Posted by EarthDragon on 11th October 2015.
Source Books: CA = Complete Arcane; CD = Complete Divine; CW = Complete Warrior; DM = Dragon Magic; OA = Oriental Adventures; PHB = Players' HandBook; SC = Spell Compendium
0-level Draetha Cosmos Spells (Orisons) | ||
---|---|---|
Spell Name | Description | Source |
Cure Minor Wounds | Cures 1 point of wound damage. | PHB |
Dawn | Sleeping/unconscious creatures in area awaken. | SC |
Detect Magic | Detects spells and magic items within 60 ft. | PHB |
Detect Poison | Detects poison in one creature or object. | PHB |
Flare | Dazzles one creature (–1 penalty on attack rolls). | PHB |
Guidance | +1 on one attack roll, saving throw, or skill check. | PHB |
Know Direction | You discern north. | PHB |
Light | Object shines like a torch. | PHB |
Mending | Makes minor repairs on an object. | PHB |
Naturewatch | As deathwatch, but on animals and plants. | SC |
Purify Food and Drink | Purifies 1 cu. ft./level of food or water. | PHB |
Read Magic | Read scrolls and spellbooks. | PHB |
Resistance | Subject gains +1 bonus on saving throws. | PHB |
Virtue | Subject gains 1 temporary vitality point. | PHB |
1st-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Animate Wood | Turn Small or smaller wooden item into animated object. | SC |
Aspect of the Wolf | You change into a wolf and gain some of its abilities. | SC |
Aura Against Flame | Ignores 10 fire damage/round and extinguishes fires. | SC |
Babau Slime | Secrete a body-covering acid that damages attacking foes. | SC |
Beast Claws | Your hands become slashing natural weapons. | SC |
Beastland Ferocity | Subject fights without penalty while disabled or dying. | SC |
Beget Bogun | You create a Tiny nature servant. | SC |
Branch to Branch | You gain +10 competence bonus on Climb checks in trees and can brachiate through forest. | SC |
Breath of the Jungle | Fog makes poison and diseases harder to resist. | SC |
Buoyant Lifting | Underwater creatures rise to surface. | SC |
Calm Animals | Calms (2d4 + level) HD of animals. | PHB |
Charm Animal | Makes one animal your friend. | PHB |
Camouflage | Grants +10 bonus on Hide checks. | SC |
Claws of the Bear | Your hands become weapons that deal 1d8 damage. | SC |
Climb Walls | Touched creature gains increased climbing ability. | SC |
Crabwalk | Touched creature gains bonus while charging. | SC |
Cure Light Wounds | Cures 1d8 vitality points +1 wound point/level (maximum +5). | PHB |
Delay Disease | Ravages of disease staved off for a day. | SC |
Detect Animals or Plants | Detects kinds of animals or plants. | PHB |
Detect Snares and Pits | Reveals natural or primitive traps. | PHB |
Endure Elements | Exist comfortably in hot or cold environments. | PHB |
Enrage Animal | Animal rages like barbarian, not fatigued. | SC |
Entangle | Plants entangle everyone in 40-ft.-radius. | PHB |
Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like. | PHB |
Goodberry | 2d4 berries each cure 1 wound point or vitality point (wound points first, max 8 points/24 hours). | PHB |
Hawkeye | Increase range increments by 50%, +5 on Spot checks. | SC |
Healthful Rest | Subjects heal at twice the normal rate. | SC |
Hide from Animals | Animals can’t perceive one subject/level. | PHB |
Horrible Taste | Touched creature or object nauseates biting or swallowing foes. | SC |
Jump | Subject gets bonus on Jump checks. | PHB |
Longstrider | Your speed increases by 10 ft. | PHB |
Low-Light Vision | See twice as far as a human in poor illumination. | SC |
Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. | PHB |
Omen of Peril | You know how dangerous the future will be. | SC |
Pass without Trace | One subject/level leaves no tracks. | PHB |
Path of Frost | Create a frozen path on the ground that slows movement and deals cold damage. | DM |
Remove Scent | Hides touched creature’s scent. | SC |
Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. | SC |
Shillelagh | Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. | PHB |
Slow Burn | Fires burn twice as long. | SC |
Snake’s Swiftness | Subject immediately makes one attack. | SC |
Speak with Animals | You can communicate with animals. | PHB |
Summon Nature’s Ally I | Calls creature to fight. | PHB |
Surefooted Stride | You can move over rubble as easily as you can over open ground. | SC |
Thunderhead | Small lightning bolts deal 1d6 damage/round. | SC |
