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Druid Spell Level 2

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Accelerate Poison [2] Animal Messenger [2] Animal Messenger (Continued) [2]
School transmutation; School enchantment(compulsion)[mind-affecting]; expires, w hereupon it resumes its normal activities.
Level druid 2, ranger 2, sorcerer/w izard 2 Level bard 2, druid 2, ranger 1
Casting Time 1 standard action Casting Time 1 minute During this period of w aiting, the messenger allow s others to
Components V, S, M (a thorn) Components V, S, M (a morsel of food the animal likes) approach it and remove any scroll or token it carries. The
Range touch Range close (25 ft. + 5 ft./2 levels) intended recipient gains no special ability to communicate w ith
Targets creature touched Targets one Tiny animal the animal or read any attached message (if it's w ritten in a
Duration instantaneous Duration 1 day/level language he doesn't know , for example).
Saving Throw Fortitude negates; SR yes Saving Throw none; see text; SR yes
Description Description
You hasten the onset of poison in the target. If the poison You compel a Tiny animal to go to a spot you designate. The
normally has an onset time, its effects begin immediately. If the most common use for this spell is to get an animal to carry a
poison has no onset time, its frequency is doubled, requiring message to your allies. The animal cannot be one tamed or
tw o saving throw s and inflicting damage tw ice per round or trained by someone else, including such creatures as familiars
minute, though its duration is halved. Accelerate poison does and animal companions.
not change the cure condition for the poison. If the target is
affected by more than one poison, you may choose w hich is Using some type of food desirable to the animal as a lure, you
affected if you administered the poison; otherw ise, randomly call the animal to you. It advances and aw aits your bidding.
determine w hich poison is affected. You can mentally impress on the animal a certain place w ell
know n to you or an obvious landmark. The directions must be
simple, because the animal depends on your know ledge and
can't find a destination on its ow n. You can attach a small item
or note to the messenger. The animal then goes to the
designated location and w aits there until the duration of the
spell
Source: APG Source: PFRPG Core
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Animal Trance [2] Aspect of the Bear [2] Barkskin [2]


School enchantment(compulsion)[mind-affecting, sonic]; School transmutation(polymorph); School transmutation;
Level bard 2, druid 2 Level druid 2, ranger 2 Level druid 2, ranger 2, summoner 2, alchemist 2
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S, DF Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range personal Range touch
Targets animals or magical beasts w ith Intelligence 1 or 2 Targets you Targets living creature touched
Duration concentration Duration 1 minute/level Duration 10 min./level
Saving Throw Will negates; SR yes Description Saving Throw none; SR yes (harmless)
Description You take on an aspect of a bear. You gain a +2 enhancement Description
Your sw aying motions and music (or singing, or chanting) bonus to natural armor and a +2 enhancement bonus on CMB Barkskin toughens a creature's skin. The effect grants a +2
compel animals and magical beasts to do nothing but w atch rolls. You can also perform bull rush, grapple, and overrun enhancement bonus to the creature's existing natural armor
you. Only a creature w ith an Intelligence score of 1 or 2 can be combat maneuvers w ithout provoking attacks of opportunity. bonus. This enhancement bonus increases by 1 for every
fascinated by this spell. Roll 2d6 to determine the total number three caster levels above 3rd, to a maximum of +5 at 12th level.
of HD w orth of creatures that you fascinate. The closest
targets are selected first until no more targets w ithin range can The enhancement bonus provided by barkskin stacks w ith the
be affected. target's natural armor bonus, but not w ith other enhancement
bonuses to natural armor. A creature w ithout natural armor has
an effective natural armor bonus of +0.

Source: PFRPG Core Source: APG Source: PFRPG Core


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Bear's Endurance [2] Bull's Strength [2] Burning Gaze [2]


