![]() ![]() The transmuted creature becomes more graceful, agile, and coordinated. Transmutation Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. While the spell lasts, a suppressed spell or effect has no effect. ![]() ![]() It also suppresses any fear effects and removes the confused condition from all targets. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. + 10 ft./level) Area: Creatures in a 20-ft.-radius spread Duration: Concentration, up to 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Calm EmotionsĮnchantment (Compulsion) Level: Brd 2, Clr 2, Law 2 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. Any threat breaks the spell on the threatened creatures. They are not helpless and defend themselves normally if attacked. The affected creatures remain where they are and do not attack or flee. A dire animal or an animal trained to attack or guard is allowed a saving throw other animals are not. ![]() The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. All the subjects must be of the same kind, and no two may be more than 30 feet apart. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. This spell soothes and quiets animals, rendering them docile and harmless. of each other Duration: 1 min./level Saving Throw: Will negates see text Spell Resistance: Yes + 5 ft./2 levels) Targets: Animals within 30 ft. Calm AnimalsĮnchantment (Compulsion) Level: Animal 1, Drd 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. 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. Call Lightning StormĮvocation Level: Drd 5 Range: Long (400 ft. This spell functions indoors or underground but not underwater. If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)-each bolt deals 3d10 points of electricity damage instead of 3d6. You may call a total number of bolts equal to your caster level (maximum 10 bolts). However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You need not call a bolt of lightning immediately other actions, even spellcasting, can be performed. Any creature in the target square or in the path of the bolt is affected. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). 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. + 10 ft./level) Effect: One or more 30-ft.-long vertical lines of lightning Duration: 1 min./level Saving Throw: Reflex half Spell Resistance: Yes Call Lightning - Curse Water Call LightningĮvocation Level: Drd 3 Components: V, S Casting Time: 1 round Range: Medium (100 ft. ![]()
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