Index of Spells by Level - Wuj 4

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Dead (M)
Necromancy [Evil] 1 standard action SRD
None - No Adp 3, Arc 3, Blg 4, Clr 3, Death 3, Sor/Wiz 4, Undeath 3, Wuj 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: A black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse.

Creates undead skeletons and zombies.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

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.

Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Bestial 5, Brd 3, Charm 5, EmBarachiel 3, HB 3, Sor/Wiz 4, Wuj 4 V, S
1 day/level Close 1 hour
Target: One living creature

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This charm makes a creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

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.

Confusion
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 5, Beguiler 4, Brd 3, HB 3, Madness 4, Passion 3, Shu 5, Sor/Wiz 4, Trickery 4, Wuj 4 V, S, M/DF
1 round/level Medium General
Targets: All creatures in a 15-ft. radius burst

For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject does in that round.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Creeping Darkness
    Complete Arcane
  Wuj 4  
    General

Create a mobile darkness and silence effect.

Crushing Despair
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Brd 3, Passion 4, Sin-E 5, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level 30 ft. General
Area: Cone-shaped burst

Subjects take -2 on attack rolls, damage rolls, saves, and checks.

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.

Dancing Blade
    Complete Arcane
  Wuj 4  
    General

Sword fights with an ally and prevents flanking.

Dimension Door
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 5, Asn 4, Brd 4, Duskblade 4, HB 4, Hoard 4, Portal 4, Portal (alt) 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Travel 4, Wuj 4 V
Instant Long General
Target: You and touched objects or other touched willing creatures

Teleports you short distance.

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesnt exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Dismissal
Abjuration 1 standard action SRD
Will negates; see text - Yes APeace 4, Arc 4, Balance 4, Clr 4, Dem 4, Exorcism 4, KotC 4, Shu 4, Sor/Wiz 5, Wuj 4 V, S, DF
Instant Close General
Target: One extraplanar creature

Forces a creature to return to native plane.

This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spells save DC - creatures HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Elemental Ward
    Complete Arcane
  Wuj 4  
    General

Drive Wu Jen type elementals away from you.

Fire Shield
Evocation [Cold] [Fire] 1 standard action SRD
- Arc 4, Duskblade 4, Fire 5, Retribution 4, Shu 4, Sor/Wiz 4, Sun 4, Wmg 3, Wuj 4 V, S, M/DF
1 round/level (D) Personal General
Target: You

Creatures attacking you take fire damage; you're protected from heat or cold.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color) blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Fire Trap (M)
Abjuration [Fire] 10 minutes SRD
Reflex half; see text - Yes Arc 2, Blg 2, Drd 2, Greed 4, Sor/Wiz 4, Wmg 2, Wuj 4 V, S, M
Permanent until discharged (D) Touch 24 hours
Target: Object touched
Materials: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.

Opened object deals 1d4 +1/level damage.

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spells center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spells center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

A fire trapped item cannot have a second closure or warding spell placed on it.

A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druids fire trap or DC 29 for the arcane version).

Lesser Globe of Invulnerability
Abjuration 1 standard action SRD
None - No Artificer 4, Sor/Wiz 4, Wuj 4 V, S, M
1 round/level (D) 10 ft. General
Area: 10-ft.-radius spherical emanation, centered on you

Stops 1st- through 3rd-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Good Hope
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Brd 3, Charm 4, EmBarachiel 3, Joy 4, Moon 4, Wuj 4 V, S
1 min./level Medium 30 minutes
Targets: One living creature/level, no two of which may be more than 30 ft. apart

Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good hope counters and dispels crushing despair.

Heart Ripper
    SPC
  Asn 4, Wuj 4  
    General

Slay a creature with HD totaling up to your caster level or less. Stun him if more.

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).

Greater Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) or Yes (harmless, object) Arc 5, Asn 4, Beguiler 4, Brd 4, HB 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Wuj 4 V, S
1 round/level (D) Personal or touch General
Target: You or creature touched

As invisibility, but subject can attack and stay invisible.

This spell functions like invisibility, except that it doesnt end if the subject attacks.

Locate Creature
Divination 1 standard action SRD
None - No Arc 4, Asn 4, Beguiler 4, Brd 4, MH 4, Shu 4, Sor/Wiz 4, Wuj 4 V, S, M
10 min./level Long 4 hours
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level

Indicates direction to familiar creature.

You sense the direction of a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

Minor Creation
Conjuration (Creation) 1 minute SRD
None - No Adp 4, Arc 4, Artifice 4, Artificer 4, Craft 4, Creation 4, Gnome 4, Sor/Wiz 4, Wuj 4 V, S, M
1 hour/level (D) 0 ft. 6 hours
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Creates one cloth or wood object.

You create a non-magical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Pain
    Complete Arcane
  Wuj 4  
    General

The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save lessens this penalty to -2.

Poison Needles
    Complete Arcane
  Wuj 4  
    General

Deal 1d4/level max (5d4) with normal ranged attack and deal con damage, or paralyze, or dex damage.

Polymorph
Transmutation (Polymorph) 1 standard action SRD
None - No Adp 4, Arc 4, HB 4, Sor/Wiz 4, Transformation 5, Wuj 4 V, S, M
1 min./level (D) Touch 30 minutes
Target: Willing living creature touched

Gives one willing subject a new form.

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Mass Resist Energy
    Complete Arcane
  Arc 3, Clr 3, Drd 3, Sor/Wiz 4, Wuj 4  
    1 hour

As resist energy, except that it affects multiple creatures.

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.

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.

Shout
Evocation [Sonic] 1 standard action SRD
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 4, Duskblade 4, KotC 3, Sin-W 4, Sor/Wiz 4, