Index of Spells by Level - Drd 4

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Air Walk
Transmutation [Air] 1 standard action SRD
None - Yes (harmless) Air 4, APeace 4, Arc 4, Clr 4, Drd 4, Shu 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature (Gargantuan or smaller) touched

Subject treads on air as if solid (climb at 45-degree angle).

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

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 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

Antiplant Shell
Abjuration 1 standard action SRD
None - Yes Arc 4, Blg 4, Drd 4, Wuj 4 V, S, DF
10 min./level (D) 10 ft. General
Area: 10-ft.-radius emanation, centered on you

Keeps animated plants at bay.

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.

Arc of Lightning
    SPC
  Arc 4, Drd 4, Sor/Wiz 5, Wmg 5, Wuj 5  
    General

Line of electricity between two creatures (1d6/level damage).

Aspect of The Werebeast
    RE
  Arc 4, Drd 4, Rgr 4  
    General

Gain bonuses from hybrid animal form.

Battlefield Illumination
    HoB
  Arc 4, Clr 4, Drd 4, Pal 4  
    General

Improve light in 80-ft.-radius cylinder

Bear's Heart
    DotF
  Arc 5, Clr 5, Drd 4  
    General

One ally/level +4 Strength and +1d4/level hit points.

Bite of the Wereboar
    SPC
  Arc 4, Drd 4, Sor/Wiz 5  
    General

You become enhanced such as that of a boar.

Black Mulching
    BoEM
  Arc 4, Drd 4, Sor/Wiz 4  
    General

See Text

Blast of Sand
    Sandstorm
  Arc 4, Drd 4, Sand 4, Sor/Wiz 4  
    General

Cone deals 1d6 damage/level.

Blight
Necromancy 1 standard action SRD
Fortitude half; see text - Yes Arc 4, Blg 4, Decay 5, Drd 4, Sor/Wiz 5 V, S, DF
Instant Touch General
Target: One plant

Withers one plant or deals 1d6/level damage to plant creature.

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

Blinding Beauty
    Book of Exalted Deeds
  Arc 4, Brd 4, BVal 4, Drd 4, Fey 4, Rgr 4  
    General

Permanently blind any who look at you.

Greater Blindsight
    SPC
  Arc 5, Clr 5, Drd 4  
    5 minutes

Grants blindsight* to a range of 60 ft.

Bloodbriars
    LostEmpiresOfFaerun
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.

Boreal Wind
    Frostburn
  Arc 5, Brd 5, Clr 5, Drd 4, Sor/Wiz 5  
    General

Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.

Mass Burrow
    SPC
  Arc 3, Drd 4, Hrp 4, PUG 4, Rgr 3  
    5 minutes

As burrow but affects 1/level subjects.

Chain of Eyes
    SPC
  Arc 3, Clr 3, Drd 4, Sor/Wiz 2  
    6 hours

You send magical sensor to infiltrate an area.

Claws of the Savage
    Book of Vile Darkness
  Arc 4, Bestial 4, Blk 4, Clr 4, Drd 4  
    1 hour

Subject gains claws that deal damage based on size.

Cloud Spear
    Far Corners of the World
  Arc 4, Drd 4  
    General

Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.

Command Plants
Transmutation 1 standard action SRD
Will negates - Yes Arc 3, Drd 4, Plant 4, Rgr 3, Wuj 4 V
1 day/level Close 1 hour
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Sway the actions of one or more plant creatures.

This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

Conjure Ice Beast IV
    Frostburn
  Arc 4, Clr 4, Drd 4, Rgr 4  
    General

Conjures ice creature to fight for you.

Contagious Touch
    SPC
  Arc 3, Blg 3, Drd 4  
    General

You infect one creature per round with chosen disease.

Contingent Energy Resistance
    SPC
  Arc 4, Clr 4, Drd 4, Sor/Wiz 5  
    6 hours

Energy damage triggers a resist energy spell.

Control Currents
    Stormwrack
  Arc 4, Drd 4  
    General

Changes current direction and speed.

Control Water
Transmutation [Water] 1 standard action SRD
None; see text - No APeace 4, Arc 4, Clr 4, Drd 4, Shu 4, Sor/Wiz 6, Water 4, Watery Death 3, Wuj 6 V, S, M/DF
10 min./level (D) Long 1 hour
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Raises or lowers bodies of water.