School transmutation; School transmutation; School evocation[fire];
Level cleric 2, druid 2, ranger 2, sorcerer/w izard 2, summoner Level cleric 2, druid 2, paladin 2, sorcerer/w izard 2, summoner Level druid 2, sorcerer/w izard 2, w itch 2
2, alchemist 2 2, alchemist 2, antipaladin 2 Casting Time 1 standard action
Casting Time 1 standard action Casting Time 1 standard action Components V, S, M/DF (eye of a mundane salamander)
Components V, S, M/DF (a few hairs, or a pinch of dung, from Components V, S, M/DF (a few hairs, or a pinch of dung, from Range personal
a bear) a bull) Targets you
Range touch Range touch Duration 1 round/level
Targets creature touched Targets creature touched Saving Throw Fortitude negates (see text); SR yes
Duration 1 min./level Duration 1 min./level
Description
Saving Throw Will negates (harmless); SR yes Saving Throw Will negates (harmless); SR yes (harmless)
Your eyes burn like hot coals, allow ing you to set objects or
Description Description foes alight w ith a glance.
The affected creature gains greater vitality and stamina. The The subject becomes stronger. The spell grants a +4
spell grants the subject a +4 enhancement bonus to enhancement bonus to Strength, adding the usual benefits to As a standard action as long as this spell's effects persist, you
Constitution, w hich adds the usual benefits to hit points, melee attack rolls, melee damage rolls, and other uses of the may direct your burning gaze against a single creature or
Fortitude saves, Constitution checks, and so forth. Hit points Strength modifier. object w ithin 30 feet of your location. Targeted creatures must
gained by a temporary increase in Constitution score are not succeed at a Fortitude save or take 1d6 points of fire damage.
temporary hit points. They go aw ay w hen the subject's Unattended objects do not get a save. Creatures damaged by
Constitution drops back to normal. They are not lost first as the spell must make a Reflex save or catch fire.
temporary hit points are.
Each round, burning creatures may attempt a Reflex save to
quench the flames; failure results in another 1d6 points of fire
damage. Flammable items w orn by a creature must also save
or take the same damage as the creature. If a creature or
object is already on fire, it suffers no
Source: PFRPG Core Source: PFRPG Core Source: APG
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Burning Gaze (Continued) [2] Campfire Wall [2] Campfire Wall (Continued) [2]
additional effects from burning gaze. School evocation[fire, light]; creatures vulnerable to light.
Level bard 3, druid 2, ranger 2, sorcerer/w izard 3
Note that this spell does not grant an actual gaze attack- foes Casting Time 1 standard action Creatures inside the barrier can leave w ithout penalty, but if
and allies are not in danger of catching on fire simply by Components V, S, M/DF (ash made from burnt thorns) they try to return they suffer the same consequences as
meeting your gaze. Range close (25 ft. + 5 ft./2 levels) anyone else. If the fire source at the barrier's center is
Effect 20-ft.-radius sphere centered on fire source extinguished or moved, the spell ends.
Duration 2 hours/level; see below (D)(D)
Saving Throw none; SR yes
Description
You can create a barrier around a fire of at least campfire size
that shelters everyone inside so long as the fire continues to
burn. The barrier appears as a crackling sphere of light and fire
that is clearly visible, providing as much illumination as a torch.

The barrier bocks line of sight, granting creatures on either side


of the barrier total concealment from creatures on the other
side. Any object or creature passing through the barrier from
outside takes 1d6 points of fire damage and is also outlined
w ith light equivalent to that of a torch, for 1d6 minutes.
Creatures outlined in this w ay are plainly visible regardless of
the light conditions and do not benefit from any sort of
concealment, magical or otherw ise. The light is not bright
enough to have any special effect on undead or

Source: APG
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Cat's Grace [2] Chill Metal [2] Chill Metal (Continued) [2]
School transmutation; School transmutation[cold]; round, icy coldness causes pain and damage. In the third,
Level bard 2, druid 2, ranger 2, sorcerer/w izard 2, summoner 2, Level druid 2 fourth, and fifth rounds, the metal is freezing cold, and causes
alchemist 2 Casting Time 1 standard action more damage, as show n on the table below .
Casting Time 1 standard action Components V, S, DF
Components V, S, M (pinch of cat fur) Range close (25 ft. + 5 ft./2 levels)
Range touch Targets metal equipment of one creature per tw o levels, no (See: Table 1)
Targets creature touched tw o of w hich can be more than 30 ft. apart; or 25 lbs. of
Duration 1 min./level metal/level, none of w hich can be more than 30 ft. aw ay from
any of the rest
Any heat intense enough to damage the creature
Saving Throw Will negates (harmless); SR yes
Duration 7 rounds
negates cold damage from the spell (and vice
Description versa) on a point-for-point basis. Underwater,
Saving Throw Will negates (object); SR yes (object)
The transmuted creature becomes more graceful, agile, and chill metal deals no damage, but ice immediately
coordinated. The spell grants a +4 enhancement bonus to Description forms around the affected metal, making it float if
Dexterity, adding the usual benefits to AC, Reflex saves, and Chill metal makes metal extremely cold. Unattended, nonmagical unattended.
other uses of the Dexterity modifier. metal gets no saving throw . Magical metal is allow ed a saving
throw against the spell. An item in a creature's possession
uses the creature's saving throw bonus unless its ow n is
Chill metal counters and dispels heat metal.
higher.