Traveller’s Mount | Creature moves faster but can’t attack. | SC |
Vigour, Lesser | Creature heals 1 vitality/round (max 15 rounds). | SC |
Vine Strike | You can sneak attack plant creatures for 1 round. | SC |
Winter Chill | Creature takes 1d6 cold damage and is fatigued. | SC |
Wood Wose | Nature spirit does simple tasks for you. | SC |
2nd-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Align Fang | Natural weapon becomes good, evil, lawful, or chaotic. | SC |
Animal Messenger | Sends a Tiny animal to a specific place. | PHB |
Animal Trance | Fascinates 2d6 HD of animals. | PHB |
Avoid Planar Effects | Provides temporary protection against overtly damaging planar traits. | SC |
Balancing Lorecall | You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance. | SC |
Barkskin | Grants +2 (or higher) enhancement to natural armour. | PHB |
Bear’s Endurance | Subject gains +4 to Con for 1 min./level. | PHB |
Bite of the Wererat | You gain the Dexterity and attacks of a wererat. | SC |
Blinding Spittle | Ranged touch attack blinds subject. | SC |
Blood Frenzy | Grants extra use of rage. | SC |
Brambles | Wooden weapon grows spikes that deal +1 damage/level (max +10). | SC |
Briar Web | Area slows creatures and thorns deal 1 point of damage/5 ft. moved. | SC |
Bull’s Strength | Subject gains +4 to Str for 1 min./level. | PHB |
Cat’s Grace | Subject gains +4 to Dex for 1 min./level. | PHB |
Chameleon | Subject gets +10 on Hide checks. | CA |
Chill Metal | Cold metal damages those who touch it. | PHB |
Camouflage, Mass | As camouflage, but multiple subjects. | SC |
Cloud Wings | +30 ft. to subject’s fly speed. | SC |
Countermoon | Forces lycanthrope to its natural form. | SC |
Creeping Cold | Creature feels chill that increases with each round. | SC |
Daggerspell Stance | You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defence action. | SC |
Delay Poison | Stops poison from harming subject for 1 hour/level. | PHB |
Decomposition | Wounds deal 3 extra points of damage each round. | SC |
Easy Trail | You make a temporary trail through any kind of undergrowth. | SC |
Embrace the Wild | You gain an animal’s senses for 10 minutes/level. | SC |
Fins to Feet | Transforms tails and fins into legs and feet. | SC |
Frost Breath | Icy breath deals 1d4 damage/2 levels. | SC |
Healing Lorecall | If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. | SC |
Healing Sting | Touch deals 1d12 vitality points damage +1 wound point damage/level; caster gains all damage as vitality points. | SC |
Hold Animal | Paralyzes one animal for 1 round/level. | PHB |
Listening Lorecall | You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. | SC |
Mark of the Outcast | Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC. | SC |
Mountain Stance | Subject becomes hard to move. | SC |
Nature’s Favour | Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels. | SC |
Owl’s Wisdom | Subject gains +4 to Wis for 1 min./level. | PHB |
Primal Hunter | Gain a +5 bonus on Climb, Jump, and Swim checks. | DM |
Reduce Animal | Shrinks one willing animal. | PHB |
Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. | PHB |
Restoration, Lesser | Dispels magical ability penalty or repairs 1d4 ability damage. | PHB |
One with the Land | Link with nature gives a +2 bonus on nature-related skill checks. | SC |
Saltray | Ray deals 1d6 damage/2 levels and stuns. | SC |
Scent | Grants the scent special ability. | SC |
Share Husk | See and hear through the senses of a touched animal. | SC |
Snake’s Swiftness, Mass | Allies each immediately make one attack. | SC |
Spider Climb | Grants ability to walk on walls and ceilings. | PHB |
Splinterbolt | 4d6 piercing damage to subjects hit by ranged attack. | SC |
Summon Nature’s Ally II | Calls creature to fight. | PHB |
Summon Swarm | Summons swarm of bats, rats, or spiders. | PHB |
Tiger’s Tooth | One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round. | SC |
Train Animal | Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. | SC |
Tree Shape | You look exactly like a tree for 1 hour/level. | PHB |
Warp Wood | Bends wood (shaft, handle, door, plank). | PHB |
Winter’s Embrace | Creature takes 1d8 cold damage/round and might become exhausted. | SC |
Wood Shape | Rearranges wooden objects to suit you. | PHB |
Wracking Touch | Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. | SC |
