Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Fydus


Fydus Chaotic Neutral 20 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Druid13 444999 Dwarf Medium / 5 ft. 4' 0" 171 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
13 445000 65 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 20 +5
DEX
Dexterity
14 +2 18 +4
CON
Constitution
12 +1 16 +3
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
18 +4 20 +5
CHA
Charisma
8 -1 8 -1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
132




  
Walk 30 ft.
AC
Armour Class
27 : 23 : 17 = 10 + 6 + 0 + 4 + 0 + 4 + 0 + 3 + 0
20 -2 +4 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+8 = +4 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+9/+4

SKILLS MAX
RANKS
13/13
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 7 = 4
+ 0.0
+ 3
  Appraise INT 1 = 1
+ 0.0
+ 0
  Bluff CHA -1 = -1
+ 0.0
+ 0
  Climb STR 3 = 5
+ 0.0
+ -2
  Craft (Untrained) INT 1 = 1
+ 0.0
+ 0
  Diplomacy CHA -1 = -1
+ 0.0
+ 0
  Disguise CHA -1 = -1
+ 0.0
+ 0
  Escape Artist DEX 2 = 4
+ 0.0
+ -2
  Fly DEX 2 = 4
+ 0.0
+ -2
  Handle Animal CHA 16 = -1
+ 14.0
+ 3
  Heal WIS 13 = 5
+ 5.0
+ 3
  Intimidate CHA -1 = -1
+ 0.0
+ 0
  Knowledge (Geography) INT 10 = 1
+ 6.0
+ 3
  Knowledge (Nature) INT 18 = 1
+ 12.0
+ 5
  Perception WIS 26 = 5
+ 14.0
+ 7
  Perception (Notice unusual stonework) WIS 27 = 5
+ 13.0
+ 9
  Perform (Untrained) CHA -1 = -1
+ 0.0
+ 0
  Ride DEX 7 = 4
+ 2.0
+ 1
  Sense Motive WIS 7 = 5
+ 0.0
+ 2
  Spellcraft INT 9 = 1
+ 5.0
+ 3
  Stealth DEX 2 = 4
+ 0.0
+ -2
  Survival WIS 15 = 5
+ 5.0
+ 5
  Swim STR 8 = 5
+ 2.0
+ 1
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+11 = +8 + +3 + +0
+ +0
+ +0
+
Reflex
Dexterity
+8 = +4 + +4 + +0
+ +0
+ +0
+
Will
Wisdom
+13 = +8 + +5 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+14/+9 = +9/+4
+ +5 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+13/+8 = +9/+4
+ +4 + +0
+ +0
+ +0
+
CMB
ATTACK BONUS
+14 = +9
+ +5 + +0
+ +0
+ +0
+
CMB +14 +14 +14 +14 +16 +14
CMD 31 35 31 31 37 31
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+14/+9
1d3+5
20/x2
5 ft.

*Scimitar +2 (Wounding)
HAND TYPE SIZE CRITICAL REACH
Primary
S
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +16/+11
+12/+7
+16/+11
+10/+5
+12/+7
+6
 Dam 1d6+7
1d6+4
1d6+9
1d6+7
1d6+7
1d6+4
 Special Properties  deals 1 point of Constitution damage per hit


HAND TYPE SIZE CRITICAL REACH



/x

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus





 Dam





 Special Properties  


HAND TYPE SIZE CRITICAL REACH



/x

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus





 Dam





 Special Properties  

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Hide +2 (Wild)
TYPEARMOR BONUSMAX DEX BONUS
Medium
+6
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-2
20
preserve armor and enhancment bonus while using Wild Shape

TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES




PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Fydus

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Amulet of Natural Armor +4
Equipped
1
0.02
32000
 Belt of Physical Perfection +4
Equipped
1
1
64000
 Boots of Striding And Springing
Equipped
1
1
5500
 Handy Haversack
Equipped
1
5
2000
 Headband of Inspired Wisdom +2
Equipped
1
1
4000
 Hide +2 (Wild)
(preserve armor and enhancment bonus while using Wild Shape)
Equipped
1
25
25165
ITEM LOCATION QTY WT. COST
 Traveler's Outfit
Equipped
1
5
0
 Potion of Cure Moderate Wounds
(Cures 2d8+3 points of damage)
Handy Haversack
1
0
300
 Potion of Cure Serious Wounds
(Cures 3d8+5 points of damage)
Handy Haversack
2
0
750
 Ring of Protection +3
Equipped
1
0
18000
 Scimitar +2 (Wounding)
(deals 1 point of Constitution damage per hit)
Equipped
1
4
32315
TOTAL WEIGHT CARRIED/VALUE   37.02 lbs. 184780 gp
WEIGHT ALLOWANCE
Light 133 Medium 266 Heavy 400