A creature takes cold damage if its equipment is chilled. It takes


full damage if its armor, shield, or w eapon is affected. The
creature takes minimum damage (1 point or 2 points; see the
table) if it's not w earing or w ielding such an item.

On the first round of the spell, the metal becomes chilly and
Source: PFRPG Core uncomfortable to touch but deals noSource:
damage. The same effect
PFRPG Core
Created by Perram's Spellbook, www.theGM.org also occurs by
Created on the last roundSpellbook,
Perram's of the spell's www.theGM.org
duration. During the Created by Perram's Spellbook, www.theGM.org
second (and also the next-to-last)
Chill Metal - [Table 1] [2] Delay Poison [2] Eagle Eye [2]
Round Metal Temperature Damage
School conjuration(healing); School divination;
1 Cold None
2 Icy 1d4 points
Level bard 2, cleric 2, druid 2, paladin 2, ranger 1, alchemist 2, Level druid 2, ranger 2
3-5 Freezing 2d4 points w itch 2, inquisitor 2, alchemist 2, w itch 2, inquisitor 2 Casting Time 1 minute
6 Icy 1d4 points Casting Time 1 standard action Components V, S, DF
7 Cold None
Components V, S, DF Range long (400 ft. + 40 ft./level)
Range touch Effect magical sensor
Targets creature touched Duration 1 minute/level (D)(D)
Duration 1 hour/level Saving Throw none; SR no
Saving Throw Fortitude negates (harmless); SR yes
Description
(harmless)
Eagle eye creates a magical sensor directly above you. The
Description sensor can appear anyw here above you, to a maximum height
The subject becomes temporarily immune to poison. Any poison equal to the spell's range. You can see from this vantage as if
in its system or any poison to w hich it is exposed during the you w ere actually there, rotating your view point 360 degrees.
spell's duration does not affect the subject until the spell's
duration has expired. Delay poison does not cure any damage You perceive w ith your normal visual senses. A caster using
that poison may have already done. 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.

Source: PFRPG Core Source: APG


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Elemental Speech [2] Elemental Speech (Continued) [2] Feast of Ashes [2]
School divination[air, earth, fire, or w ater]; When cast as a fire spell, you can converse in Ignan and w ith School transmutation;
Level bard 3, cleric 3, druid 2, sorcerer/w izard 2 any creature that has the fire subtype. Level druid 2, w itch 2
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (iron filings) When cast as a w ater spell, you can converse in Aquan and Components V, S, M (a pinch of ash)
Range personal w ith any creature that has the w ater subtype or a sw im Range close (25 ft. + 5 ft/2 levels)
Targets you speed. Targets one creature
Duration 1 minute/level Duration 2 days/level (D)(D)
Description Saving Throw Fortitude negates; SR yes

This spell enables you to converse w ith creatures associated Description


w ith a chosen element, including but not limited to true You curse the target w ith a hunger no food can assuage. On a
elemental creatures. This spell gains the elemental subtype failed saving throw , the target begins to starve (see page 444
based on the version of the spell you cast. Elemental speech of the Core Rulebook). The effects of this spell cannot inflict
does not guarantee a friendly reaction; it merely enables more nonlethal damage than the target has hit points. No
communication. You may converse w ith all creatures of the amount of eating can counter the effect and, further, even
selected type w ith an Intelligence score of 1 or greater, even if attempting to eat causes the target to become nauseated for 1
they do not understand one another. round unless they make a DC 12 Fortitude save. The target still
experiences the other normal effects of anything consumed
When cast as an air spell, you can converse in Auran and w ith (such as poisons or potions).
any creature that has the air subtype or a fly speed.
Feast of ashes can be removed w ith a break enchantment,
When cast as an earth spell, you can converse in Terran and limited w ish, miracle, remove curse, or w ish spell, but effects
w ith any creature that has the earth subtype or a burrow suffered as a result of starvation must be healed by normal
speed. means.

