A complete list of all CD Transmutation spells. Entirely new spells are marked with an asterisk(*).
Caster Level(s): Cleric / Favored Soul 0; Druid 0; Paladin 0; Ranger 0
Innate Level: 0
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature gains 1 temporary hit point above his maximum total.
Virtue does stack with itself.
Caster Level(s): Bard 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster or a target gains a +20 bonus to listen checks.
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s): weapon enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: creature or melee weapon
Duration: 2 minutes / Level
Save: None
Spell Resistance: No
You empower the touched melee weapon with a +1 enhancement bonus, and a 2d6 divine damage bonus vs. undead. You can also target another creature to enchant its worn melee weapon.
When bless weapon is cast on crossbow bolts, it adds a temporary blessed bolt item property (also known as "on-hit: slay rakshasa"), which will instantly kill any rakshasa hit by the bolts.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: 10 meter cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 fire damage per caster level, up to a maximum of 5d4.
Caster Level(s): Druid 1; Ranger 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 10 Turns / Level
Save: None
Spell Resistance: No
The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any hide checks.
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s): weapon enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone. The attack bonus will not stack with existing enhancement bonus or holy avenger properties.
As with a thunderstone, the deafness lasts for five rounds, and there is a DC 15 fortitude save (versus sonic, unlike thunderstone) to negate the deafness.
Caster Level(s): Druid 1; Ranger 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 3 + 1 Round / 2 levels
Save: Reflex, special
Spell Resistance: Yes
A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a reflex save still have their movement reduced by half.
Entangled creatures are unable to move and are considered flatfooted. Entangled creatures receive a -2 penalty on all attack rolls and sets their dexterity to 3. An entangled character who attempts to cast a spell or make use of a spell-like ability must make a concentration check (DC 15) or the attempt will fail. They also suffer a 50% penalty to movement speed. Multiple castings of entangle will stack.
Caster Level(s): Bard 1; Cleric Travel 2; Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.
Caster Level(s): Druid 1; Ranger 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Components: Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 10 Minutes / Level
Spell Resistance: N/A
Save: None
The character gains a +5 Bonus to Spot checks.
Caster Level(s): Druid 1; Ranger 1; Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Spell Resistance: N/A
Save: None
The caster transforms into a beast of the wilds. Forms include Panther and Wolf.
No items merge into any form.
Caster Level(s): Blackguard 1; Cleric Travel 1; Druid 1; Ranger 1
Innate Level: 1
School: Transmutation
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: Self
Duration: 1 Hour / Level
Save: None
Spell Resistance: No (Harmless)
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Material Component(s): A pinch of dirt.
As Implemented: As a 50% movement speed bonus similar to the Haste spell. It does not grant extra attacks or AC. Does not stack with Haste or Expeditious Retreat. (Unless you’re a monk.)
Caster Level(s): Druid 1; Ranger 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage. It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creatures' damage reduction).
In addition to the stated benefits, the animal companion gets 1/+1 damage reduction.
Caster Level(s): Bard 1; Blackguard 1; Cleric / Favored Soul 1; Paladin 1; Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): weapon enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Melee weapon, ranged weapon or gloves
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
You empower the touched weapon with a +1 enhancement bonus.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Chaos
Component(s): Verbal
Range: Short
Area of Effect / Target: Varies
Duration: Varies
Save: Varies
Spell Resistance: Varies
Raw magical energy is channeled and hurled rather than shaped. The target of this spell is affected by a random effect. This is completely random and is unpredictable.
Caster Level(s): Druid 1; Ranger 2
Innate Level: 1
School: Transmutation
Component(s): Verbal, Somatic, Divine Focus
Range: Touch
Area of Effect / Target: Animal
Duration: 1 Minute / Level
Save: None
Spell Resistance: Harmless
The target animal you touch gains a +1 Luck Bonus to all attack and damage rolls for every two caster levels you posses (to a maximum of +10).
Nature's Favor will end if used on a druid in animal shape who then shifts out of that shape. Will not stack with itself.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes
The character's successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20).
Caster Level(s): Assassin 2; Bard 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 10 Minutes / Level
You assume the form of a creature of the same type as your normal form (such as humanoid). All of your ability scores remain the same, and you retain all of your normal abilities. You may adjust minor details of the form assumed, such as hair, skin, eye color, facial features, and so on. You must use /setalter
prior to shifting to lock your current appearance. If you wish to dispel the effect early, use /clearshift
.
