| Description | Dragon 337 describes Zuggtmoy. The prestige class needs a number of the spells below to quailify a character. The class also provides benefits to these spells. |
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| School | Casting Time | Source Book | ||||||||||||||||||||||||||||||||||||
| Save - Res | Level | Comps | ||||||||||||||||||||||||||||||||||||
| Dur | Range | Recharge | ||||||||||||||||||||||||||||||||||||
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| Expensive Focus | ||||||||||||||||||||||||||||||||||||||
| Expensive Material | ||||||||||||||||||||||||||||||||||||||
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| Description | ||||||||||||||||||||||||||||||||||||||
| Full Description | ||||||||||||||||||||||||||||||||||||||
| Animate Plants | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 7, Drd 7, Life 8, Plant 7 | V | ||||||||||||||||||||||||||||||||||||
| 1 round/level or 1 hour/level; see text | Close | General | ||||||||||||||||||||||||||||||||||||
| Targets: One Large plant per three caster levels or all plants within range; see text | ||||||||||||||||||||||||||||||||||||||
One or more trees animate and fight for you. |
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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 an equivalent number of larger plants, per three caster levels. 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, except that plants smaller than Large usually 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. |
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| Animate Wood | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| Arc 1, Drd 1, Wuj 1 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
This spell imbues a Small or smaller wooden object with mobility and a semblance of life. |
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| Antiplant Shell | ||||||||||||||||||||||||||||||||||||||
| Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - Yes | Arc 4, Blg 4, Drd 4, Wuj 4 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 10 min./level (D) | 10 ft. | General | ||||||||||||||||||||||||||||||||||||
| Area: 10-ft.-radius emanation, centered on you | ||||||||||||||||||||||||||||||||||||||
Keeps animated plants at bay. |
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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. |
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| Awaken (XP) | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 day | SRD | ||||||||||||||||||||||||||||||||||||
| Will negates - Yes | Arc 5, Drd 5 | V, S, DF, XP | ||||||||||||||||||||||||||||||||||||
| Instant | Touch | General | ||||||||||||||||||||||||||||||||||||
| Target: Animal or tree touched | ||||||||||||||||||||||||||||||||||||||
| XP Cost: 250 XP. | ||||||||||||||||||||||||||||||||||||||
Animal or tree gains human intellect. |
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You awaken a tree or animal to humanlike 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. 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 animal 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). |
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| Mass Awaken (XP) | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| Arc 8, Drd 8 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
As awaken, but multiple creatures. |
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| Backbiter (F) | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| HB 1, Sor/Wiz 1, Wuj 1 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
Cause two handed or reach weapon to strike is wielder. |
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| Beget Bogun (XP) | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| Arc 1, Drd 1 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
You create a Tiny nature servant. |
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| Blight | ||||||||||||||||||||||||||||||||||||||
| Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Fortitude half; see text - Yes | Arc 4, Blg 4, Decay 5, Drd 4, Sor/Wiz 5 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| Instant | Touch | General | ||||||||||||||||||||||||||||||||||||
| Target: One plant | ||||||||||||||||||||||||||||||||||||||
Withers one plant or deals 1d6/level damage to plant creature. |
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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. |
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| Brambles | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
Wooden weapon grows spikes that deal +1 damage/caster level (max +10). |
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| Briar Web | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||||||||||||
| 30 minutes | ||||||||||||||||||||||||||||||||||||||
Area slows creatures and thorns deal 1 point of damage/5 ft. moved. |
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| Changestaff (F) | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 round | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 7, Drd 7 | V, S, F | ||||||||||||||||||||||||||||||||||||
| 1 hour/level (D) | Touch | 6 hours | ||||||||||||||||||||||||||||||||||||
| Target: Your touched staff | ||||||||||||||||||||||||||||||||||||||
| Focus: The quarterstaff, which must be specially prepared. | ||||||||||||||||||||||||||||||||||||||
Your staff becomes a treant on command. |
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You change a specially prepared quarterstaff into a Huge treantlike creature, 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. Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff. |
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| Command Plants | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Will negates - Yes | Arc 3, Drd 4, Plant 4, Rgr 3, Wuj 4 | V | ||||||||||||||||||||||||||||||||||||
| 1 day/level | Close | 1 hour | ||||||||||||||||||||||||||||||||||||
| Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||||
Sway the actions of one or more plant creatures. |
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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 wouldnt 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. |
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| Commune with Nature | ||||||||||||||||||||||||||||||||||||||
| Divination | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||||
| - | Animal 5, Arc 4, BVal 4, Drd 5, Elf 5, Rgr 4, Seafolk 5, Shu 5 | V, S | ||||||||||||||||||||||||||||||||||||
| Instant | Personal | 6 hours | ||||||||||||||||||||||||||||||||||||
