Index of Spells by Level - Drd 7

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Plants
Transmutation 1 standard action SRD
None - No Arc 7, Drd 7, Life 8, Plant 7 V
1 round/level or 1 hour/level; see text Close General
Targets: One Large plant per three caster levels or all plants within range; see text

One or more trees animate and fight for you.

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.

Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.

Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

Greater Aura of Cold
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Intense cold deals 2d6 damage to creatures within 10 ft.

Aura of Vitality
    SPC
  Arc 7, Drd 7  
    General

Targets receive a +4 morale bonus to Strength, Dexterity, and Constitution scores.

Brilliant Blade
    SPC
  Arc 7, Clr 7, Drd 7, Sor/Wiz 6  
    30 minutes

Weapon or group of projectiles gain the brilliant energy quality.

Changestaff (F)
Transmutation 1 round SRD
None - No Arc 7, Drd 7 V, S, F
1 hour/level (D) Touch 6 hours
Target: Your touched staff
Focus: The quarterstaff, which must be specially prepared.

Your staff becomes a treant on command.

You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.

Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).

You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

Changestones (F)
    Underdark
  Arc 7, Drd 7, Sor/Wiz 7  
    General

Prepared stones become liths.

Cloud-walkers
    SPC
  Arc 7, Drd 7, Weather 6  
    1 hour

Targets can walk on clouds, flying at high altitudes.

Conjure Ice Beast VII
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Conjures ice creature to fight for you.

Control Weather
Transmutation 10 minutes; see text SRD
None - No Air 7, APeace 7, Arc 7, Blg 7, Clr 7, Cold 7, Drd 7, Shu 6, Sor/Wiz 7, Storm 7, Summer 7, Weather 7, Winter 7, Wuj 6 V, S
4d12 hours; see text 2 miles General
Area: 2-mile-radius circle, centered on you; see text

Changes weather in local area.

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

SeasonPossible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weatherwhere lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

Create Crossroads and Backroad (XP)
    Magic of Faerun
  Arc 7, Drd 7  
    General

Links two locations by magical path.

Creeping Doom
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Drd 7, Spider 8 V, S
1 min./level Close / 100 ft.; see text General
Effect: One swarm of centipedes per two levels

Swarms of centipedes attack at your command.

When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).

Mass Cure Moderate Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 6, Arc 6, Brd 6, Clr 6, Drd 7, Hlr 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 2d8 damage +1/level for many creatures.

You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Fire Storm
Evocation [Fire] 1 round SRD
Reflex half - Yes Arc 8, Blg 7, Clr 8, Drd 7, Fire 7, Shu 7, Wmg 7 V, S
Instant Medium General
Area: Two 10-ft. cubes per level (S)

Deals 1d6/level fire damage.

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

Mass Flesh to Salt
    Sandstorm
  Arc 7, Drd 7, Sor/Wiz 7  
    General

Turns several creatures into statues of salt.

Heal
Conjuration (Healing) [Positive] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 5, APeace 6, Arc 6, Clr 6, Drd 7, Healing 6, Hlr 6, Shu 6 V, S
Instant Touch General
Target: Creature touched

Cures 10 points/level of damage, all diseases and mental conditions.

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Mark of the Unfaithful (F)
    CR
  Arc 7, Clr 7, Drd 7  
    12 hours

Mark someone as an enemy of your faith.

Master Earth
    SPC
  Arc 7, Drd 7  
    4 hours

Travel through the earth to any location.

Owl's Insight
    Magic of Faerun
  Arc 7, Drd 7  
    1 hour

Subject gains +1/2 levels enhancement bonus to Wis for 1 hour.

Pestilence
    Book of Vile Darkness
  Arc 8, Clr 8, Drd 7  
    General

Subject gains a disease, as do all who touch him.

Poison Vines
    Magic of Faerun
  Arc 7, Drd 7  
    1 hour

Vines that entangle and are poisonous.

Rain of Roses
    Book of Exalted Deeds
  Arc 7, Drd 7  
    General

Roses fall from the sky; evil creatures take 1d4 Wis damage per round and are sickened.