Source: APG Source: APG


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Fire Trap [2] Flame Blade [2] Flaming Sphere [2]


School abjuration[fire]; School evocation[fire]; School evocation[fire];
Level druid 2, sorcerer/w izard 4 Level druid 2 Level druid 2, sorcerer/w izard 2
Casting Time 10 minutes Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (gold dust w orth 25 gp) Components V, S, DF Components V, S, M/DF (tallow , brimstone, and pow dered
Range touch Range 0 ft. iron)
Targets object touched Effect sw ord-like beam Range medium (100 ft. + 10 ft./level)
Duration permanent until discharged(D) Duration 1 min./level(D) Effect 5-ft.-diameter sphere
Saving Throw Reflex half; see text; SR yes Saving Throw none; SR yes Duration 1 round/level
Saving Throw Reflex negates; SR yes
Description Description
Fire trap creates a fiery explosion w hen an intruder opens the A 3-foot-long, blazing beam of red-hot fire springs forth from Description
item that the trap protects. A fire trap spell can w ard any object your hand. You w ield this blade-like beam as if it w ere a A burning globe of fire rolls in w hichever direction you point
that can be opened and closed. scimitar. Attacks w ith the flame blade are melee touch attacks. and burns those it strikes. It moves 30 feet per round. As part
of this movement, it can ascend or jump up to 30 feet to strike a
When casting fire trap, you select a point on the object as the The blade deals 1d8 points of fire damage + 1 point per tw o target. If it enters a space w ith a creature, it stops moving for
spell's center. When someone other than you opens the object, caster levels (maximum +10). Since the blade is immaterial, the round and deals 3d6 points of fire damage to that creature,
a fiery explosion fills the area w ithin a 5-foot radius around the your Strength modifier does not apply to the damage. A flame though a successful Reflex save negates that damage. A
spell's center. The flames deal 1d4 points of fire damage + 1 blade can ignite combustible materials such as parchment, flaming sphere rolls over barriers less than 4 feet tall. It ignites
point per caster level (maximum +20). The item protected by the straw , dry sticks, and cloth. flammable substances it touches and illuminates the same area
trap is not harmed by this explosion. as a torch w ould.

A fire-trapped item cannot have a second closure or w arding The sphere moves as long as you actively direct it (a move
spell placed on it. A knock spell does not bypass a fire trap. An action for you); otherw ise, it merely stays at rest and burns. It
unsuccessful dispel magic spell does not detonate the spell. can be extinguished by any means that w ould put out a normal
fire of its size. The surface of the sphere has a spongy,
Source: PFRPG Core Source: PFRPG Core yielding consistency and so does not Source: PFRPG Core
Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Flaming Sphere (Continued) [2] Fog Cloud [2] Glide [2]


cause damage except by its flame. It cannot push aside School conjuration(creation); School transmutation;
unw illing creatures or batter dow n large obstacles. A flaming Level druid 2, sorcerer/w izard 2, w itch 2 Level druid 2, ranger 1, sorcerer/w izard 2, summoner 2, w itch
sphere w inks out if it exceeds the spell's range. Casting Time 1 standard action 2
Components V, S Casting Time 1 standard action
Range medium (100 ft. + 10 ft. level) Components V, S, M/DF (a leaf )
Effect fog spreads in 20-ft. radius, 20 ft. high Range personal
Duration 10 min./level Targets you
Saving Throw none; SR no Duration until landing or 1 minute/level (D)(D)
Description Description
A bank of fog billow s out from the point you designate. The fog You take no damage from falls (as if from feather fall). In
obscures all sight, including darkvision, beyond 5 feet. A addition, you can move up to 5 feet in any horizontal direction
creature w ithin 5 feet has concealment (attacks have a 20% for every 1 foot you fall, at a speed of 60 feet per round. You
miss chance). cannot use this spell to actually gain height, merely coast in
other directions as you fall. If subjected to a strong w ind or any
Creatures farther aw ay have total concealment (50% miss other effect that causes you to rise you can take advantage of
chance, and the attacker can't use sight to locate the target). it in order to increase the distance you can glide. The spell
ends as soon as your feet touch the ground regardless of its
A moderate w ind (11+ mph) disperses the fog in 4 rounds; a remaining duration. If the spell expires w hile you are still in the
strong w ind (21+ mph) disperses the fog in 1 round. air you fall the remaining distance as normal.

The spell does not function underw ater.