| Target: 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. | ||||||||||||||||||||||||||||||||||||||
Learn about terrain for 1 mile/level. |
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In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settingscaves, caverns, and the likethe 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. |
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| Control Plants | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Will negates - No | Arc 8, Drd 8, Plant 8, Wuj 8 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 min./level | Close | 30 minutes | ||||||||||||||||||||||||||||||||||||
| Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||||
Control actions of one or more plant creatures. |
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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. |
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| Detect Animals or Plants | ||||||||||||||||||||||||||||||||||||||
| Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 1, Drd 1, Rgr 1 | V, S | ||||||||||||||||||||||||||||||||||||
| Concentration, up to 10 min./level (D) | Long | General | ||||||||||||||||||||||||||||||||||||
| Area: Cone-shaped emanation | ||||||||||||||||||||||||||||||||||||||
Detects kinds of animals or plants. |
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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 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 in the terminal stage, 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. |
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| Diminish Plants | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 3, Blg 3, Drd 3, Rgr 3 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| Instant | See text | 4 hours | ||||||||||||||||||||||||||||||||||||
| Target or Area: See text | ||||||||||||||||||||||||||||||||||||||
Reduces size or blights growth of normal plants. |
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This spell has two versions. Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. 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 targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal. Diminish plants counters plant growth. This spell has no effect on plant creatures. |
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| Entangle | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Reflex partial; see text - No | Arc 1, BVal 1, Drd 1, Plant 1, Rgr 1, Watery Death 1 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 min./level (D) | Long | General | ||||||||||||||||||||||||||||||||||||
| Area: Plants in a 40-ft.-radius spread | ||||||||||||||||||||||||||||||||||||||
Plants entangle everyone in 40-ft.-radius. |
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Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. |
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| Entangling Staff | ||||||||||||||||||||||||||||||||||||||
| SPC | ||||||||||||||||||||||||||||||||||||||
| Arc 3, Drd 3, Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
Swift. Quarterstaff gains improved grab and can constrict grappled foes. |
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| Fire Seeds | ||||||||||||||||||||||||||||||||||||||
| Conjuration (Creation) [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None or Reflex half; see text - No | Arc 6, Blg 6, Drd 6, Fire 6, Shu 6, Sun 6, Wmg 6, Wuj 6 | V, S, M | ||||||||||||||||||||||||||||||||||||
| 10 min./level or until used | Touch | 1 hour | ||||||||||||||||||||||||||||||||||||
| Targets: Up to four touched acorns or up to eight touched holly berries | ||||||||||||||||||||||||||||||||||||||
Acorns and berries become grenades and bombs. |
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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 splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw. 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. |
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| Goodberry | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - Yes | Arc 1, Drd 1, Feast 1, Hlr 1, Sin-G 1 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 day/level | Touch | 6 hours | ||||||||||||||||||||||||||||||||||||
| Targets: 2d4 fresh berries touched | ||||||||||||||||||||||||||||||||||||||
2d4 berries each cure 1 hp (max 8 hp/24 hours). |
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Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. 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. |
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| Hallucinatory Terrain | ||||||||||||||||||||||||||||||||||||||
| Illusion (Glamer) | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||||
| Will disbelief (if interacted with) - No | Arc 4, Brd 4, Gnome 5, Shu 4, Sor/Wiz 4 | V, S, M | ||||||||||||||||||||||||||||||||||||
| 2 hours/level (D) | Long | 6 hours | ||||||||||||||||||||||||||||||||||||
| Area: One 30-ft. cube/level (S) | ||||||||||||||||||||||||||||||||||||||
Makes one type of terrain appear like another (field into forest, or the like). |
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You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. |
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| Horrid Wilting | ||||||||||||||||||||||||||||||||||||||
| Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Fortitude half - Yes | Arc 8, Blg 8, Decay 8, Necro 8, Sor/Wiz 8, Suffering 8, Thirst 8, Water 8, Watery Death 8, Wmg 8, Wuj 8 | V, S, M/DF | ||||||||||||||||||||||||||||||||||||
| Instant | Long | General | ||||||||||||||||||||||||||||||||||||
| Targets: Living creatures, no two of which can be more than 60 ft. apart | ||||||||||||||||||||||||||||||||||||||
Deals 1d6/level damage within 30 ft. |
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This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8). |
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| Ironwood | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 minute/lb. created | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 6, Drd 6, Wuj 6 | V, S, M | ||||||||||||||||||||||||||||||||||||
| 1 day/level (D) | 0 ft. | 12 hours | ||||||||||||||||||||||||||||||||||||
| Effect: An ironwood object weighing up to 5 lb./level | ||||||||||||||||||||||||||||||||||||||
Magic wood is strong as steel. |
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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. |
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| Liveoak | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 6, Drd 6, Elf 7, Fey 7 | V, S | ||||||||||||||||||||||||||||||||||||
| 1 day/level (D) | Touch | 12 hours | ||||||||||||||||||||||||||||||||||||