MONEY

 

 


1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Druidic, Dwarven
PROFICIENCIES
Battleaxe, Club, Dagger, Dart, Pick (Heavy), Quarterstaff, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Unarmed Strike, Warhammer
SPECIAL ATTACKS
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
SPECIAL QUALITIES
Animal Companion (Ex)
A Thousand Faces (Su) You have the ability to change your appearance at will, as if using the Alter Self spell, but only while in your normal form.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entange, Spike Growth, and Warp Wood.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Venom Immunity (Ex) You are Immune to all poisons.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+12 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.
Wild Shape (Su) You can change shape 5 times / day for up to 13 hours, You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium, Large or Huge elemental, or a Small, Medium, Large or Huge plant creature., When changing into an animal, this functions as Beast Shape III, When changing into a plant, this functions as Plant Shape III, When changing into an elemental, this functions as Elemental Body IV
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
FEATS
NAME DESCRIPTION
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Armor Proficiency, Light When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Medium When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Improved Familiar When choosing a familiar, the creatures listed below are also available to you (see the Pathfinder RPG Bestiary for statistics on these creatures). You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Improved Initiative You get a +4 bonus on initiative checks.
Natural Spell You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Power Attack You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Shield Proficiency When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Fydus

Druid Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4 6 5 5 5 4 2 1 0 0
LEVEL 0
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  This spell generates wholesome, drinkable water, just like clean rain water.
Source:  p.262
Target Area:   Up to 26 gallons of water
Caster Level:   13
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 13 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  p.267
Target Area:   Cone-shaped emanation
Caster Level:   13
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   13
Flare
DC: 15
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This cantrip creates a burst of light.
Source:  p.284
Target Area:   Burst of light
Caster Level:   13
Guidance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect:  This spell imbues the subject with a touch of divine guidance.
Source:  p.292
Target Area:   Creature touched
Caster Level:   13
Know Direction
DC:
Save:
Time: 1 standard action
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  When you cast this spell, you instantly know the direction of north from your current position.
Source:  p.304
Target Area:   You
Caster Level:   13
Light
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes a touched object to glow like a torch.
Source:  p.304
Target Area:   Object touched
Caster Level:   13
Mending
DC: 15
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source:  p.312
Target Area:   One object of up to 13 lb.
Caster Level:   13
Purify Food and Drink
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  p.328
Target Area:   13 cu. ft. of contaminated food and water
Caster Level:   13
Read Magic
DC:
Save:
Time: 1 standard action
Duration: 130 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source:  p.330
Target Area:   You
Caster Level:   13
Resistance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  p.334
Target Area:   Creature touched
Caster Level:   13
Stabilize
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Source:  p.348
Target Area:   One living creature
Caster Level:   13
Virtue
Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  p.365
Target Area:   Creature touched
Caster Level:   13
LEVEL 1
Calm Animals
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell soothes and quiets animals, rendering them docile and harmless.
Source:  p.252
Target Area:   Animals within 30 ft. of each other
Caster Level:   13
Charm Animal
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 13 hours
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like charm person, except that it affects a creature of the animal type.
Source:  p.254
Target Area:   One animal
Caster Level:   13
Cure Light Wounds
DC: 16
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.
Source:  p.263
Target Area:   Creature touched
Caster Level:   13
Detect Animals or Plants
Save: None
Time: 1 standard action
Duration: Concentration, up to 130 minutes [D]
Rng: Long (920 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
Source:  p.266
Target Area:   Cone-shaped emanation
Caster Level:   13
Detect Snares and Pits
Save: None
Time: 1 standard action
Duration: Concentration, up to 130 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
Source:  p.268
Target Area:   Cone-shaped emanation
Caster Level:   13
Endure Elements