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Greater Creeping Cold (F)
    SPC
  Arc 4, Drd 4, Shu 4  
    General

As creeping cold, but longer duration and more damage.

Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 3, APeace 3, Arc 3, Blk 3, Brd 3, BVal 3, ChamGwyn 4, Clr 3, Drd 4, EmBarachiel 3, Healing 3, Hlr 3, HotD 3, Pal 4, Rgr 4, Shu 3 V, S
Instant Touch General
Target: Creature touched

Cures 3d8 damage +1/level (max +15).

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Desert Burial
    Dragon 331
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Buries targets up to their necks in sand.

Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 3, Arc 3, Beguiler 3, Blg 3, Brd 3, ChamGwyn 3, Clr 3, Drd 4, Duskblade 4, EmBarachiel 3, HB 3, Hoard 3, KotC 3, Magic 3, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

Cancels magical spells and effects.

You can use dispel magic to end on-going spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcasters spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each on-going spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spells caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an on-going spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic items physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creatures magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Dispel Water
    Sandstorm
  Arc 5, Brd 4, Clr 5, Drd 4, Sor/Wiz 5, Thirst 4  
    General

Cancels water spells and effects or dismisses water creatures.

Enhance Wild Shape
    SPC
  Arc 4, Drd 4  
    6 hours

Your wild shape ability gains a bonus.

Essence Of The Raptor
    SPC
  Arc 4, Drd 4  
    1 hour

Base speed* becomes 60 feet, gain skill bonuses and scent**.

Eye of the Hurricane
    SPC
  Arc 4, Drd 4  
    General

Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone.

Flame Strike
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Arc 5, Blg 4, Clr 5, Drd 4, Shu 5, Sun 5, War 5, Wmg 5 V, S, DF
Instant Medium General
Area: Cylinder (10-ft. radius, 40 ft. high)

Smite foes with divine fire (1d6/level damage).

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Freedom of Movement
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 V, S, M, DF
10 min./level Personal or touch 1 hour
Target: You or creature touched

Subject moves normally despite impediments.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Freeze Armor
    Frostburn
  Arc 4, Clr 4, Drd 4  
    General

Locks up suits of metal armor and equipment, dealing damage and impeding movement.

Frostfell Slide
    Frostburn
  Arc 4, Drd 4, Rgr 4  
    6 hours

Move instantly from one area of frostfell to another.

Giant Vermin
Transmutation 1 standard action SRD
None - Yes Arc 4, Clr 4, Drd 4, Spider 4 V, S, DF
1 min./level Close 30 minutes
Targets: Up to three vermin, no two of which can be more than 30 ft. apart

Turns centipedes, scorpions, or spiders into giant vermin.

You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.

Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (Attack, Defend, Stop, and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Caster Level, Vermin Size

9th or lower, Medium

10th-13th, Large

14th-17th, Huge

18th-19th, Gargantuan

20th or higher, Colossal

Hibernal Healing
    Frostburn
  Arc 5, Clr 5, Drd 4  
    General

You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).

Hurtling Stone
    HoB
  Arc 4, Drd 4  
    General

Stone deals 6d6 damage, knocks targets prone.

Ice Storm
Evocation [Cold] 1 standard action SRD
None - Yes Arc 4, Cold 4, Drd 4, Sor/Wiz 4, Storm 5, Water 5, Weather 4, Winter 4, Wmg 3, Wuj 4 V, S, M/DF
1 full round Long General
Area: Cylinder (20-ft. radius, 40 ft. high)

Hail deals 5d6 damage in cylinder 40 ft. across.

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storms effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).

Jaws of the Wolf (F)
    SPC
  Arc 4, Drd 4  
    General

One carving/2 levels turns into a worg.

Land Womb
    SPC
  Arc 4, Drd 4, Hth 4, Rgr 4  
    1 hour

You and one creature/level hide within the earth.

Languor
    SPC
  Arc 4, Blg 4, Drd 4  
    General

Ray slows target and diminishes its Strength.

Last Breath (M)
    SPC
  Arc 4, Drd 4  
    General

Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature.

Lava Splash
    SK
  Arc 5, Clr 5, Drd 4  
    Prohibited

Wave of lava deals 1d4/level (max 15d4) fire damage.