3rd-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Align Fang, Mass | Allies’ natural weapons become good, evil, lawful, or chaotic. | SC |
Attune Form | Grant creature temporary protection against overtly damaging planar traits. | SC |
Bite of the Werewolf | You gain the Strength and attacks of a werewolf. | SC |
Blindsight | Subject gains blindsight 30 ft. for 1 minute/level. | SC |
Bottle of Smoke | Uncorking bottle creates fast horse made of smoke. | SC |
Charge of the Triceratops | Subject grows horns and skull plate, gains gore attack. | SC |
Circle Dance | Indicates direction to known individual. | SC |
Contagion | Infects subject with chosen disease. | PHB |
Corona of Cold | Aura of cold protects you, damages others. | SC |
Creaking Cacophony | Sound distracts and makes foes vulnerable to sonic damage. | SC |
Crumble | You erode building or other structure. | SC |
Cure Moderate Wounds | Cures 2d8 vitality points +1 wound points/level (max +10). | PHB |
Daylight | 60-ft. radius of bright light. | PHB |
Diminish Plants | Reduces size or blights growth of normal plants. | PHB |
Dominate Animal | Subject animal obeys silent mental commands. | PHB |
Energy Vortex | Burst of energy centred on you damages nearby creatures. | SC |
Entangling Staff | Quarterstaff can grapple and constrict foes. | SC |
Fly, Swift | Gain fly speed of 60 ft. for 1 round. | SC |
Forestfold | Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain. | SC |
Girallon’s Blessing | Subject gains one additional pair of arms. | SC |
Infestation of Maggots | Touch attack deals 1d4 Con damage/round. | SC |
Jagged Tooth | Doubles the critical threat range of natural weapons. | SC |
Junglerazer | Fey, vermin, plants, and animals take 1d10 damage/level. | SC |
Lion’s Charge | You can make a full attack on a charge for 1 round. | SC |
Magic Fang, Greater | One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). | PHB |
Nature’s Balance | You transfer 4 ability score points to the subject for 10 minutes/level. | SC |
Nature’s Rampart | You mould the terrain to provide fortifications. | SC |
Neutralize Poison | Immunizes subject against poison, detoxifies venom in or on subject. | PHB |
Plant Growth | Grows vegetation, improves crops. | PHB |
Poison | Touch deals 1d10 Con damage, repeats in 1 min. | PHB |
Primal Form | You change into elemental, gain some abilities. | SC |
Primal Instinct | Gain a +5 bonus on initiative checks and Survival checks. | DM |
Protection from Energy | Absorb 12 points/level of damage from one kind of energy. | PHB |
Quillfire | Your hand sprouts poisonous quills useful for melee or ranged attacks. | SC |
Remove Disease | Cures all diseases affecting subject. | PHB |
Resist Energy, Mass | Targeted creatures ignore damage from specified energy type. | SC |
Sink | Subject sinks in water, must make Swim checks. | SC |
Snakebite | Your arm turns into poisonous snake you can use to attack. | SC |
Snare | Creates a magic booby trap. | PHB |
Speak with Plants | You can talk to normal plants and plant creatures. | PHB |
Spike Growth | Creatures in area take 1d4 damage, may be slowed. | PHB |
Spiderskin | Subject gains increasing bonus to natural armour bonus, saves against poison, and Hide checks. | SC |
Spikes | As brambles, but weapon gains +2 bonus and doubled threat range. | SC |
Spirit Jaws | Ghostly jaws grapple creature, deal 2d6 damage. | SC |
Summon Nature’s Ally III | Calls creature to fight. | PHB |
Thornskin | Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage. | SC |
Thunderous Roar | Roar deals 1d6 damage/2 levels, deafens. | SC |
Treasure Scent | You detect valuable metals and gems. | SC |
Tremor | Subjects knocked prone. | SC |
Vigour | As lesser vigour, but 2 vitality/round (max 25 rounds). | SC |
Vigour, Mass Lesser | As lesser vigour, but multiple subjects (max 25 rounds). | SC |
Vine Mine | Vines grow rapidly, giving various effects. | SC |
Vision of the Omniscient Eye | Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. | DM |
Weather Eye | You accurately predict weather up to one week ahead. | SC |
4th-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Antiplant Shell | Keeps animated plants at bay. | PHB |
Arc of Lightning | Line of electricity between two creatures (1d6/level damage). | SC |
Bite of the Wereboar | You gain the Strength and attacks of a wereboar. | SC |
Blight | Withers one plant or deals 1d6/level damage to plant creature. | PHB |