| Target: Tree touched | ||||||||||||||||||||||||||||||||||||||
Oak becomes treant guardian. |
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This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect. 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. |
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| Plant Growth | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 3, Drd 3, Life 3, Plant 3, Rgr 3, Shu 3, Wuj 3 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| Instant | See text | 24 hours | ||||||||||||||||||||||||||||||||||||
| Target or Area: See text | ||||||||||||||||||||||||||||||||||||||
Grows vegetation, improves crops. |
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Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) 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. 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 one-half mile, 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. |
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| Poison Vines | ||||||||||||||||||||||||||||||||||||||
| Magic of Faerun | ||||||||||||||||||||||||||||||||||||||
| Arc 7, Drd 7 | ||||||||||||||||||||||||||||||||||||||
| 1 hour | ||||||||||||||||||||||||||||||||||||||
Vines that entangle and are poisonous. |
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| Polymorph Any Object | ||||||||||||||||||||||||||||||||||||||
| Transmutation (Polymorph) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Fortitude negates (object); see text - Yes (object) | Commerce 9, Renewal 8, Sor/Wiz 8, Transformation 8, Trickery 8, Wuj 8 | V, S, M/DF | ||||||||||||||||||||||||||||||||||||
| See text | Close | 12 hours | ||||||||||||||||||||||||||||||||||||
| Target: One creature, or one nonmagical object of up to 100 cu. ft./level | ||||||||||||||||||||||||||||||||||||||
Changes any subject into anything else. |
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This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.
1 Add all that apply. Look up the total on the next table.
Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures. This spell can also be used to duplicate the effects of baleful polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud. |
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| Repel Wood | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 5, Blg 5, Drd 6, Plant 6, Wuj 6 | V, S | ||||||||||||||||||||||||||||||||||||
| 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||||||||||||||||||
| Area: 60-ft. line-shaped emanation from you | ||||||||||||||||||||||||||||||||||||||
Pushes away wooden objects. |
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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) to prevent 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. |
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| Shambler | ||||||||||||||||||||||||||||||||||||||
| Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 8, Blg 8, Drd 9, Plant 9 | V, S | ||||||||||||||||||||||||||||||||||||
| 7 days or 7 months (D); see text | Medium | 24 hours | ||||||||||||||||||||||||||||||||||||
| Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text | ||||||||||||||||||||||||||||||||||||||
Summons 1d4+2 shambling mounds to fight for you. |
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The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven 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 spells range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp. |
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| Shillelagh | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Will negates (object) - Yes (object) | Arc 1, Drd 1 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 min./level | Touch | 30 minutes | ||||||||||||||||||||||||||||||||||||
| Target: One touched nonmagical oak club or quarterstaff | ||||||||||||||||||||||||||||||||||||||
Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. |
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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. |
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| Snare | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 3 rounds | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 2, Drd 3, Elf 3, Rgr 2 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| Until triggered or broken | Touch | 12 hours | ||||||||||||||||||||||||||||||||||||
| Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level | ||||||||||||||||||||||||||||||||||||||
Creates a magic booby trap. |
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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 (Search DC 23 for a character with the trap-finding 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 and then straighten 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. |
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| Speak with Plants | ||||||||||||||||||||||||||||||||||||||
| Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| - | Arc 2, Brd 4, Drd 3, Rgr 2 | V, S | ||||||||||||||||||||||||||||||||||||
| 1 min./level | Personal | 30 minutes | ||||||||||||||||||||||||||||||||||||
| Target: You | ||||||||||||||||||||||||||||||||||||||
You can talk to normal plants and plant creatures. |
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You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plants 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 toward you, it may do some favor or service for you. |
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| Spike Growth | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Reflex partial - Yes | Arc 2, Drd 3, Rgr 2 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 hour/level (D) | Medium | 6 hours | ||||||||||||||||||||||||||||||||||||
| Area: One 20-ft. square/level | ||||||||||||||||||||||||||||||||||||||
Creatures in area take 1d4 damage, may be slowed. |
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Any ground-covering vegetation in the spells 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 spells 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 one-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 spells save DC. Spike growth can't be disabled with the Disable Device skill. Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search 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). |
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| Spikes | ||||||||||||||||||||||||||||||||||||||
| Complete Divine | ||||||||||||||||||||||||||||||||||||||
| Arc 3, Clr 3, Drd 3 | ||||||||||||||||||||||||||||||||||||||
| 6 hours | ||||||||||||||||||||||||||||||||||||||