Lay of the Land
    SPC
  Arc 1, Brd 4, Drd 4, Rgr 1  
    General

You gain an overview of the geography around you.

Superior Magic Fang
    SPC
  Arc 4, Drd 4, Rgr 4  
    General

Your natural weapons gain +1 enhancement bonus per four levels.

Magnetic Pulse
    Far Corners of the World
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Magnetic forces cause 5d6 or 3d6 damage and trip attacks.

Miasma of Entropy
    SPC
  Arc 4, Drd 4, Sor/Wiz 5  
    General

Rot all natural materials in 30-ft. cone-shaped burst.

Moon Bolt
    SPC
  Arc 4, Clr 4, Drd 4  
    General

1d4 Strength damage/3 levels; undead made helpless.

Murderous Mist
    SPC
  Arc 4, Drd 4  
    General

Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.

Nature's Wrath
    Ebberon
  Arc 4, Drd 4  
    General

Damages and dazes aberrations; damages other creatures.

Perinarch
    Planar Handbook
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Gain greater control over Limbo's morphic essence.

Planar Tolerance
    SPC
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 5  
    6 hours

Provides long-term protection against overtly damaging planar traits.

Reincarnate (M)
Transmutation [Ectomancy] 10 minutes SRD
None; see text - Yes (harmless) Arc 4, Drd 4, Renewal 4 V, S, M, DF
Instant Touch General
Target: Dead creature touched
Materials: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.

Brings dead subject back in a random body.

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creatures body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated. A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subjects level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.

It's possible for the change in the subjects ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.

For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.

d%IncarnationStrDexCon
0-1Bugbear+4+2+2
02-13Dwarf+0+0+2
14-25Elf+0+2-2
26Gnoll +4 +0 +2
27-38Gnome -2 +0 +2
39-42Goblin -2 +2 +0
43-52Half-elf +0 +0 +0
53-62Half-orc +2 +0 +0
63-74Halfling -2 +2 +0
75-89Human +0 +0 +0
90-93Kobold -4 +2 -2
94Lizardfolk +2 +0 +2
95-98Orc +4 +0 +0
99Troglodyte +0 -2 +4
100Other ? ? ?

The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.

A wish or a miracle spell can restore a reincarnated character to his or her original form.

Repel Vermin
Abjuration 1 standard action SRD
None or Will negates; see text - Yes APeace 4, Arc 4, Blg 4, Brd 4, Clr 4, Drd 4, HB 3, Rgr 3 V, S, DF
10 min./level (D) 10 ft. 4 hours
Area: 10-ft.-radius emanation centered on you

Insects, spiders, and other vermin stay 10 ft. away.

An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.

A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

Greater Resistance
    SPC
  Arc 4, Brd 4, Clr 4, Drd 4, Sor/Wiz 4  
    24 hours

Subject gains +3 on saving throws.

Rusting Grasp
Transmutation 1 standard action SRD
None - No Arc 4, Artificer 4, Blg 4, Drd 4, Metal 4, Slime 4, Wuj 4 V, S, DF
See text Touch 5 minutes
Target: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature

Your touch corrodes iron and alloys.

Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.

You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.

Note: Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.

Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

Sandform
    Sandstorm
  Arc 4, Drd 4, Sor/Wiz 4  
    30 minutes

You become an oozelike being of sand.

Scrying (F)
Divination (Scrying) 1 hour SRD
Will negates - Yes APeace 5, Arc 5, Brd 3, Clr 5, Drd 4, EmBarachiel 3, HB 4, MH 3, Oracle 4, Shu 5, Sin-L 5, Sor/Wiz 4, Wuj 4 V, S, F, M/DF
1 min./level See text General
Effect: Magical sensor
Focus: A: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Spies on subject from a distance.

You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

KnowledgeWill Save Modifier
None(1)+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5

1) You must have some sort of connection to a creature you have no knowledge of.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.,-10

If the save fails, you can see and hear the subject and the subjects immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.

Searing Exposure
    Sandstorm
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Target suffers hours of wasteland exposure in a moment.

Shadowblast
    MotP
  Arc 4, Clr 4, Drd 4  
    General

Temporarily block access to the Plane of Shadow and deal damage to Shaow natives.

Sheltered Vitality
    Libris
  Arc 3, Clr 3, Drd 4  
    5 minutes

Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.