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Source:  p.277
Target Area:   Creature touched
Caster Level:   13
Entangle
DC: 16
Save: Reflex partial; see text
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Long (920 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
Source:  p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   13
Faerie Fire
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Long (920 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A pale glow surrounds and outlines the subjects who shed light as candles.
Source:  p.280
Target Area:   Creatures and objects within a 5-ft.-radius burst
Caster Level:   13
Goodberry
Save: None
Time: 1 standard action
Duration: 13 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Casting goodberry makes 2d4 freshly picked berries magical.
Source:  p.291
Target Area:   2d4 fresh berries touched
Caster Level:   13
Hide from Animals
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot sense the warded creatures.
Source:  p.296
Target Area:   13 creatures touched
Caster Level:   13
Jump
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
Source:  p.303
Target Area:   Creature touched
Caster Level:   13
Longstrider
DC:
Save:
Time: 1 standard action
Duration: 13 hours [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  This spell gives you a +10 foot enhancement bonus to your base speed.
Source:  p.305
Target Area:   You
Caster Level:   13
Magic Fang
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
Source:  p.308
Target Area:   Living creature touched
Caster Level:   13
Magic Stone
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
Source:  p.310
Target Area:   Up to three pebbles touched
Caster Level:   13
Obscuring Mist
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Source:  p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   13
Pass without Trace
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects of this spell do not leave footprints or a scent trail while moving.
Source:  p.318
Target Area:   13 creatures touched
Caster Level:   13
Produce Flame
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Flames as bright as a torch appear in your open hand.
Source:  p.326
Target Area:   Flame in your palm
Caster Level:   13
Shillelagh
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.
Source:  p.342
Target Area:   One touched nonmagical oak club or quarterstaff
Caster Level:   13
Speak with Animals
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Source:  p.346
Target Area:   You
Caster Level:   13
Summon Nature's Ally I
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant].
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
LEVEL 2
Animal Messenger
Save: None; see text
Time: 1 minute
Duration: 1 day/level
Rng: Close (55 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  You compel a Tiny animal to go to a spot you designate.
Source:  p.241
Target Area:   One Tiny animal
Caster Level:   13
Animal Trance
DC: 17
Save: Will negates
Time: 1 standard action
Duration: Concentration
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Your swaying motions and music [or singing, or chanting] compel animals and magical beasts to do nothing but watch you.
Source:  p.241
Target Area:   Animals or magical beasts with Intelligence 1 or 2
Caster Level:   13
Barkskin
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Barkskin toughens a creature's skin granting a +5 enhancement bonus to the creature's existing natural armor bonus.
Source:  p.246
Target Area:   Living creature touched
Caster Level:   13
Bear's Endurance
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Source:  p.246
Target Area:   Creature touched
Caster Level:   13
Bull's Strength
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject becomes stronger granting a +4 enhancement bonus to Strength.
Source:  p.251
Target Area:   Creature touched
Caster Level:   13
Cat's Grace
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
Source:  p.252
Target Area:   Creature touched
Caster Level:   13
Chill Metal
DC: 17
Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (55 ft.)
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Chill metal makes metal extremely cold.
Source:  p.254
Target Area:   Metal equipment of 6 creatures, no two of which can be more than 30 ft. apart; or 325 lbs. of metal, none of which can be more than 30 ft. away from any of the rest
Caster Level:   13
Delay Poison
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The subject becomes temporarily immune to poison.
Source:  p.265
Target Area:   Creature touched
Caster Level:   13
Fire Trap
DC: 17
Save: Reflex half; see text
Time: 10 minutes
Duration: Permanent until discharged [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Abjuration
☐☐☐
Effect:  Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
Source:  p.282
Target Area:   Object touched
Caster Level:   13
Flame Blade
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: 0 ft.
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.
Source:  p.283
Target Area:   Sword-like beam
Caster Level:   13
Flaming Sphere
DC: 17
Save: Reflex negates
Time: 1 standard action
Duration: 13 rounds
