Spells


Races of the Wild

ASSASSIN SPELLS

2nd LEVEL

Returning Weapon: Thrown weapon returns to thrower.

CLERIC SPELLS

4th LEVEL

Dust to Dust: Disintegrate undead with your ray attack.

DOMAINS

SKY DOMAIN

Granted Powers: Your fly speed (or glide speed) improves by 5 feet. Add Spot to your list of cleric class skills.

Domain Spells
  1. Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
  2. Summon Dire Hawk: Summons dire hawk to serve you.
  3. Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled.
  4. Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
  5. Control Winds: Change wind direction and speed.
  6. Wind Walk: You and your allies turn vaporous and travel fast.
  7. Reverse Gravity: Objects and creatures fall upward.
  8. Mastery of the Sky: Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you.
  9. Summon Devoted Roc: Summons powerful roc to serve you.

DRUID SPELLS

1st LEVEL

Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.

2nd LEVEL

Summon Dire Hawk: Summons dire hawk to serve you.

Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.

RANGER SPELLS

1st LEVEL

Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.

2nd LEVEL

Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.

SORCERER/WIZARD SPELLS

2nd LEVEL

Returning Weapon: Thrown weapon returns to thrower.

4th LEVEL

Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.

Enduring Flight: Carry medium loads at full fly speed; flight duration doubles.

SUMMON DEVOTED ROC

Conjuration (Summoning)

Level: Sky 9 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned roc Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No

This spell summons a particularly powerful roc. It appears where you designate (assuming the space is large enough to hold a Gargantuan creature) and acts immediately, on your turn. You may command the roc telepathically as a free action, allowing you to direct its actions as you desire. The roc has normal statistics for a creature of its kind (see page 215 of the Monster Manual), with the addition of a +5 enhancement bonus on its attack rolls, damage rolls, and saving throws. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

SUMMON DIRE HAWK

Conjuration (Summoning)

Level: Druid 2, Sky 2 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned dire hawk Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

This spell summons a dire hawk. It appears where you designate and acts immediately, on your turn. You may command the dire hawk telepathically as a free action, allowing you to direct its actions as you desire.

WOODLAND VEIL

Illusion (Glamer)

Level: Druid 2, ranger 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 30 feet apart Duration: 10 min./level (D) Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell makes its subjects blend in with natural surroundings, hiding them and quieting the sounds they make. All targets gain a +5 competence bonus on Hide and Move Silently checks while outdoors in a natural setting. The spell has no effect in urban settings or indoors (including dungeons). Those affected by this spell can see and hear each other and themselves as if unaffected by the spell. Any affected creature moving more than 30 feet from another target loses the bonuses the spell provides.

AERIAL ALACRITY

Transmutation

Level: Sky 4, sorcerer/wizard 4 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 minute/level (D)

You become quicker and more maneuverable while airborne. Your fly speed increases by 30 feet, and your maneuverability when flying improves by one category, to a maximum of perfect (see page 20 of the Dungeon Master’s Guide). While airborne, you gain a +1 dodge bonus to Armor Class and on Reflex saves.

DUST TO DUST

Transmutation

Level: Cleric 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes

A golden ray springs from your pointing finger. You must make a successful ranged touch attack to hit your intended target. A corpse or undead creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 10d8). Any Large or smaller creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust. The ray has no effect on objects that are not corpses; thus, the creature’s equipment is unaffected. A creature that makes a successful Fortitude takes half damage.

ENDURING FLIGHT

Transmutation

Level: Sky 3, sorcerer/wizard 4 Components: V Casting Time: 1 full round Range: Personal Target: You Duration: See text

You can carry more weight aloft while flying, and your flight lasts longer than normal. You can fly at normal speed when wearing medium armor or carrying up to a medium load. If your ability to fly (whether natural or magical) has a limited duration, that duration is doubled. This spell lasts as long as you remain airborne; it ends the moment you land.

MASTERY OF THE SKY

Transmutation [Air]

Level: Sky 8 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

The air around you shapes itself to assist you and interfere with your foes’ attacks. While airborne, you gain a +2 competence bonus on attack rolls and damage rolls. Your maneuverability becomes perfect, and your movement (whether airborne or not) is unaffected by winds of less than hurricane strength (see page 95 of the Dungeon Master’s Guide).

The winds whipping around you (the equivalent of a windstorm) cause ranged weapon attacks made against you to automatically miss, and even siege weapons take a –4 penalty on attack rolls. Melee attacks made against you by Huge or smaller creatures have a 50% miss chance. Medium or smaller creatures cannot enter your space (such as to bull rush you or tumble through your space). This spell has no effect if cast underwater or in an airless environment.

RAPTOR’S SIGHT

Transmutation

Level: Druid 1, ranger 1, Sky 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D)

Your visual acuity improves dramatically. You gain a +5 competence bonus on Spot checks. If you have 5 or more ranks in Spot, you take only half the normal range increment penalty for ranged attacks (–1 per range increment instead of –2).

RETURNING WEAPON

Transmutation

Level: Assassin 2, sorcerer/wizard 2 Components: V Casting Time: 1 swift action Range: Touch Target: One thrown weapon Duration: 1 round/level (D) Saving Throw: None (harmless) Spell Resistance: No (harmless)

The weapon targeted by this spell gains the ability to return to the hand of its thrower (as the returning special ability described on page 225 of the Dungeon Master’s Guide)