Raise Ice Forest
    Frostburn
  Arc 7, Drd 7  
    General

Conjures trees of ice.

Return to Nature
    Ebberon
  Arc 7, Drd 7  
    General

Reduces Intelligence and magical abilities of target.

Scry Location
    CS
  Arc 7, Brd 5, Clr 7, Drd 7, Sor/Wiz 6  
    General

Spy on a distant location.

Greater Scrying
Divination (Scrying) 1 standard action SRD
Will negates - Yes APeace 7, Arc 7, Brd 6, Clr 7, Drd 7, Dream 7, Oracle 7, Planning 7, Shu 7, Sor/Wiz 7, Wuj 7 V, S
1 hour/level See text 6 hours
Effect: Magical sensor

As scrying, but faster and longer.

This spell functions like scrying. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

Shifting Paths
    SPC
  Arc 7, Drd 7, Sor/Wiz 8  
    General

Illusion hides path, creates false new path.

Slime Wave
    Complete Divine
  Arc 7, Clr 7, Drd 7  
    General

Creates 15-ft. spread of green slime.

Storm Tower
    Magic of Faerun
  Arc 7, Drd 7  
    General

Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.

Submersion Treatment
    Dragon 339
  Arc 7, Drd 7, Sor/Wiz 7  
    General

A column of water paralyzes and potentially drowns one target.

Summon Desert Ally VII
    Sandstorm
  Arc 7, Drd 7  
    General

Calls dustform creature to fight.

Summon Nature's Ally VII
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Drd 7, Shu 7 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

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.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

2) Can't cast irresistible dance

Sunbeam
Evocation [Light] 1 standard action SRD
Reflex negates and Reflex half; see text - Yes Arc 7, Drd 7, Glory 7, Shu 7, Summer 6, Sun 7, Wmg 7 V, S, DF
1 round/level or until all beams are exhausted 60 ft. General
Area: Line from your hand

Beam blinds and deals 4d6 damage.

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.

Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Swamp Lung
    SPC
  Arc 7, Drd 7  
    General

Water in lungs makes subject helpless, diseased.

Monthly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 7, Clr 7, Drd 7, Sor/Wiz 7 V, S, M
2 days/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 1000gp

As Temporary Soul Binding, except 2 days/level.

As Temporary Soul Binding, except 2 days/level.

Transmute Metal to Wood
Transmutation 1 standard action SRD
None - Yes (object); see text Arc 7, Drd 7, Metal 7, Wuj 7 V, S, DF
Instant Long 6 hours
Area: All metal objects within a 40-ft.-radius burst

Metal within 40 ft. becomes wood.

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by -2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.

Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.

True Seeing (M)
Divination 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 5, APeace 5, Arc 5, Beguiler 6, Clr 5, Commerce 5, Dragon 5, Drd 7, Hlr 5, Inquisition 5, Knowledge 5, Shu 6, Sor/Wiz 6, Trade 6, Truth 5, Wuj 6 V, S, M
1 min./level Touch General
Target: Creature touched
Materials: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

Lets you see all things as they really are.

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Waterspout
    Complete Divine
  Arc 7, Drd 7, Ocean 7  
    General

Creates waterspout that moves, damages creatures, sucks creatures upward.

Whiteout
    Frostburn
  Arc 7, Drd 7  
    6 hours

Snow and wind obscure sight; creatures affected may become lost.

Wind Walk
Transmutation [Air] 1 standard action SRD
None and Will negates (harmless) - No and Yes (harmless) APeace 6, Arc 6, Celerity 6, Clr 6, Drd 7, Shu 6, Sky 6 V, S, DF
1 hour/level (D); see text Touch 24 hours
Targets: You and one touched creature per three levels

You and your allies turn vaporous and travel fast.

You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

For the last minute of the spells duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

Word of Balance
    SPC
  Arc 7, Balance 7, Drd 7  
    General

Kills, paralyzes, weakens, or nauseates nonneutral creatures.