Source: PFRPG Core Source: APG


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Gust of Wind [2] Gust of Wind (Continued) [2] Gust of Wind (Continued) [2]
School evocation[air]; Medium or smaller creatures are unable to move forw ard spell.
Level druid 2, sorcerer/w izard 2 against the force of the w ind unless they succeed at a DC 15
Casting Time 1 standard action Strength check.
Components V, S
Range 60 ft. Large or larger creatures may move normally w ithin a gust of
Effect line-shaped gust of severe w ind emanating out from you w ind effect.
to the extreme of the range
Duration 1 round This spell can't move a creature beyond the limit of it's range.
Saving Throw Fortitude negates; SR yes
Any creature, regardless of size, takes a -4 penalty on ranged
Description
attacks and Perception checks in the area of a gust of w ind.
This spell creates a severe blast of air (approximately 50 mph)
that originates from you, affecting all creatures in its path. All
The force of the gust automatically extinguishes candles,
flying creatures in this area take a -4 penalty on Fly skill
torches, and similar unprotected flames. It causes protected
checks. Tiny or smaller flying creatures must make a DC 25 Fly
flames, such as those in lanterns, to dance w ildly and has a
skill check or be blow n back 2d6 x 10 feet and take 2d6 points
50% chance to extinguish those lights.
of damage. Small or smaller flying creatures must make a DC 20
Fly skill check to move against the force of the w ind.
In addition to the effects noted, a gust of w ind can do anything
that a sudden blast of w ind w ould be expected to do. It can
A Tiny or smaller creature on the ground is knocked dow n and
create a stinging spray of sand or dust, fan a large fire,
rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per
overturn delicate aw nings or hangings, heel over a small boat,
10 feet.
and blow gases or vapors to the edge of its range.

Small creatures are knocked prone by the force of the w ind.


Gust of w ind can be made permanent w ith a permanency

Source: PFRPG Core


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Heat Metal [2] Heat Metal (Continued) [2] Heat Metal - [Table 1] [2]
Round Metal Temperature Damage
School transmutation[fire]; duration. During the second (and also the next-to-last) round, 1 Warm None
Level druid 2 intense heat causes pain and damage. In the third, fourth, and 2 Hot 1d4 points
Casting Time 1 standard action fifth rounds, the metal is searing hot, and causes more 3-5 Searing 2d4 points

Components V, S, DF damage, as show n on the table presented on the follow ing 6 Hot 1d4 points
7 Warm None
Range close (25 ft. + 5 ft./2 levels) page.
Targets metal equipment of one creature per tw o levels, no
tw o of w hich can be more than 30 ft. apart; or 25 lbs. of
metal/level, all of w hich must be w ithin a 30-ft. circle (See: Table 1)
Duration 7 rounds
Saving Throw Will negates (object); SR yes (object) Any cold intense enough to damage the creature
Description negates fire damage from the spell (and vice
Heat metal causes metal objects to become red-hot. versa) on a point-for-point basis.

Unattended, nonmagical metal gets no saving throw . Magical If cast underwater, heat metal deals half damage
metal is allow ed a saving throw against the spell. An item in a and boils the surrounding water.
creature's possession uses the creature's saving throw bonus
unless its ow n is higher.
Heat metal counters and dispels chill metal.
A creature takes fire damage if its equipment is heated. It takes
full damage if its armor, shield, or w eapon is affected. The
creature takes minimum damage (1 point or 2 points; see the
table) if it's not w earing or w ielding such an item.

On the first round of the spell, the metal becomes w arm and
uncomfortable to touch but deals noSource: PFRPG
damage. The Core
same effect
Created
also occurs by Perram's
on the last roundSpellbook,
of the spell's www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Hold Animal [2] Lockjaw [2] Natural Rhythm [2]


School enchantment(compulsion)[mind-affecting]; School transmutation; School transmutation;
Level druid 2, ranger 2 Level druid 2, ranger 2 Level druid 2
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S, M (sticky tree gum) Components V, S, M (a handful of pebbles dropped one by
Range medium (100 ft. + 10 ft./level) Range touch one onto the ground)
Targets one animal Targets creature touched Range touch
Duration 1 round/level ; see text(D) Duration 1 round/level Targets creature touched
Saving Throw Will negates; see text; SR yes Saving Throw Fortitude negates (harmless); SR yes Duration 1 round/level
(harmless) Saving Throw Will negates (harmless); SR yes (harmless)
Description
This spell functions like hold person, except that it affects an Description Description
animal instead of a humanoid. You give a creature the ability to use one of its natural attacks You enhance a creature's ability to harm an opponent based on
to firmly attach itself to an opponent. Choose one of the the number of times it has already injured that opponent w ith a
creature's natural attacks (usually a claw or bite attack). natural attack. Each time the creature successfully strikes an
opponent w ith a natural attack, the subject gains a cumulative
The creature gains the grab ability w ith that natural attack, +1 bonus on damage rolls made against that opponent w hen
including the +4 bonus on combat maneuver checks to start or making natural attacks (maximum +5 bonus). If an attack
maintain a grapple. A creature w ith multiple natural attacks can misses, the bonus to damage for all attacks resets to +0.
strike at its grappled opponent w ith its other natural attacks, but
cannot attack any other creature.