Blindsight, Greater | Subject gains blindsight 60 ft. for 1 minute/level. | SC |
Chain of Eyes | See through other creatures’ eyes. | SC |
Command Plants | Sway the actions of one or more plant creatures. | PHB |
Contagious Touch | You infect one creature/round with chosen disease. | SC |
Contingent Energy Resistance | Energy damage triggers a resist energy spell. | SC |
Creeping Cold, Greater | As creeping cold, but longer duration and more damage. | SC |
Cure Serious Wounds | Cures 3d8 vitality points +1 wound points/level (max +15). | PHB |
Dispel Magic | Cancels spells and magical effects. | PHB |
Enhance Wild Shape | Your wild shape ability gains a bonus. | SC |
Essence of the Raptor | Base speed becomes 60 feet, gain skill bonuses and scent. | SC |
Eye of the Hurricane | Storm pushes creatures, calm at center. | SC |
Freedom of Movement | Subject moves normally despite impediments. | PHB |
Giant Vermin | Turns centipedes, scorpions, or spiders into giant vermin. | PHB |
Jaws of the Wolf | One carving/2 levels turns into a worg. | SC |
Languor | Ray slows subject and diminishes its Strength. | SC |
Lay of the Land | You gain an overview of the geography around you. | SC |
Magic Fang, Superior | Your natural weapons gain +1 enhancement bonus/4 levels. | SC |
Miasma of Entropy | Rot all natural materials in 30-ft. cone-shaped burst. | SC |
Moon Bolt | 1d4 Strength damage/3 levels; undead made helpless. | SC |
Murderous Mist | Steam deals 2d6 damage, blinds creatures. | SC |
Planar Tolerance | Provides long-term protection against overtly damaging planar traits. | SC |
Poison Vines | Vines grow and poison creatures stuck within them. | SC |
Primal Senses | Gain low-light vision and a +5 bonus on Listen and Spot checks. | DM |
Repel Vermin | Insects, spiders, and other vermin stay 10 ft. away. | PHB |
Resistance, Greater | Subject gains +3 on saving throws. | SC |
Scrying | Spies on subject from a distance. | PHB |
Sheltered Vitality | Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain. | SC |
Spark of Life | Undead creature loses most immunities. | SC |
Starvation | Hunger pangs deal 1d6 damage/level, cause fatigue. | SC |
Sudden Stalagmite | Impaling stalagmite damages and holds foes. | SC |
Summon Nature’s Ally IV | Calls creature to fight. | PHB |
Surefooted Stride, Mass | As surefooted stride but multiple subjects. | SC |
Vortex of Teeth | 3d8 points of damage due to force per round to all creatures in the area. | SC |
Wild Runner | Change into centaur, gain some abilities. | SC |
Wind at Back | Doubles overland speed of subjects for 12 hours. | SC |
Wood Rot | Destroy wooden items or deal 3d6 damage + 1/level (max +15) to plant creatures. | SC |
5th-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Animal Growth | One animal/two levels doubles in size. | PHB |
Anticold Sphere | Sphere hedges out cold creatures and protects you from cold. | SC |
Atonement | Removes burden of misdeeds from subject. | PHB |
Awaken | Animal or tree gains human intellect. | PHB |
Baleful Polymorph | Transforms subject into harmless animal. | PHB |
Bite of the Weretiger | You gain the Strength and attacks of a weretiger. | SC |
Commune with Nature | Learn about terrain for 1 mile/level. | PHB |
Cold Snap | You lower temperature in area. | SC |
Cure Critical Wounds | Cures 4d8 vitality points +1 wound point/level (max +20). | PHB |
Contagion, Mass | As contagion, but 20-ft. radius. | SC |
Death Ward | Grants immunity to all death spells and negative energy effects. | PHB |
Dance of the Unicorn | Purifying mist washes the air clean of smoke, dust, and poisons. | SC |
Dire Hunger | Subject grows fangs, attacks creatures near it. | SC |
Echo Skull | See, hear, and speak through a prepared animal skull for 1 hour/level. | SC |
Hallow | Designates location as holy. | PHB |
Freeze | Ray immobilizes subject and deals 6d6 cold damage/round. | SC |
Heal Animal Companion | As heal on your animal companion. | SC |
Insect Plague | Locust swarms attack creatures. | PHB |
Jungle’s Rapture | Curse causes 1d6 Dexterity drain. | SC |
Mantle of the Icy Soul | Touched creature gains the cold subtype. | SC |
Memory Rot | Spores deal 1d6 Int damage to subject, plus 1 Int drain/round. | SC |
Owl’s Insight | Subject gains Wis bonus equal to half your level for 1 hour. | SC |
Panacea | Removes most afflictions. | SC |
Phantom Stag | Magic stag appears for 1 hour/level. | SC |