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A burning globe of fire rolls in whichever direction you point and burns those it strikes.
Source:  p.283
Target Area:   5-ft.-diameter sphere
Caster Level:   13
Fog Cloud
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Medium [100 ft. + 10 ft. level]
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  A bank of fog billows out from the point you designate.
Source:  p.284
Target Area:   Fog spreads in 20-ft. radius, 20 ft. high
Caster Level:   13
Gust of Wind
DC: 17
Save: Fortitude negates
Time: 1 standard action
Duration: 1 round
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.
Source:  p.293
Target Area:   Line-shaped gust of severe wind emanating out from you to the extreme of the range
Caster Level:   13
Heat Metal
DC: 17
Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (55 ft.)
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Heat metal causes metal objects to become red-hot.
Source:  p.294
Target Area:   Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 325 lbs. of metal, all of which must be within a 30-ft. circle
Caster Level:   13
Hold Animal
DC: 17
Save: Will negates; see text
Time:
Duration: 13 rounds [D]; see text
Rng:
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like hold person, except that it affects an animal instead of a humanoid.
Source:  p.296
Target Area:   One animal
Caster Level:   13
Owl's Wisdom
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Source:  p.318
Target Area:   Creature touched
Caster Level:   13
Reduce Animal
Save: None
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This spell functions like reduce person, except that it affects a single willing animal.
Source:  p.330
Target Area:   One willing animal of Small, Medium, Large, or Huge size
Caster Level:   13
Resist Energy
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 130 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
Source:  p.334
Target Area:   Creature touched
Caster Level:   13
Restoration (Lesser)
DC: 17
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Source:  p.334
Target Area:   Creature touched
Caster Level:   13
Soften Earth and Stone
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.
Source:  p.345
Target Area:   130-ft. square; see text
Caster Level:   13
Spider Climb
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
Source:  p.347
Target Area:   Creature touched
Caster Level:   13
Summon Nature's Ally II
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Summon Swarm
Save: None
Time: 1 round
Duration: Concentration + 2 rounds
Rng: Close (55 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  You summon a swarm of bats, rats, or spiders [your choice], which attacks all other creatures within its area.
Source:  p.354
Target Area:   One swarm of bats, rats, or spiders
Caster Level:   13
Tree Shape
DC:
Save:
Time: 1 standard action
Duration: 13 hours [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
Source:  p.362
Target Area:   You
Caster Level:   13
Warp Wood
DC: 17
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You cause wood to bend and warp, permanently destroying its straightness, form, and strength.
Source:  p.368
Target Area:   13 Small wooden objects, all within a 20-ft. radius
Caster Level:   13
Wood Shape
DC: 17
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.
Source:  p.370
Target Area:   One touched piece of wood no larger than 23 cu. ft.
Caster Level:   13
LEVEL 3
Call Lightning
DC: 18
Save: Reflex half
Time: 1 round
Duration: 13 minutes
Rng: Medium (230 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.
Source:  p.251
Target Area:   One or more 30-ft.-long vertical lines of lightning
Caster Level:   13
Command Plants
DC: 18
Save: Will negates
Time: 1 standard action
Duration: 13 days
Rng: Close (55 ft.)
Comp: V
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell allows you some degree of control over one or more plant creatures.
Source:  p.257
Target Area:   Up to 26 HD of plant creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Contagion
DC: 18
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  The subject contracts a disease.
Source:  p.259
Target Area:   Living creature touched
Caster Level:   13
Cure Moderate Wounds
DC: 18
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage.
Source:  p.263
Target Area:   Creature touched
Caster Level:   13
Daylight
Save: None
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
Source:  p.264
Target Area:   Object touched
Caster Level:   13
Diminish Plants
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: See text
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell has two versions: Prune Growth and Stunt Growth.
Source:  p.270
Target Area:   Or Area see text
Caster Level:   13
Dispel Magic
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
Source:  p.272
Target Area:   One spellcaster, creature, or object
Caster Level:   13
Dominate Animal
DC: 18
Save: Will negates
Time: 1 round
Duration: 13 rounds
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch".
Source:  p.273
Target Area:   One animal
Caster Level:   13
Magic Fang (Greater)
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours
Rng: Close (55 ft.)
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +3.