Source: PFRPG Core Source: APG Source: APG


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Owl's Wisdom [2] Pox Pustules [2] Reduce Animal [2]


School transmutation; School necromancy; School transmutation;
Level cleric 2, druid 2, paladin 2, ranger 2, sorcerer/w izard 2, Level druid 2, w itch 2 Level druid 2, ranger 3
alchemist 2, summoner 2, alchemist 2, summoner 2 Casting Time 1 standard action Casting Time 1 standard action
Casting Time 1 standard action Components V, S, M (leaves from a toxic plant) Components V, S
Components V, S, M/DF (feathers or droppings from an ow l) Range close (25 ft. + 5 ft./2 levels) Range touch
Range touch Targets one creature Targets one w illing animal of Small, Medium, Large, or Huge
Targets creature touched Duration 1 minute/level size
Duration 1 min./level Saving Throw Fortitude negates; SR yes Duration 1 hour/level(D)
Saving Throw Will negates (harmless); SR yes Saving Throw none; SR no
Description
Description You inflict a painful, itching rash on the target creature. The Description
The transmuted creature becomes w iser. The spell grants a +4 target is sickened and takes a -4 penalty to Dexterity (this This spell functions like reduce person, except that it affects a
enhancement bonus to Wisdom, adding the usual benefit to penalty cannot low er Dexterity below 0). The target can spend single w illing animal. Reduce the damage dealt by the animal's
Wisdom-related skills. Clerics, druids, and rangers (and other a move action scratching furiously at the rash to remove the natural attacks as appropriate for its new size (see Chapter 6
Wisdom-based spellcasters) w ho receive ow l's w isdom do not sickened condition (but not the Dexterity penalty) until the start how to adjust damage for size).
gain any additional bonus spells for the increased Wisdom, but of its next turn.
the save DCs for their spells increase.

Source: PFRPG Core Source: APG Source: PFRPG Core


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Resist Energy [2] Resist Energy (Continued) [2] Restoration, Lesser [2]
School abjuration; protection from energy. If a character is w arded by protection School conjuration(healing);
Level cleric 2, druid 2, paladin 2, ranger 1, sorcerer/w izard 2, from energy and resist energy, the protection spell absorbs Level cleric 2, druid 2, paladin 1, inquisitor 2, alchemist 2
alchemist 2, summoner 2, inquisitor 2 damage until its pow er is exhausted. Casting Time 3 rounds
Casting Time 1 standard action Components V, S
Components V, S, DF Range touch
Range touch Targets creature touched
Targets creature touched Duration instantaneous
Duration 10 min./level Saving Throw Will negates (harmless); SR yes (harmless)
Saving Throw Fortitude negates (harmless); SR
Description
Description Lesser restoration dispels any magical effects reducing one of
yes (harmless) This abjuration grants a creature limited the subject's ability scores or cures 1d4 points of temporary
protection from damage of w hichever one of five energy types ability damage to one of the subject's ability scores. It also
you select: acid, cold, electricity, fire, or sonic. The subject eliminates any fatigue suffered by the character, and improves
gains resist energy 10 against the energy type chosen, an exhausted condition to fatigued. It does not restore
meaning that each time the creature is subjected to such permanent ability drain.
damage (w hether from a natural or magical source), that
damage is reduced by 10 points before being applied to the
creature's hit points. The value of the energy resistance
granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's
equipment as w ell.