Plant Body | Subject’s type changes to plant. | SC |
Poison Thorns | You grow thorns that poison your attackers. | SC |
Quill Blast | You fling quills in spread, dealing damage and imposing penalties. | SC |
Rejuvenation Cocoon | Energy cocoon shields creature, then heals it. | SC |
Sirine’s Grace | You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water. | SC |
Stoneskin | Ignore 10 points of damage per attack. | PHB |
Summon Nature’s Ally V | Calls creature to fight. | PHB |
Tree Stride | Step from one tree to another far away. | PHB |
Unhallow | Designates location as unholy. | PHB |
Vigour, Greater | As lesser vigour, but 4 hp/round. | SC |
Wall of Thorns | Thorns damage anyone who tries to pass. | PHB |
Wood Rot | Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures. | CAB |
6th-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Antilife Shell | 10-ft.-radius field hedges out living creatures. | PHB |
Aspect of the Earth Hunter | Change into bulette and gain some of its abilities. | SC |
Bear’s Endurance, Mass | As bear’s endurance, affects one subject/level. | PHB |
Bite of the Werebear | You gain the Strength and attacks of a werebear. | SC |
Blood Sirocco | Wind bowls over foes and draws away their blood. | SC |
Bull’s Strength, Mass | As bull’s strength, affects one subject/level. | PHB |
Cat’s Grace, Mass | As cat’s grace, affects one subject/level. | PHB |
Call of the Twilight Defender | Summon a twilight guardian to fight for you. | DM |
Cometfall | Comet falls atop foes, damaging them and knocking them prone. | SC |
Cure Light Wounds, Mass | Cures 1d8 vitality points +1 wound point/level (maximum +5) for many creatures. | PHB |
Dinosaur Stampede | Spectral dinosaurs deal 1d12 damage +1/level. | SC |
Dispel Magic, Greater | As dispel magic, but +20 on check. | PHB |
Energy Immunity | Subject and equipment gain immunity to damage of specified energy type. | SC |
Enveloping Cocoon | Entraps subject creature and denies save for attached spell. | SC |
Find the Path | Shows most direct way to a location. | PHB |
Hide the Path | Area warded against divinations. | SC |
Hungry Gizzard | Gizzard engulfs victim, grapples and deals damage. | SC |
Ironwood | Magic wood is strong as steel. | PHB |
Liveoak | Oak becomes treant guardian. | PHB |
Owl’s Wisdom, Mass | As owl’s wisdom, affects one subject/level. | PHB |
Phantasmal Disorientation | Fools creature’s sense of direction, making movement difficult. | SC |
Primal Speed | Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed. | DM |
Repel Wood | Pushes away wooden objects. | PHB |
Resistance, Superior | Subject gains +6 on saving throws. | SC |
Spellstaff | Stores one spell in wooden quarterstaff. | PHB |
Summon Greater Elemental | Summon a greater elemental to follow your commands. | SC |
Summon Nature’s Ally VI | Calls creature to fight. | PHB |
Tortoise Shell | Creature gains +6 natural armour, +1/3 levels above 11th. | SC |
Transport via Plants | Move instantly from one plant to another of the same kind. | PHB |
Vigorous Circle | As mass lesser vigour, but 3 v/round (max 40 rounds). | SC |
7th-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Animate Plants | One or more plants animate and fight for you. | PHB |
Aura of Vitality | Subjects gain +4 to Str, Dex, and Con. | SC |
Changestaff | Your staff becomes a treant on command. | PHB |
Creeping Doom | Swarms of centipedes attack at your command. | PHB |
Cure Moderate Wounds, Mass | Cures 2d8 vitality points +1 wound point/level for many creatures. | PHB |
Heal | Cures 10 points/level of damage (to wound points first, then vitality points), all diseases and mental conditions. | PHB |
Scrying, Greater | As scrying, but faster and longer. | PHB |
Shifting Paths | Illusion hides path, creates false new path. | SC |
Slime Wave | Creates a 15-ft. spread of green slime. | SC |
Storm of Elemental Fury | Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame. | SC |
Summon Nature’s Ally VII | Calls creature to fight. | PHB |
Transmute Metal to Wood | Metal within 40 ft. becomes wood. | PHB |
True Seeing | Lets you see all things as they really are. | PHB |
Word of Balance | Kills, paralyzes, weakens, or nauseates non-neutral creatures. | SC |
8th-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Animal Shapes | One ally/level polymorphs into chosen animal. | PHB |
Awaken, Mass | As awaken, but multiple creatures. | SC |