Source:  p.309
Target Area:   One living creature
Caster Level:   13
Meld into Stone
DC:
Save:
Time: 1 standard action
Duration: 130 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  Meld into stone enables you to meld your body and possessions into a single block of stone.
Source:  p.312
Target Area:   You
Caster Level:   13
Neutralize Poison
DC: 18
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous or 130 minutes; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Conjuration
☐☐☐
Effect:  You detoxify any sort of venom in the creature or object touched.
Source:  p.316
Target Area:   Creature or object of up to 13 cu. ft. touched
Caster Level:   13
Plant Growth
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: See text
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Plant growth has different effects depending on the version chosen.
Source:  p.322
Target Area:   Or Area see text
Caster Level:   13
Poison
DC: 18
Save: Fortitude negates; see text
Time: 1 standard action
Duration: Instantaneous; see text
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.
Source:  p.323
Target Area:   Living creature touched
Caster Level:   13
Protection from Energy
DC: 18
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 130 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
Source:  p.327
Target Area:   Creature touched
Caster Level:   13
Quench
Save: None or Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: No or yes (object)
School: Transmutation
☐☐☐
Effect:  Quench is often used to put out forest fires and other conflagrations.
Source:  p.329
Target Area:   Or Target one 260-ft. cube [S] or one fire-based magic item
Caster Level:   13
Remove Disease
DC: 18
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove disease can cure all diseases from which the subject is suffering.
Source:  p.332
Target Area:   Creature touched
Caster Level:   13
Sleet Storm
Save: None
Time: 1 standard action
Duration: 13 rounds
Rng: Long (920 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  Driving sleet blocks all sight [even darkvision] within it and causes the ground in the area to be icy.
Source:  p.344
Target Area:   Cylinder 40
Caster Level:   13
Snare
Save: None
Time: 3 rounds
Duration: Until triggered or broken
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell enables you to make a snare that functions as a magic trap.
Source:  p.344
Target Area:   Touched nonmagical circle of vine, rope, or thong with a 28ft. diameter
Caster Level:   13
Speak with Plants
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them.
Source:  p.346
Target Area:   You
Caster Level:   13
Spike Growth
DC: 18
Save: Reflex partial
Time: 1 standard action
Duration: 13 hours [D]
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.
Source:  p.347
Target Area:   1320-ft. squares
Caster Level:   13
Stone Shape
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M/DF
SR: No
School: Transmutation
☐☐☐
Effect:  You can form an existing piece of stone into any shape that suits your purpose.
Source:  p.349
Target Area:   Stone or stone object touched, up to 23 cu. ft.
Caster Level:   13
Summon Nature's Ally III
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Water Breathing
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 26 hours; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The transmuted creatures can breathe water freely.
Source:  p.368
Target Area:   Living creatures touched
Caster Level:   13
Wind Wall
Save: None; see text
Time: 1 standard action
Duration: 13 rounds
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation
☐☐☐
Effect:  An invisible vertical curtain of wind appears.
Source:  p.370
Target Area:   Wall up to 130 ft. long and 65 ft. high [S]
Caster Level:   13
LEVEL 4
Air Walk
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject can tread on air as if walking on solid ground.
Source:  p.239
Target Area:   Creature [Gargantuan or smaller] touched
Caster Level:   13
Antiplant Shell
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: 10 ft.
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  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.
Source:  p.243
Target Area:   10-ft.-radius emanation, centered on you
Caster Level:   13
Blight
DC: 19
Save: Fortitude half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell withers a single plant of any size.
Source:  p.250
Target Area:   Plant touched
Caster Level:   13
Commune with Nature
DC:
Save:
Time: 10 minutes
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You become one with nature, attaining knowledge of the surrounding territory.
Source:  p.258
Target Area:   You
Caster Level:   13
Control Water
Save: None; see text
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Long (920 ft.)
Comp: V, S, M/DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell has two different applications, both of which control water in different ways.
Source:  p.260
Target Area:   Water in a volume of 130 ft. by 130 ft. by 26 ft. [S]
Caster Level:   13
Cure Serious Wounds
DC: 19
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 3d8+13 points of damage.
Source:  p.263
Target Area:   Creature touched
Caster Level:   13
Flame Strike
DC: 19