Resist energy absorbs only damage. The subject could still


suffer unfortunate side effects.
Source: PFRPG Core Source: PFRPG Core
Resist energy
Created byoverlaps
Perram's(and Spellbook,
does not stackwww.theGM.org
w ith) Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Scent Trail [2] Scent Trail (Continued) [2] Share Language [2]
School transmutation; move action in the same spot. Subject creatures seeking to School divination;
Level druid 2 understand this message must make another DC 20 Survival Level bard 1, cleric 2, druid 2, sorcerer/w izard 2
Casting Time 1 standard action check, w ith a -1 penalty for every w ord or emotion in the Casting Time 1 standard action
Components V, S, M (a queen ant) message, in order to understand it. Creatures cannot benefit Components V, S, M (a page from a dictionary)
Range close (25 ft. + 5 ft./2 levels) from this smell if they cannot use, or do not have, a sense of Range touch
Targets one creature/level, no tw o of w hich can be more than smell. Creatures can use this spell to backtrack through a Targets creature touched
30 ft. apart dungeon, maze, or similar areas even if the creature laying Duration 24 hours
Duration 1 hour/level dow n the trail crossed over the spot multiple times. Saving Throw Will negates (harmless); SR yes (harmless)
Saving Throw Fortitude negates (harmless); SR yes
Description
(harmless)
You can share your facility for one particular language w ith
Description another creature. For 24 hours the target can read,
You, or a w illing creature you touch, lay dow n a trail of scents understand, and communicate to the best of its ability in any
that only the creatures you designate at the time of can detect. one language w hich you already know . For every 5 levels you
These creatures find it very easy to follow this trail. possess, you can grant the use of another language you
know , to a maximum of 5 languages at 20th level. The target
They gain a +20 competence bonus on any Survival checks must have the physical capacity to articulate sounds, make
made for the purpose of tracking the creature laying this trail. gestures, or engage in w hatever other method speakers of the
language use to communicate w ith each other in order to
Subject creatures w ith the scent special ability gain a +10 actually converse. If the target lacks the mental capacity to
competence bonus on Wisdom or Survival checks to follow the grasp an actual language it still gains enough know ledge to
trail. respond to and carry out even extremely complex commands
or suggestions coached in the language (w hether w ritten or
spoken). How ever, since this spell does not endow the target
In addition, you can leave scent messages along the trail.
w ith greater reasoning capacity, merely a temporarily
enhanced vocabulary, the person offering up
Each w ord or emotion in this message requiresSource:
spending APG
a Source: APG
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Share Language (Continued) [2] Slipstream [2] Soften Earth and Stone [2]
instructions to non-sentient creatures must take care to remove School conjuration(creation)[w ater]; School transmutation[earth];
any ambiguity or guessw ork. Level druid 2, ranger 2, sorcerer/w izard 2 Level druid 2
Casting Time 1 standard action Casting Time 1 standard action
Similarly, this spell does not affect the basic nature of the Components V, S, M/DF (a few drops of oil and w ater) Components V, S, DF
target, or its disposition tow ard you or anyone else, so Range touch Range close (25 ft. + 5 ft./2 levels)
convincing it to actually carry out these instructions could Targets creature touched Effect 10-ft. square/level; see text
require negotiation, threats, or outright bribery. Duration 10 minutes/level (D)(D) Duration instantaneous
Saving Throw Reflex negates (harmless); SR no Saving Throw none; SR no
Description Description
You create a low -cresting w ave of w ater that carries the When this spell is cast, all natural, undressed earth or stone in
target along the surface of w ater or the ground. When moving the spell's area is softened. Wet earth becomes thick mud, dry
across level ground, the target's speed increases by 10 feet. earth becomes loose sand or dirt, and stone becomes soft clay
that is easily molded or chopped. You affect a 10-foot square
If going dow nhill, speed increases by 20 feet instead, but area to a depth of 1 to 4 feet, depending on the toughness or
slipstream provides no movement bonus w hen going uphill. resilience of the ground at that spot. Magical, enchanted,
dressed, or w orked stone cannot be affected. Earth or stone
While sw imming, the slipstream increases the target's sw im creatures are not affected.
speed by 20 feet-if the target does not have a sw im speed,
this spell grants a sw im speed of 20 ft. 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
Source: APG Source: PFRPG Core
Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Soften Earth and Stone (Continued) [2] Spider Climb [2] Stone Call [2]
speed and can't run or charge over the surface. Stone School transmutation; School conjuration(creation)[earth];
softened into clay does not hinder movement, but it does allow Level druid 2, sorcerer/w izard 2, alchemist 2, summoner 2 Level druid 2, ranger 2, sorcerer/w izard 2
characters to cut, shape, or excavate areas they may not have Casting Time 1 standard action Casting Time 1 standard action
been able to affect before. Components V, S, M (a live spider) Components V, S, DF
Range touch Range medium (100 ft. + 10 ft./level)
While this spell does not affect dressed or w orked stone, Targets creature touched Effect cylinder (40-ft. radius, 20 ft. high)
cavern ceilings or vertical surfaces such as cliff faces can be Duration 10 min./level Duration 1 round/level
affected. Saving Throw Will negates (harmless); SR yes (harmless) Saving Throw none; SR no