Caster Level(s): Cleric Plant 2; Druid 2; Ranger 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
Barkskin hardens the target creature's skin, granting a natural armor bonus to AC based on the caster's level:
caster level | natural bonus |
---|---|
1-6 | +3 |
7-12 | +4 |
13+ | +5 |
Caster Level(s): Bard 2; Cleric / Favored Soul 2, Dwarf 1, Suffering 1; Druid 2; Ranger 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
The target creature's constitution is increased by 4.
Caster Level(s): Druid 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to constitution and strength and a +1 bonus to will saves, while suffering a -1 penalty to armor class.
The armor class penalty is to the dodge category.
Caster Level(s): Cleric / Favored Soul 2; Druid 2
Innate Level: 2
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Druid weapons
Duration: 1 Hour / Level
Save: N/A
Spell Resistance: N/A
Small wooden spikes appear from the surface of a weapon (clubs, daggers, quarterstaves, scimitars, sickles, katars, shortspears, longspears). It gains a +1 enhancement bonus on its attacks and adds damage, 1d4 up until CL 12, where it increases to 1d8.
On weapons with a piercing base damage type, the added bonus damage will be bludgeoning. On all other weapons it will be piercing.
Known Bugs:
Does not stack correctly with slashing or bludgeoning weapons with bonus piercing damage damge upon the weapon.
Does not stack correctly with piercing weapons if they have any bonus slashing or bludgeoning damge upon the weapon.
Caster Level(s): Bard 2; Blackguard 2; Cleric / Favored Soul 2, Protection 1; Druid 2; Paladin 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's strength is increased by 4.
Caster Level(s): Bard 2; Cleric Animal 2, Elf 2, War 2; Druid 2; Ranger 2; Wizard / Sorcerer 2;
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's dexterity is increased by 4.
Caster Level(s): Bard 2; Blackguard 2; Cleric / Favored Soul 2, Charm 1; Druid 2; Paladin 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's charisma is increased by 4.
Caster Level(s): Druid 3, Ranger 2
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: animal companion
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
Enchants the user's animal companion granting it +1d10 fire damage, regeneration of 1 hit point per round, and 10/- fire damage resistance.
Caster Level(s): Assassin 2; Bard 2; Cleric / Favored Soul 2; Druid 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's intelligence is increased by 4.
Caster Level(s): Assassin 2; Cleric Air 4; Ranger 3; Wizard / Sorcerer 3
Innate Level: 2
School: Transmutation
Components: Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Turns / Level
Save: N/A
Spell Resistance: No
The subject and all its gear become insubstantial, misty and translucent.
Caster Level(s): Druid 3, Ranger 2
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: animal companion
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
Enchants the user's animal companion, granting it +1d10 cold damage, regeneration of 1 hit point per round, and 10/- cold damage resistance.
Caster Level(s): Assassin 1; Cleric Knowledge 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell grants +1 Open Lock skill point per caster level. The duration is capped at 10 turns but can be extended further.
Caster Level(s): Cleric Elf 3; Druid 2; Ranger 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
The caster forges a strong link with nature, gaining a +4 competence bonus to animal empathy, hide, move silently, and set trap skills.
Caster Level(s): Cleric / Favored Soul 2; Druid 2; Ranger 2; Paladin 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's wisdom is increased by 4.
Caster Level(s): Cleric / Favored Soul 2; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s): Magical armor
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Minutes / Level
Save: Harmless
Spell Resistance: No
You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.
Caster Level(s): Assassin 1; Bard 2; Cleric / Favored Soul 2; Druid 1; Ranger 1; Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's ability to see in complete darkness is improved beyond that of darkvision. When this spell is applied even the effects of magical darkness are pierced.
Caster Level(s): Druid 3; Ranger 3; Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Spell Resistance: N/A
Save: None
The caster transforms into a beast of the wilds. Forms include a Cougar and a Dire Wolf.
No items merge into any form.
Caster Level(s): Ranger 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
You grant a rapier, longsword, scimitar, shortsword or dagger an enhancement bonus. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target.
caster level | enhancement bonus |
---|---|
1-11 | +3 |
12-14 | +4 |
15+ | +5 |
Caster Level(s): Cleric Travel 3; Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature Touched
Duration: 1 Minute / Level
Additional Counter Spells: None
Save: Harmless
Spell Resistance: No
The subject gains the ability to fly for the duration of the spell. It cannot carry aloft more weight than its normal maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking appropriate damage. Note that as dispelling the spell also causes descent in this manner, but entering an antimagic field or such will cause an abrupt fall.