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A flame strike evokes a vertical column of divine fire dealing 13d6 points of damage.
Source:  p.283
Target Area:   Cylinder 10
Caster Level:   13
Freedom of Movement
DC: 19
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
Source:  p.287
Target Area:   You or creature touched
Caster Level:   13
Giant Vermin
Save: None
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts.
Source:  p.290
Target Area:   1 or more vermin, no two of which can be more than 30 ft. apart
Caster Level:   13
Ice Storm
Save: None
Time: 1 standard action
Duration: 13 rounds [D]
Rng: Long (920 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation
☐☐☐
Effect:  Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.
Source:  p.298
Target Area:   Cylinder 20
Caster Level:   13
Reincarnate
Save: None, see text
Time: 10 minutes
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  With this spell, you bring back a dead creature in another body.
Source:  p.331
Target Area:   Dead creature touched
Caster Level:   13
Repel Vermin
Save: None or Will negates; see text
Time: 1 standard action
Duration: 130 minutes [D]
Rng: 10 ft.
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  An invisible barrier holds back vermin.
Source:  p.333
Target Area:   10-ft.-radius emanation centered on you
Caster Level:   13
Rusting Grasp
Save: None
Time: 1 standard action
Duration: See text
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Any iron or iron alloy item you touch crumbles into rust.
Source:  p.335
Target Area:   One nonmagical ferrous object or one ferrous creature
Caster Level:   13
Scrying
DC: 19
Save: Will negates
Time: 1 hour
Duration: 13 minutes
Rng: See text
Comp: V, S, M/DF, F
SR: Yes
School: Divination
☐☐☐
Effect:  You can observe a creature at any distance.
Source:  p.337
Target Area:   Magical sensor
Caster Level:   13
Spike Stones
DC: 19
Save: Reflex partial
Time: 1 standard action
Duration: 13 hours [D]
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Source:  p.348
Target Area:   13 20-ft. squares
Caster Level:   13
Summon Nature's Ally IV
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
LEVEL 5
Animal Growth
DC: 20
Save: Fortitude negates
Time: 1 standard action
Duration: 13 minutes
Rng: Medium (230 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  The target animal grows to twice its normal size and eight times its normal weight.
Source:  p.240
Target Area:   One animal [Gargantuan or smaller]
Caster Level:   13
Atonement
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, F/DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  This spell removes the burden of misdeeds from the subject.
Source:  p.245
Target Area:   Living creature touched
Caster Level:   13
Awaken
DC: 20
Save: Will negates
Time: 24 hours
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  You awaken a tree or animal to human-like sentience.
Source:  p.245
Target Area:   Animal or tree touched
Caster Level:   13
Baleful Polymorph
DC: 20
Save: Fortitude negates, Will partial, see text
Time: 1 standard action
Duration: Permanent
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD.
Source:  p.246
Target Area:   One creature
Caster Level:   13
Call Lightning Storm
DC: 20
Save: Reflex half
Time: 1 round
Duration: 13 minutes
Rng: Long (920 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage [or 5d10 if created outdoors in a stormy area], and you may call a maximum of 15 bolts.
Source:  p.252
Target Area:   One or more 30-ft.-long vertical lines of lightning
Caster Level:   13
Control Winds
DC: 20
Save: Fortitude negates
Time: 1 standard action
Duration: 130 minutes
Rng: 520 ft.
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  You alter wind force in the area surrounding you.
Source:  p.261
Target Area:   520 ft. radius cylinder 40 ft. high
Caster Level:   13
Cure Critical Wounds
DC: 20
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 4d8+13 points of damage.
Source:  p.262
Target Area:   Creature touched
Caster Level:   13
Death Ward
DC: 20
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Necromancy
☐☐☐
Effect:  The subject gains a +4 morale bonus on saves against all death spells and magical death effects.
Source:  p.264
Target Area:   Living creature touched
Caster Level:   13
Hallow
DC: 20
Save: See text
Time: 24 hours
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, DF
SR: See text
School: Evocation
☐☐☐
Effect:  Hallow makes a particular site, building, or structure a holy site.
Source:  p.293
Target Area:   40-ft. radius emanating from the touched point
Caster Level:   13
Insect Plague
Save: None
Time: 1 round
Duration: 13 minutes
Rng: Long (920 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  You summon a number of swarms of wasps.
Source:  p.301
Target Area:   One swarm of wasps per three levels, each of which must be adjacent to at least one other swarm
Caster Level:   13
Stoneskin
DC: 20
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes or until discharged
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  The warded creature gains resistance to blows, cuts, stabs, and slashes.
Source:  p.349
Target Area:   Creature touched
Caster Level:   13
Summon Nature's Ally V