As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled. |
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| Thornskin | ||||||||||||||||||||||||||||||||||||||
| Complete Arcane | ||||||||||||||||||||||||||||||||||||||
| Arc 3, Drd 3, Wuj 3 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage. |
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| Transmute Metal to Wood | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - Yes (object); see text | Arc 7, Drd 7, Metal 7, Wuj 7 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| Instant | Long | 6 hours | ||||||||||||||||||||||||||||||||||||
| Area: All metal objects within a 40-ft.-radius burst | ||||||||||||||||||||||||||||||||||||||
Metal within 40 ft. becomes wood. |
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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. |
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| Transport via Plants | ||||||||||||||||||||||||||||||||||||||
| Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 6, Drd 6 | V, S | ||||||||||||||||||||||||||||||||||||
| 1 round | Unlimited | 4 hours | ||||||||||||||||||||||||||||||||||||
| Target: You and touched objects or other touched willing creatures | ||||||||||||||||||||||||||||||||||||||
Move instantly from one plant to another of the same kind. |
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You can enter any normal plant (Medium 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 entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. 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 two Large creatures, and so forth. All creatures to be transported must be in 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 the tree. |
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| Tree Shape | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| - | Arc 2, Drd 2, Rgr 3 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 hour/level (D) | Personal | 24 hours | ||||||||||||||||||||||||||||||||||||
| Target: You | ||||||||||||||||||||||||||||||||||||||
You look exactly like a tree for 1 hour/level. |
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By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. 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). |
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| Tree Stride | ||||||||||||||||||||||||||||||||||||||
| Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| - | Arc 4, Celerity 5, Drd 5, Elf 4, Fey 5, Rgr 4 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| 1 hour/level or until expended; see text | Personal | 24 hours | ||||||||||||||||||||||||||||||||||||
| Target: You | ||||||||||||||||||||||||||||||||||||||
Step from one tree to another far away. |
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You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others 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 Tree, Transport Range Oak, ash, yew, 3,000 feet Elm, linden, 2,000 feet Other deciduous, 1,500 feet Any coniferous, 1,000 feet All other trees, 500 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. |
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| Unyielding Roots | ||||||||||||||||||||||||||||||||||||||
| Complete Divine | ||||||||||||||||||||||||||||||||||||||
| Arc 9, Drd 9 | ||||||||||||||||||||||||||||||||||||||
| 30 minutes | ||||||||||||||||||||||||||||||||||||||
Creature grows roots that keep it stationary and heal it every round. |
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| Vine Strike | ||||||||||||||||||||||||||||||||||||||
| Complete Adventurer | ||||||||||||||||||||||||||||||||||||||
| Arc 1, Drd 1, Rgr 1 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
Swift. You can sneak attack plant creatures for 1 round. |
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| Wall of Thorns | ||||||||||||||||||||||||||||||||||||||
| Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| None - No | Arc 5, Drd 5, Plant 5 | V, S | ||||||||||||||||||||||||||||||||||||
| 10 min./level (D) | Medium | General | ||||||||||||||||||||||||||||||||||||
| Effect: Wall of thorny brush, up to one 10-ft. cube/level (S) | ||||||||||||||||||||||||||||||||||||||
Thorns damage anyone who tries to pass. |
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A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a humans finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creatures AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class 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. Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants. |
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| Warp Wood | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Will negates (object) - Yes (object) | Arc 2, Blg 2, Drd 2, Wuj 2 | V, S | ||||||||||||||||||||||||||||||||||||
| Instant | Close | 5 minutes | ||||||||||||||||||||||||||||||||||||
| Target: 1 Small wooden object/level, all within a 20-ft. radius | ||||||||||||||||||||||||||||||||||||||
Bends wood (shaft, handle, door, plank). |
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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 sixteen, and a Colossal object as thirty-two. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. 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. |
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| Wood Rot | ||||||||||||||||||||||||||||||||||||||
| Complete Arcane | ||||||||||||||||||||||||||||||||||||||
| Arc 4, Drd 4, Wuj 4 | ||||||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||||||
Destroy wooden objects or plants. |
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| Wood Shape | ||||||||||||||||||||||||||||||||||||||
| Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||||
| Will negates (object) - Yes (object) | Arc 2, Artifice 2, Craft 2, Drd 2, Wuj 2 | V, S, DF | ||||||||||||||||||||||||||||||||||||
| Instant | Touch | 6 hours | ||||||||||||||||||||||||||||||||||||
| Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level | ||||||||||||||||||||||||||||||||||||||
Rearranges wooden objects to suit you. |
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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 isnt possible. There is a 30% chance that any shape that includes moving parts simply doesn't work. |
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| Wood Wose | ||||||||||||||||||||||||||||||||||||||
| Complete Divine | ||||||||||||||||||||||||||||||||||||||
| Arc 1, Drd 1 | ||||||||||||||||||||||||||||||||||||||
| 1 hour | ||||||||||||||||||||||||||||||||||||||
Nature spirit does simple tasks for you. |
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