In game implementation grants the ability to fly through an icon in the radial menu. This can be used to bypass barriers or to Fly places you could not otherwise reach. Allows for the use of the Arcane fighting style.
Caster Level(s): Druid 3; Ranger 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature damage reduction and enhancement bonus equal to the hit/damage bonus given.
caster level | attack/damage | damage reduction |
---|---|---|
5 | +2 | 2/+2 |
8 | +3 | 3/+3 |
11 | +4 | 4/+4 |
14 | +5 | 5/+5 |
This spell displaces earlier castings of itself and of magic fang.
Caster Level(s): Bard 3; Blackguard 3; Cleric / Favored Soul 4, Dwarf 3; Druid 4; Paladin 3; Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): weapon enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Melee weapon, ranged weapon or gloves
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can cast directly onto the target, affecting their main hand weapon(If dual-wielding, they will need to swap weapons). Can be applied to any melee weapon, ranged weapon, gloves or creature weapon.
caster level | enhancement |
---|---|
5 | +1 |
6 | +2 |
9 | +3 |
12 | +4 |
15+ | +5 |
Caster Level(s): Bard 3; Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1.5 Turns + 1 Round / Level
Save: Harmless
Spell Resistance: No
Additional counterspells: Slow
The target of this spell is hasted, gaining +4 bonus to dodge armor class, 1 extra action per round (allowing an additional attack or spell to be cast), and has their movement increased by 50%.
The 1.5 turn base duration is unaffected by Extend Spell.
Caster Level(s): Bard 3; Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): weapon enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 10 minutes / Level
Save: None
Spell Resistance: No
Adds the keen property to the targeted melee weapon, increasing its critical threat range. Can be applied to any melee weapon, ranged weapon, gloves or creature weapon.
Caster Level(s): Cleric / Favored Soul 3
Innate Level: 3
School: Transmutation
Descriptor(s): armor enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: creature, armor, or shield
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5).
caster level | AC bonus |
---|---|
5 | +1 |
6 | +2 |
9 | +3 |
12 | +4 |
15+ | +5 |
To target a shield, the shield must be the direct target of this spell.
Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Descriptor(s): poison
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates (poison only)
Spell Resistance: No
The caster throws poisonous quills at a target, doing 1d8 points of damage (+1 per 2 levels of the caster — max +5), plus inflicting scorpion venom on the target if they fail a fortitude save.
caster level | damage per cast |
---|---|
5 | 1d8+2 |
6 | 1d8+3 |
8 | 1d8+4 |
10+ | 1d8+5 |
Unlike other spells, empowering quillfire increases only the die roll by 50%, not the die roll plus the bonus.
The fortitude save to avoid the poison is always 18, the DC for large scorpion venom. Spell focus and ability modifiers have no effect on the DC.
Caster Level(s): Bard 3; Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal, 1 creature / Level
Duration: 1 Round / Level
Save: Will Negates
Spell Resistance: Yes
Additional counterspells: haste
All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and being reduced to a single attack per round.
Creatures are reduced to having one attack per round, however this will not include bonus attacks.
Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Hour / Level
Save: Reflex partial
Spell Resistance: Yes
Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.
A successful saving throw negates (only) the movement rate penalty; there is no save against the damage.
The movement rate penalty is 30%, and it is not applied if the target's movement has already been hampered by (this or any other casting of) spike growth.
Caster Level(s): Cleric / Favored Soul 3; Druid 3
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Bludgeoning or Druid Weapons
Duration: 1 Hour / Level
Save: N/A
Spell Resistance: N/A
Small wooden spikes appear from the surface of a weapon (clubs, daggers, quarterstaves, scimitars, sickles, katars, shortspears and longspears). Spikes grants an additional 1d4 damage, increasing to 1d8 at CL12.
On weapons with a piercing base damage type, the added bonus damage will be bludgeoning. On all other weapons it will be piercing.
Known Bugs:
Does not stack correctly with slashing or bludgeoning weapons with bonus piercing damage damge upon the weapon.
Does not stack correctly with piercing weapons if they have any bonus slashing or bludgeoning damge upon the weapon.
Caster Level(s): Cleric / Favored Soul 3; Druid 3; Wizard / Sorcerer 3
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: 1 Creature
Duration: 2 hours/ Level
Save: Harmless
Spell Resistance: No
The transmuted creature can breathe water freely. This spell does not make creatures unable to breathe air. Note that this spell confers no special ability to move about underwater, merely the ability to breathe normally.
Caster Level(s): Bard 3; Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One Creature
Duration: 1 Round / 3 caster level
Save: Fortitude Negates
Spell Resistance: Yes
This spell ignites the blood of the target and burns it every round 3d4 fire damage for the duration of the spell. Creatures who dwell in fire or are resistant will have almost no effect from this spell. Undead or bloodless creatures from another plane (like elementals) cannot be affected by this spell.
Caster Level(s): Druid 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Will Negates
Spell Resistance: Yes
This spell causes the creature it strikes to become weak and slow. If the subject fails a will saving throw they are ‘slowed’ as the spell and suffer a cumulative enchantment penalty to strength equal to 1d6+1 per caster level for 1 hour per caster level. The subject's strength cannot be reduced past 3.
Caster Level(s): Druid 4; Ranger 4
Innate Level: 4
School: Transmutation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 10 Turns / Level
Save: None
Spell Resistance: No
All allies in the area of effect gain a +10 bonus to their hide skill.
Stacks with Camouflage.
Caster Level(s): Druid 5; Ranger 4
Innate Level: 4
School: Transmutation
Components: Verbal, Somatic, Material
Range: Long
Area of Effect / Target: Colossal
Duration: 1 Hour / Level
Save: None
Spell Resistance: No (Harmless)
This spell increases you and your allies' base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Material Component(s): A pinch of dirt.
As Implemented: As a 50% movement speed bonus similar to the Haste spell. It does not grant extra attacks or AC. Does not stack with Haste or Expeditious Retreat. (Unless you're a monk.)
Caster Level(s): Cleric Animal 5; Ranger 4; Wizard / Sorcerer 4
Innate Level: 4 (special)
School: Transmutation
Components: Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The caster is able to turn himself into one of the following forms: giant spider, troll, umber hulk, pixie, zombie.
No items merge into any form.
Caster Level(s): Blackguard 2; Cleric Earth 4, Good 4, Magic 4, Strength 5; Druid 4; Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
This spell grants the target creature damage reduction 10/+5. The spell absorbs 10 points of melee damage per caster level, before collapsing.
Since creature weapons have special treatment with regards to penetrating damage reduction, this spell can be used to enhance the ability of many summoned (and polymorphed) creatures to penetrate the damage reduction of others. (Having X/+5 damage reduction allows attacks with creature weapons to pierce others' damage reduction as a +5 weapon.)
Caster Level(s): Druid 5; Ranger 4
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: animal companion
Duration: Special
Save: Harmless
Spell Resistance: No
The target animal companion gains +1 constitution, strength and dexterity per 2 caster level. It also gains +2 shield, armour, deflection, and natural armor class +1 per 4 caster level, as well as +1d10 wisdom, +2 to attack rolls and +20% non-physical immunity +1% per caster level. The effect lasts for as long as it remains at the Caster's side.
The target must be the caster's own animal companion, not that of another character.
Caster Level(s): Cleric Moon 6; Druid 5; Wizard / Sorcerer 5
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Close
Area of Effect / Target: One creature
Duration: (See below)
Save: Fortitude negates
Spell Resistance: Yes
As Polymorph, except that you change the subject into a particular harmless animal (rat, chicken, donkey, parrot, or snake).
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action.
When used against Player Character targets, this spell has a duration of 1 turn per caster level. NPCs targeted by this spell are only affected for 1 round per caster level, but are also stunned for the duration of the spell.
Caster Level(s): Cleric / Favored Soul 5
Innate Level: 5
School: Transmutation
Descriptor(s): Negative
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Medium
Duration: 1 Round / Level
Save: Will
Spell Resistance: Yes
You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.
Hostile creatures entering the aura get a will saving throw to resist the penalty. This penalty is removed upon exiting the aura.
Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Descriptor(s): Fire
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: None
Spell Resistance: Yes
The caster causes a target to ignite into flame. Each round the target will suffer 2d6 +1 per 2 caster level points of fire damage
The effect can only be applied once.
Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
The target gains an enhancement bonus to wisdom equal to half the caster's level.
Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Descriptor(s): Material Transmutation
Component(s): Verbal, Somatic
Range: Touch/Item
Area of Effect / Target: Metal Armor or Melee Weapon
Duration: Permanent
Additional Counter Spells:
Save: None
Spell Resistance: No
This spell enables you to change all metal objects within its area to Ironwood. Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Caster Level(s): Bard 6; Cleric / Favored Soul 7, Air 7, Water 4; Druid 7; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s): Weather
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Local Outdoor Area
Duration: 12d4 Turns, doubled for Druids
Save: N/A
Spell Resistance: N/A
The caster may choose to force the weather in his favor. He may select from sunny skies, heavy rains, or freezing blizzards. He may also choose to set the weather back to the normal weather for that region. This reverses the effect of any previously cast instances of this spell.
Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Sonic
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Singe Construct
Duration: Instant
Save: No
Spell Resistance: No
This spell inflicts 1d6 points of sonic damage per caster level to a selected construct (to a maximum of 15d6). This spell does not affect living creatures.
The spell damage will be applied to targets of the construct race or with class levels in construct.
Caster Level(s): Cleric Destruction 7; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: One creature
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any NPC reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.
When used against an object, the ray simply disintegrates and damages the object as a creature, as a higher hit point object will take longer to disintegrate.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
The caster creates water in the lungs of a target creature. Any drowned creature takes 90% of its current hit points as bludgeoning damage. Golems and other nonliving creatures cannot be drowned.
The "nonliving creatures" that cannot be drowned are any of the construct, elemental, or undead racial types.
Water breathing provides immunity to this spell.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Save: Fortitude
Spell Resistance: Yes
Additional counterspells: Stone to Flesh
The subject and all possessions it carries turns into a mindless, inert statue. Only a stone to flesh spell can restore the subject to normal.
A creature whose appearance is one without flesh — or is that of a basilisk, cockatrice, medusa, or gorgon - is immune to this ability.
Spell level: Cleric Strength 8
Innate level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Hour / Level
Save: Harmless
Spell resistance: No
Description: The target creature's strength is increased by 2d4 + 1.
Spell level: Cleric Charm 8
Innate level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Hour / Level
Save: Harmless
Spell resistance: No
Description: The target creature's charisma is increased by 2d4 + 1.
Caster Level(s): Druid 5; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Spell Resistance: N/A
Save: None
The caster transforms into a beast of the wilds. Forms include Werecat and Werewolf.
No items merge into any form.
Caster Level(s): Cleric / Favored Soul 6; Wizard / Sorcerer 8
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The caster becomes ethereal. No other creature can detect the caster unless they succeed a will save vs DC 49. Attacking or performing a hostile action will make the etherealness vanish.
Those affected by greater sanctuary cannot be directly targeted, but are affected by anything with an area of effect.
Creatures with true sight can see a creature under the effects of this spell, but cannot target it directly.
Caster Level(s): Druid 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
Grants the caster a damage reduction of 20/+6. The spell absorbs 20 points of melee damage per caster level.
Caster Level(s): Bard 6; Cleric / Favored Soul 6; Druid 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
This spell functions like bull's strength, except that it affects multiple creatures.
This stacks with Bull's strength.
Caster Level(s): Bard 6; Druid 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
This spell functions like cat's grace, except that it affects multiple creatures.
This stacks with Cat's grace.
Caster Level(s): Bard 6; Cleric / Favored Soul 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
This spell functions like eagle's splendor, except that it affects multiple creatures.
This stacks with Eagle's splendor.
Caster Level(s): Bard 6; Cleric / Favored Soul 6; Druid 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
This spell functions like bear's endurance, except that it affects multiple creatures.
This stacks with Bear's endurance.
Caster Level(s): Bard 6; Cleric / Favored Soul 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
This spell functions like fox's cunning, except that it affects multiple creatures.
This stacks with Fox's cunning.
Caster Level(s): Bard 6; Wizard / Sorcerer 6
Innate Level: 6
School: enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1.5 turn + 1 Round / Level
Save: Harmless
Spell Resistance: No
All allies within the area of effect gain 1 extra action per round (allowing an additional attack or spell casting) and have their movement speed increased by 50%.
Haste provides a +4 Dodge bonus to AC for its duration.
Caster Level(s): Cleric / Favored Soul 6; Druid 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
This spell functions like owl's wisdom, except that it affects multiple creatures.
This stacks with Owl's wisdom.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Save: None
Spell Resistance: No
Additional counterspells: Flesh to Stone
This spell restores a petrified creature to its normal state, restoring life and goods.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
The caster becomes an engine of destruction, at the cost of temporarily losing the ability to cast spells. Caster gains +5 fortitude save, (CL)*d6 temporary hp and +4 natural AC. Attack bonus and Extra attacks are now added in the same manner as Divine Power, so that it can pseudo-boost your BAB(As AB bonus, up to +20 cap) up to the fighter equivalent, with any bonus attacks available up to 4 attacks/round (Based on your CL). At caster level 21+, the caster also gains a Magic damage bonus equal to their base number of attacks per round and a Dodge AC bonus equals to half their base number of attacks per round, rounded down.