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Transmute Mud to Rock
DC: 20
Save: See text
Time: 1 standard action
Duration: Permanent
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell permanently transforms normal mud or quicksand of any depth into soft stone.
Source:  p.361
Target Area:   Up to 26 10-ft. cubes [S]
Caster Level:   13
Transmute Rock to Mud
DC: 20
Save: See text
Time: 1 standard action
Duration: Permanent; see text
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud.
Source:  p.361
Target Area:   Up to 26 10-ft. cubes [S]
Caster Level:   13
Tree Stride
DC:
Save:
Time: 1 standard action
Duration: 13 hours or until expended; see text
Rng: Personal
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect:  When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant.
Source:  p.362
Target Area:   You
Caster Level:   13
Unhallow
DC: 20
Save: See text
Time: 24 hours
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: See text
School: Evocation
☐☐☐
Effect:  Unhallow makes a particular site, building, or structure an unholy site.
Source:  p.363
Target Area:   40-ft. radius emanating from the touched point
Caster Level:   13
Wall of Fire
Save: None
Time: 1 standard action
Duration: Concentration + 13 rounds
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation
☐☐☐
Effect:  An immobile, blazing curtain of shimmering violet fire springs into existence.
Source:  p.365
Target Area:   Opaque sheet of flame up to 260 ft. long or a ring of fire with a radius of up to 32 ft.; either form 20 ft. high
Caster Level:   13
Wall of Thorns
Save: None
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Medium (230 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger.
Source:  p.367
Target Area:   Wall of thorny brush, up to 13 10-ft. cubes [S]
Caster Level:   13
LEVEL 6
Antilife Shell
Save: None
Time: 1 round
Duration: 13 minutes [D]
Rng: 10 ft.
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
Source:  p.242
Target Area:   10-ft.-radius emanation, centered on you
Caster Level:   13
Bear's Endurance (Mass)
DC: 21
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.
Source:  p.247
Target Area:   One creature/level, no two of which can be more than 30ft. apart
Caster Level:   13
Bull's Strength (Mass)
DC: 21
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions like bull's strength, except that it affects multiple creatures.
Source:  p.251
Target Area:   13 creatures, no two of which can be more than 30ft. apart
Caster Level:   13
Cat's Grace (Mass)
DC: 21
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell functions like cat's grace, except that it affects multiple creatures.
Source:  p.252
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Cure Light Wounds (Mass)
DC: 21
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy to cure 1d8+13 points of damage points on each selected creature.
Source:  p.263
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Dispel Magic (Greater)
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.
Source:  p.272
Target Area:   One spellcaster, creature, or object; or a 20-ft.- radius burst
Caster Level:   13
Find the Path
Save: None or Will negates (harmless)
Time: 3 rounds
Duration: 130 minutes
Rng: Personal or touch
Comp: V, S, F
SR: No or yes (harmless)
School: Divination
☐☐☐
Effect:  The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon.
Source:  p.281
Target Area:   You or creature touched
Caster Level:   13
Fire Seeds
Save: None or Reflex half; see text
Time: 1 standard action
Duration: 130 minutes or until used
Rng: Touch
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  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.
Source:  p.282
Target Area:   Up to four acorns or up to eight holly berries
Caster Level:   13
Ironwood
Save: None
Time: 1 minute/lb. created
Duration: 13 days [D]
Rng: 0 ft.
Comp: V, S, F
SR: No
School: Transmutation
☐☐☐
Effect:  Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items.
Source:  p.303
Target Area:   An ironwood object weighing up to 65 lbs.
Caster Level:   13
Liveoak
Save: None
Time: 10 minutes
Duration: 13 days [D]
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This spell turns an oak tree into a protector or guardian.
Source:  p.305
Target Area:   Tree touched
Caster Level:   13
Move Earth
Save: None
Time: see text
Duration: Instantaneous
Rng: Long (920 ft.)
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Move earth moves dirt [clay, loam, sand, and soil], possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
Source:  p.316
Target Area:   Dirt in an area up to 750 ft. square and up to 10 ft. deep [S]
Caster Level:   13
Owl's Wisdom (Mass)
DC: 21
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell functions like owl's wisdom, except that it affects multiple creatures.
Source:  p.318
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Repel Wood
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  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.
Source:  p.333
Target Area:   60-ft. line-shaped emanation from you
Caster Level:   13
Spellstaff
DC: 21
Save: Will negates (object)
Time: 10 minutes
Duration: Permanent until discharged [D]
Rng: Touch
Comp: V, S, F