Bombardment | Falling rocks deal 1d8 damage/level and bury subjects. | SC |
Cocoon | Preserves a corpse and reincarnates with no loss of level. | SC |
Control Plants | Control actions of one or more plant creatures. | PHB |
Cure Serious Wounds, Mass | Cures 3d8 damage +1/level for many creatures. | PHB |
Deadfall | Falling wood causes damage and knocks foes prone. | SC |
Finger of Death | Kills one subject. | PHB |
Phantom Wolf | Incorporeal wolf fights for you. | SC |
Reverse Gravity | Objects and creatures fall upward. | PHB |
Summon Nature’s Ally VIII | Calls creature to fight. | PHB |
Word of Recall | Teleports you back to designated place. | PHB |
9th-level Cosmos Draetha Spells | ||
Spell Name | Description | Source |
Antipathy | Object or location affected by spell repels certain creatures. | PHB |
Cure Critical Wounds, Mass | Cures 4d8 vitality points +1 wound point/level for many creatures. | PHB |
Death Ward, Mass | As death ward, but more subjects. | SC |
Foresight | “Sixth sense” warns of impending danger. | PHB |
Nature’s Avatar | Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 vitality/level. | SC |
Perinarch, Planar | Gain control over a small area of any divinely morphic plane. | SC |
Phantom Bear | Incorporeal bear fights for you. | SC |
Regenerate | Subject’s severed limbs grow back, cures 4d8 vitality points +1 wound point/level (max +35). | PHB |
Shadow Landscape | Makes natural terrain more dangerous, creates guardians that you command. | SC |
Shambler | Summons 1d4+2 shambling mounds to fight for you. | PHB |
Shapechange | Transforms you into any creature, and change forms once per round. | PHB |
Summon Nature’s Ally IX | Calls creature to fight. | PHB |
Sympathy | Object or location attracts certain creatures. | PHB |
Air Domain Draetha Spells | |||
---|---|---|---|
Granted Power | Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. | ||
Spell Level | Spell Name | Description | Source |
1 | Deep Breath | Your lungs are filled with air. | SC |
1 | Obscuring Mist | Fog surrounds you. | PHB |
1 | Updraft | Column of wind lifts you aloft. | SC |
1 | Wall of Smoke | Wall of black smoke obscures vision and nauseates those who pass through. | SC |
2 | Binding Winds | Air prevents subject from moving, hinders ranged attacks. | SC |
2 | Fog Cloud | Fog obscures vision. | PHB |
2 | Gust of Wind | Blows away or knocks down smaller creatures. | PHB |
2 | Master Air | You sprout insubstantial wings and can fly. | SC |
2 | Wings of Air | Subject’s flight manoeuvrability improves by one step. | SC |
3 | Air Breathing | Subjects can breathe air freely. | SC |
3 | Call Lightning | Calls down lightning bolts (3d6 per bolt) from sky. | PHB |
3 | Capricious Zephyr | Gale-force winds push creatures. | SC |
3 | Downdraft | Flying creatures knocked down. | SC |
3 | Wind Wall | Deflects arrows, smaller creatures, and gases. | PHB |
3 | Wingblast | Create wings that can transform into a gust of wind or obscuring mist | DM |
4 | Air Walk | Subject treads on air as if solid (climb at 45-degree angle). | PHB |
4 | Passage of the Shifting Sands | Become a swirling sand cloud; gain one use of gust of wind. | DM |
4 | Summon Elementite Swarm | Summon an elementite swarm to follow your commands. | SC |
4 | Wings of Air, Greater | Subject’s flight manoeuvrability improves by two steps. | SC |
5 | Call Lightning Storm | As call lightning, but 5d6 damage per bolt. | PHB |
5 | Control Winds | Change wind direction and speed. | PHB |
5 | Wind Tunnel | Ranged weapons gain +5 bonus and double range increment. | SC |
6 | Chain Lightning | 1d6/level damage; 1 secondary bolt/level each deals half damage. | PHB |
6 | Miasma | Gas fills creature’s mouth, suffocating it. | SC |
7 | Cloudwalkers | Subjects can fly outdoors at speed of 60 ft. | SC |
7 | Control Weather | Changes weather in local area. | PHB |
7 | Storm Tower | Swirling clouds absorb electricity and magic missiles and prevent ranged attacks. | SC |
7 | Wind Walk | You and your allies turn vaporous and travel fast. | PHB |
8 | Stormrage | You can fly and fire lightning from your eyes. | SC |
8 | Whirlwind | Cyclone deals damage and can pick up creatures. | PHB |
9 | Elemental Swarm | Summons multiple elementals. | PHB |
9 | Storm of Vengeance | Storm rains acid, lightning, and hail. | PHB |
9 | Summon Elemental Monolith | Calls powerful elemental creature to fight for you. | SC |