Usually, this causes a moderate collapse or landslide as the


Description Description
loosened material peels aw ay from the face of the w all or roof The subject can climb and travel on vertical surfaces or even A rain of dirt, gravel, and small pebbles fills the area, dealing
and falls (treat as a cave-in w ith no bury zone, see Chapter traverse ceilings as w ell as a spider does. The affected 2d6 points of bludgeoning damage to every creature in the
13). creature must have its hands free to climb in this manner. The area. This damage only occurs once, w hen the spell is cast.
subject gains a climb speed of 20 feet and a +8 racial bonus on
A moderate amount of structural damage can be dealt to a Climb skill checks; furthermore, it need not make Climb checks For the remaining duration of the spell, this debris covers the
manufactured structure by softening the ground beneath it, to traverse a vertical or horizontal surface (even upside ground, making the entire area difficult terrain. At the end of the
causing it to settle. How ever, most w ell-built structures w ill dow n). A spider climbing creature retains its Dexterity bonus to duration, the rocks disappear, leaving no aftereffects (other
only be damaged by this spell, not destroyed. Armor Class (if any) w hile climbing, and opponents get no than the damage dealt).
special bonus to their attacks against it. It cannot, how ever,
use the run action w hile climbing.

Source: PFRPG Core Source: APG


Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Summon Nature's Ally II [2] Summon Swarm [2] Tree Shape [2]
School conjuration(summoning); School conjuration(summoning); School transmutation;
Level druid 2, ranger 2 Level bard 2, druid 2, sorcerer/w izard 2, summoner 2, w itch 2 Level druid 2, ranger 3
Casting Time 1 round Casting Time 1 round Casting Time 1 standard action
Components V, S, DF Components V, S, M/DF (a square of red cloth) Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels) Range personal
Effect one summoned creature Effect one sw arm of bats, rats, or spiders Targets you
Duration 1 round/level(D) Duration concentration + 2 rounds Duration 1 hour/level(D)
Saving Throw none; SR no Saving Throw none; SR no Description
Description Description This spell allow s you to assume the form of a Large living tree
This spell functions as summon nature's ally I, except that you You summon a sw arm of bats, rats, or spiders (your choice), or shrub or a Large dead tree trunk w ith a small number of
summon one 2nd-level creature or 1d3 1st-level creatures of w hich attacks all other creatures w ithin its area. (You may limbs. The exact type of tree, as w ell as its appearance, is
the same kind. summon the sw arm so that it shares the area of other completely under your control.
creatures.) If no living creatures are w ithin its area, the sw arm
attacks or pursues the nearest creature as best it can. The Even the closest inspection cannot reveal that the tree in
caster has no control over its target or direction of travel. 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 w ere 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 w hile in tree
form. All clothing and gear carried or w orn changes w ith you.
You can dismiss tree shape as a free action (instead of as a
Source: PFRPG Core Source: PFRPG Core standard action). Source: PFRPG Core
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Warp Wood [2] Warp Wood (Continued) [2] Wood Shape [2]
School transmutation; You can combine multiple consecutive w arp w ood spells to School transmutation;
Level druid 2 w arp (or unw arp) an object that is too large for you to w arp Level druid 2
Casting Time 1 standard action w ith a single spell. Until the object is completely w arped, it Casting Time 1 standard action
Components V, S suffers no ill effects. Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range touch
Targets 1 Small w ooden object/level, all w ithin a 20-ft. radius Targets one touched piece of w ood no larger than 10 cu. ft. +
Duration instantaneous 1 cu. ft./level
Saving Throw Will negates (object); SR yes (object) Duration instantaneous
Saving Throw Will negates (object); SR yes (object)
Description
You cause w ood to bend and w arp, permanently destroying its Description
straightness, form, and strength. A w arped door springs open Wood shape enables you to form one existing piece of w ood
(or becomes stuck, requiring a Strength check to open, at your into any shape that suits your purpose. While it is possible to
option). A boat or ship springs a leak. Warped ranged make crude coffers, doors, and so forth, fine detail isn't
w eapons are useless. A w arped melee w eapon causes a -4 possible. There is a 30% chance that any shape that includes
penalty on attack rolls. moving parts simply doesn't w ork.

You may w arp one Small or smaller object or its equivalent per
caster level. A Medium object counts as tw o 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 unw arp w ood (effectively w arping it


back to normal) w ith this spell. Make w hole, on the other hand,
does no good in repairing a w arped item.
Source: PFRPG Core Source: PFRPG Core
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