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You store one spell that you can normally cast in a wooden quarterstaff.
Source:  p.347
Target Area:   Wooden quarterstaff touched
Caster Level:   13
Stone Tell
DC:
Save:
Time: 10 minutes
Duration: 13 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Divination
☐☐☐
Effect:  You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them.
Source:  p.349
Target Area:   You
Caster Level:   13
Summon Nature's Ally VI
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Transport via Plants
Save: None
Time: 1 standard action
Duration: 1 round
Rng: Unlimited
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  You can enter any normal plant [equal to your size or larger] and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two.
Source:  p.361
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   13
Wall of Stone
DC: 21
Save: See text
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell creates a wall of rock that merges into adjoining rock surfaces.
Source:  p.367
Target Area:   Stone wall whose area is up to 13 5-ft. squares [S]
Caster Level:   13
LEVEL 7
Animate Plants
Save: None
Time: 1 standard action
Duration: 13 rounds or 13 hours; see text
Rng: Close (55 ft.)
Comp: V
SR: No
School: Transmutation
☐☐☐
Effect:  You imbue inanimate plants with mobility and a semblance of life.
Source:  p.242
Target Area:   One Large plant per three caster levels or all plants within range; see text
Caster Level:   13
Changestaff
Save: None
Time: 1 round
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Transmutation
☐☐☐
Effect:  You change a specially prepared quarterstaff into a Huge treantlike creature.
Source:  p.253
Target Area:   Your touched staff
Caster Level:   13
Control Weather
Save: None
Time: 10 minutes; see text
Duration: 4d12 hours; see text
Rng: 2 miles
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  You change the weather in the local area.
Source:  p.261
Target Area:   2-mile-radius circle, centered on you; see text
Caster Level:   13
Creeping Doom
DC: 22
Save: Fortitude partial, see text
Time: 1 standard action
Duration: 13 rounds
Rng: Close/100 ft.; see text
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons four massive swarms of biting and stinging insects.
Source:  p.262
Target Area:   Four swarms of insects
Caster Level:   13
Cure Moderate Wounds (Mass)
DC: 22
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy to cure 2d8+13 points of damage points on each selected creature.
Source:  p.263
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Fire Storm
DC: 22
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.
Source:  p.282
Target Area:   Two 10-ft. cubes per level [S]
Caster Level:   13
Heal
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.
Source:  p.294
Target Area:   Creature touched
Caster Level:   13
Scrying (Greater)
DC: 22
Save: Will negates
Time: 1 standard action
Duration: 13 hours
Rng: See text
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect:  This spell functions like scrying, except as noted above.
Source:  p.337
Target Area:   Magical sensor
Caster Level:   13
Summon Nature's Ally VII
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Sunbeam
DC: 22
Save: Reflex negates and Reflex half; see text; Spell
Time: 1 standard action
Duration: 13 rounds or until all beams are exhausted
Rng: 60 ft.
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round.
Source:  p.354
Target Area:   Line from your hand
Caster Level:   13
Transmute Metal to Wood
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Long (920 ft.)
Comp: V, S, DF
SR: Yes (object; see text)
School: Transmutation
☐☐☐
Effect:  This spell enables you to change all metal objects within its area to wood.
Source:  p.361
Target Area:   All metal objects within a 40-ft.-radius burst
Caster Level:   13
True Seeing
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  You confer on the subject the ability to see all things as they actually are.
Source:  p.363
Target Area:   Creature touched
Caster Level:   13
Wind Walk
DC: 22
Save: No and Will negates (harmless)
Time: 1 standard action
Duration: 13 hours [D]; see text
Rng: Touch
Comp: V, S, DF
SR: No and yes (harmless)
School: Transmutation
☐☐☐
Effect:  You alter the substance of your body to a cloudlike vapor and move through the air, possibly at great speed.
Source:  p.369
Target Area:   You and 4 touched creatures
Caster Level:   13
* = Domain/Specialty Spell


Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Fydus

Prepared Spells
Druid
Level 0
Detect Magic (DC:)
Know Direction (DC:)
Purify Food and Drink (DC:15)
Resistance (DC:15)
Level 1
Cure Light Wounds (DC:16)
Entangle (DC:16)
Longstrider (DC:)
Magic Fang (DC:16)
Speak with Animals (DC:)
Level 2
Bull's Strength (DC:17)
Cat's Grace (DC:17)
Flaming Sphere (DC:17)
Restoration (Lesser) (DC:17)
Summon Swarm (DC:)
Level 3
Call Lightning (DC:18)
☐☐ Cure Moderate Wounds (DC:18)
Plant Growth (DC:)
Water Breathing (DC:18)
Level 4
Control Water (DC:19)
☐☐ Cure Serious Wounds (DC:19)
Freedom of Movement (DC:19)
Ice Storm (DC:)
Level 5
Cure Critical Wounds (DC:20)
Stoneskin (DC:20)
Wall of Thorns (DC:)
Level 6
Find the Path (DC:21)
Transport via Plants (DC:)
Wall of Stone (DC:21)
Level 7
☐☐ Animate Plants (DC:)
* = Domain/Specialty Spell