9 | Whirlwind, Greater | As whirlwind, but larger and more destructive. | SC |
Earth Domain Draetha Spells | |||
Granted Power | Turn or destroy air creatures as a good vraedun turns undead. Rebuke, command, or bolster earth creatures as an evil vraedun rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. | ||
Spell Level | Spell Name | Description | Source |
1 | Foundation of Stone | +2 AC, +4 bonus to resist bull rush and trip attacks. | SC |
1 | Magic Stone | Three stones gain +1 on attack rolls, deal 1d6+1 damage. | PHB |
1 | Rapid Burrowing | +20 ft. to subject’s burrow speed. | SC |
1 | Rot of Ages | Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. | DM |
2 | Burrow | Subject can burrow with a speed of 30 feet. | SC |
2 | Earthbind | Subject creature can’t fly. | SC |
2 | Earthfast | Doubles the hit points of stone structure or rock formation and increases hardness to 10. | SC |
2 | Soften Earth and Stone | Turns stone to clay or dirt to sand or mud. | PHB |
3 | Giant’s Wrath | Pebbles you throw become boulders. | SC |
3 | Meld into Stone | You and your gear merge with stone. | PHB |
3 | Stone Shape | Sculpts stone into any shape. | PHB |
4 | Burrow, Mass | As burrow, but affects 1/level subjects. | SC |
4 | Land Womb | You and one creature/level hide within the earth. | SC |
4 | Passage of the Shifting Sands | Become a swirling sand cloud; gain one use of gust of wind. | DM |
4 | Rusting Grasp | Your touch corrodes iron and alloys. | PHB |
4 | Spike Stones | Creatures in area take 1d8 damage, may be slowed. | PHB |
4 | Summon Elementite Swarm | Summon an elementite swarm to follow your commands. | SC |
5 | Ice Flowers | Ice and earth deal 1d6 damage/level. | SC |
5 | Stone Shape, Greater | Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. | SC |
5 | Wall of Sand | Swirling sand blocks ranged attacks, slows movement through. | SC |
5 | Transmute Mud to Rock | Transforms two 10-ft. cubes per level. | PHB |
5 | Transmute Rock to Mud | Transforms two 10-ft. cubes per level. | PHB |
6 | Move Earth | Digs trenches and builds hills. | PHB |
6 | Stone Tell | Talk to natural or worked stone. | PHB |
6 | Stonehold | Stony arm trap grapples and damages creatures. | SC |
6 | Wall of Stone | Creates a stone wall that can be shaped. | PHB |
7 | Earthquake | Intense tremor shakes 5-ft./level radius. | PHB |
7 | Haze of Smouldering Stone | Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone. | DM |
7 | Master Earth | Travel through the earth to any location. | SC |
8 | Repel Metal or Stone | Pushes away metal and stone. | PHB |
8 | Unyielding Roots | Creature grows roots that keep it stationary and heal it every round. | SC |
9 | Cast in Stone | Petrifying gaze attack. | SC |
9 | Elemental Swarm | Summons multiple elementals. | PHB |
9 | Summon Elemental Monolith | Calls powerful elemental creature to fight for you. | SC |
9 | Transmute Rock to Lava | Transforms one 10-ft. cube with subsequent fi re damage and effects. | CA |
9 | Undermaster | You gain earth-related spell-like abilities. | SC |
Fire Domain Draetha Spells | |||
Granted Power | Turn or destroy water creatures as a good vraedun turns undead. Rebuke, command, or bolster fire creatures as an evil vraedun rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. | ||
Spell Level | Spell Name | Description | Source |
1 | Cold Fire | Fire becomes blue and white, emits cold. | SC |
1 | Produce Flame | 1d6 damage +1/level, touch or thrown. | PHB |
1 | Fire Trap | Opened object deals 1d4 +1/level damage. | PHB |
1 | Flame Blade | Touch attack deals 1d8 +1/two levels damage. | PHB |
1 | Flaming Sphere | Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. | PHB |
1 | Raging Flame | Fires burn twice as hot, half as long. | SC |
2 | Animate Fire | Turn Small or smaller fire into animated object. | CA |
2 | Body of the Sun | Your body emanates fire, dealing 1d4 fire damage/2 levels. | SC |
2 | Heartfire | Subjects outlined by fire, take 1d4 damage/round. | SC |
2 | Produce Flame | 1d6 damage +1/ level, touch or thrown. | PHB |
3 | Fire Wings | Your arms become wings that enable flight, deal 2d6 fire damage. | SC |
3 | Heat Metal | Make metal so hot it damages those who touch it. | PHB |
3 | Quench | Extinguishes nonmagical fires or one magic item. | PHB |
3 | Wreath of Flames | Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. | DM |
4 | Flame Strike | Smite foes with divine fire (1d6/level damage). | PHB |
