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. If  you attempt to send the wose beyond the spell’s range (measured from your current position), it ceases to exist. CHAPTER 6: SPELLS