The spell has been heavily modified from the default NWN implementation. No longer polymorphs the caster.
Caster Level(s): Bard 6; Cleric / Favored Soul 6; Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Turns
Save: None
Spell Resistance: No
This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round. It lasts 2 turns. This effect does not stack with itself or other spells in the regeneration line.
Caster Level(s): Cleric / Favored Soul 6; Druid 8
Innate Level: 6
School: Transmutation [Teleportation]
Components: Verbal
Range: Unlimited
Area of Effect / Target: Caster (See Below)
Duration: Instantaneous
Save: None
Spell Resistance: No
Word of Recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes.
The spell itself must be cast at the point you intend to use as the destination of the spell. At a later point, you may then trigger the spell, uttering the trigger phrase, which will recall you back to the location at which you cast the spell.
The word of recall is !RETURN!
.
Caster Level(s): Cleric War 7; Druid 7
Innate Level: 7
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Colossal
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
All allies within the area of effect receive a +4 bonus to constitution, dexterity, and strength.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: point
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster summons a powerful, sword-wielding helmed horror that acts as a faithful and loyal servant.
The summon is custom and extremely high AC for it's level.
Caster Level(s): Druid 8; Wizard / Sorcerer 7, Trickery 7
Innate Level: 7
School: Transmutation (Teleportation)
Descriptor(s): Chaos
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / 2 levels
Save: Reflex partial negate
Spell Resistance: Yes
Gravity suddenly twists and victims to the caster are flung into the air, falling towards the sky. Even those who succeed their save are hanging on for dear life and unable to move for a time. Once the victims reach the spell's height limits, they begin to plummet again. Falling, falling, falling, falling, until.. SPLAT. Just so you know, the normal person receives d6 per caster level of damage (to a maximum of 20) from the tremendous fall. However if the spell was cast indoors, the damage is 3d6.
The ability to fly will grant immunity to the spell. (The spell Fly, wings, etc)
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s): weapon enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: creature holding a quarterstaff or a quarterstaff item
Duration: 1 Round / Level
Save: None
Spell Resistance: No
Casting this spell on a quarterstaff will do the following:
The spell will not work on any other weapon than a quarterstaff.
The dispel magic is effectively at caster level 10 (the maximum for the spell).
Caster Level(s): Druid 8
Innate Level: 8
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: 1 Round / 3 level
Save: Will Negates
Spell Resistance: No
All enemies within the area of effect have their spell resistance lowered by 1d4 for every 5 caster levels. All allies within the area of effect are healed for 3d8 hit points, +1 point per caster level.
Undead, if friendly, are healed by this spell.
Caster Level(s): Druid 9
Innate Level: 9
School: Transmutation
Component(s): Verbal, Somatic, Divine Focus
Range: Touch
Area of Effect / Target: single Animal
Duration: 1 Minute / Level
Save: None
Spell Resistance: Harmless
You infuse the target with the spirit of nature. The affected creatures gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effect of haste.
Nature's Avatar will end if used on a druid in animal shape who then shifts out of that shape.
Doesn't stack with Nature's Favor.
Caster Level(s): Cleric Animal 9; Druid 9; Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The caster is temporarily transformed into one of several fearsome creatures of destruction. Possible forms include: red dragon, fire giant, balor, death slaad, or iron golem.
No items merge into any form.
Caster Level(s): Cleric War 9; Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Personal
Area of Effect / Target: Colossal
Duration: Instantaneous
Save: None
Spell Resistance: No
Centered around the caster, this spell rains down holy damage on all within the area of effect, including the caster. Each target will take between 30 and 100 damage.
Caster Level(s): Cleric Trickery 9; Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Components: Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Rounds
Save: None
Spell Resistance: No
The caster is able to defy the sands of time, casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis.
-The spell has been modified on CD. Time is only stopped in the current area.
-Shares a 60 second cooldown with Epic Spell: Greater Timestop, per caster.
-Time Stop pauses all spell durations for affected creatures, area of effect spells, items, and other objects.
-Area damage heartbeats and underwater drowning are now paused during time stop.
-AOEs are now paused during time stop and won't deal ticking damage.
-Time stop will attempt to place you back into combat with your target once time stop ends, hopefully reducing incidents of being suddenly flatfoot.