4 | Summon Elementite Swarm | Summon an elementite swarm to follow your commands. | SC |
5 | Fireward | As quench, but also suppresses magical fire effects in affected area. | SC |
5 | Inferno | Creature bursts into flames and takes fire damage per round. | SC |
5 | Wall of Fire | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. | PHB |
6 | Anger of the Noonday Sun | Blinds creatures within 20 ft., damages undead. | SC |
6 | Fire Seeds | Acorns and berries become grenades and bombs. | PHB |
6 | Fires of Purity | Subject bursts into magical flame, becoming a dangerous weapon. | SC |
7 | Brilliant Blade | Weapon or projectiles shed light, ignore armour. | SC |
7 | Fire Storm | Deals 1d6/level fire damage. | PHB |
7 | Haze of Smouldering Stone | Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone. | DM |
7 | Sunbeam | Beam blinds and deals 4d6 damage. | PHB |
8 | Brilliant Aura | Allies’ weapons become brilliant energy, ignoring armour. | SC |
8 | Sunburst | Blinds all within 10 ft., deals 6d6 damage. | PHB |
9 | Elemental Swarm | Summons multiple elementals. | PHB |
9 | Summon Elemental Monolith | Calls powerful elemental creature to fight for you. | SC |
9 | Transmute Rock to Lava | Transforms one 10-ft. cube with subsequent fi re damage and effects. | CA |
Water Domain Draetha Spells | |||
Granted Power | Turn or destroy fire creatures as a good vraedun turns undead. Rebuke, command, or bolster water creatures as an evil vraedun rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. | ||
Spell Level | Spell Name | Description | Source |
0 | Create Water | Creates 2 gallons/level of pure water. | PHB |
1 | Animate Water | Turn Small or smaller quantity of water into animated object. | CA |
1 | Cloudburst | Hampers vision and ranged attacks, puts out normal fires. | SC |
1 | Obscuring Mist | Fog surrounds you. | PHB |
1 | Snowshoes | Subject walks easily on ice and snow. | SC |
1 | Wings of the Sea | +30 ft. to subject’s swim speed. | SC |
2 | Fog Cloud | Fog obscures vision. | PHB |
2 | Kelpstrand | Strands of kelp grapple foes. | SC |
2 | Swim | Subject gains swim speed, +8 bonus on Swim checks. | SC |
3 | Water Breathing | Subjects can breathe underwater. | PHB |
3 | Create Food and Water | Feeds three humans (or one horse)/level. | PHB |
3 | Dehydrate | Deals Con damage to subject. | SC |
3 | Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. | PHB |
3 | Icelance | Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds. | SC |
3 | Sleet Storm | Hampers vision and movement. | PHB |
3 | Snowshoes, Mass | As snowshoes, affects one creature/level. | SC |
3 | Standing Wave | Magically propels boat or swimming creature. | SC |
3 | Water Breathing | Subjects can breathe under water. | PHB |
4 | Control Water | Raises or lowers bodies of water. | PHB |
4 | Rushing Waters | Wave makes bull rush attack. | SC |
4 | Rusting Grasp | Your touch corrodes iron and alloys. | PHB |
4 | Summon Elementite Swarm | Summon an elementite swarm to follow your commands. | SC |
4 | Swim, Mass | As swim, but one creature/level. | SC |
4 | Wall of Water | Creates shapeable transparent wall of water. | SC |
5 | Cloak of the Sea | Gain blur, freedom of movement, and water breathing while in water. | SC |
5 | Ice Flowers | Ice and earth deal 1d6 damage/level. | SC |
5 | Swamp Stride | As tree stride, but with bodies of water. | SC |
6 | Animate Snow | You animate snow to attack foes. | SC |
6 | Cone Of Cold | 1d6/level cold damage. | PHB |
6 | Drown | Subject immediately begins to drown. | SC |
6 | Extract Water Elemental | Pulls water from victim, forms water elemental. | SC |
6 | Tidal Surge | Wave of water deals 1d6/level damage and bull rushes. | SC |
7 | Acid Fog | Fog deals acid damage. | PHB |
7 | Swamp Lung | Water in lungs makes subject helpless, diseased. | SC |
7 | Waterspout | Waterspout you control picks up and damages foes. | SC |
8 | Horrid Wilting | Deals 1d6/level damage within 30 ft. | PHB |
8 | Maelstrom | Water vortex traps and damages creatures and objects. | SC |
8 | Red Tide | Nauseating water knocks foes prone and deals Strength damage. | SC |
9 | Drown, Mass | As drown, but affects multiple subjects. | SC |
9 | Elemental Swarm | Summons multiple elementals. | PHB |
9 | Summon Elemental Monolith | Calls powerful elemental creature to fight for you. | SC |
9 | Tsunami | Massive wave deals 1d6 damage/level. | SC |