Skin of the Cactus
    Sandstorm
  Arc 3, Drd 4, Rgr 3, Summer 4  
    1 hour

Grants natural armor, thorns, and resistance to dehydration.

Slipsand
    Sandstorm
  Arc 4, Drd 4, Rgr 4  
    General

Creates a volume of slipsand.

Spark of Life
    SPC
  Arc 3, Clr 3, Clr 7, Drd 4, Drd 8  
    General

Undead creature loses most immunities.

Spike Stones
Transmutation [Earth] 1 standard action SRD
Reflex partial - Yes Arc 4, Drd 4, Earth 4, Shu 4 V, S, DF
1 hour/level (D) Medium 6 hours
Area: One 20-ft. square/level

Creatures in area take 1d8 damage, may be lowed.

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spells area moves at half speed.

In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creatures speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spells save DC.

Spike stones is a magic trap that can't be disabled with the Disable Device skill.

Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

Stars of Arvandor
    Book of Exalted Deeds
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 3  
    General

Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.

Starvation
    SPC
  Arc 4, Drd 4  
    General

Hunger pangs deal 1d6 nonlethal damage/level, cause fatigue.

Stone Metamorphosis
    Underdark
  Arc 4, Clr 4, Drd 4, Sor/Wiz 6  
    General

Changes type of stone.

Sudden Stalagmite
    SPC
  Arc 4, Drd 4  
    General

Impaling stalagmite damages and holds foes.

Summon Desert Ally IV
    Sandstorm
  Arc 4, Drd 4, Rgr 4  
    General

Calls dustform creature to fight.

Summon Elementite Swarm
    Planar Handbook
  Arc 4, Drd 4  
    General

Summon an elementite swarm to follow your commands.

Summon Nature's Ally IV
Conjuration (Summoning) 1 round SRD
None - No Animal 4, Arc 4, BVal 4, Drd 4, Rgr 4 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 4th-level creature, 1d3 3rd-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.

Mass Swim
    SPC
  Arc 4, Drd 4  
    General

As swim, but one creature/level.

Daily Temporary Soul Binding
Conjuration (Teleportation) 1 minute ATB
Will negates (harmless, object) - No Arc 4, Blk 4, Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4 V, S, M
4 hours/level or until discharged Touch 24 hours
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except 4 hours/level.

As Temporary Soul Binding, except 4 hours/level.

Thalassemia
    Stormwrack
  Arc 4, Drd 4, Sor/Wiz 5  
    General

Turns blood to seawater, dealing 1d6/level damage.

Touchstone Lightning
    Planar Handbook
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Use your planar touchstone-granted higher-order abilities to fuel damaging rays.

Unholy Beast
    CR
  Arc 4, Drd 4  
    General

Target animal transforms into an unholy minion under your control.

Vortex of Teeth
    SPC
  Arc 4, Drd 4, Sor/Wiz 4  
    General

3d8 points of damage due to force per round to all creatures in the area.

Wake Trailing
    Stormwrack
  Arc 3, Drd 4, Rgr 3  
    24 hours

You can track a ship across the sea.

Wall of Salt
    Sandstorm
  Arc 4, Clr 4, Drd 4, Sor/Wiz 4  
    General

Wall of salt that can be shaped.

Wall of Sand 2
    Sandstorm
  Arc 4, Clr 4, Drd 4, Sor/Wiz 4  
    30 minutes

Wall impedes movement, obscures vision, and blocks some attacks.

Wall of Water
    Sandstorm
  Arc 4, Clr 4, Drd 4, Sor/Wiz 4  
    General

Wall impedes movement and can drown creatures.

Waterball
    MotW
  Arc 4, Drd 4  
    General

Splash does subdual damage.

Wild Runner
    SPC
  Arc 4, Drd 4, Rgr 4  
    1 hour

Change into centaur, gain some abilities

Wind at Back
    SPC
  Arc 4, Drd 4  
    12 hours

Doubles overland speed* of targets for 1 day.

Greater Wings of Air
    Draconomicon
  Arc 4, Drd 4, Sor/Wiz 4  
    5 minutes

Target's flight maneuverability improves by two steps.

Wood Rot
    Complete Arcane
  Arc 4, Drd 4, Wuj 4  
    General

Destroy wooden objects or plants.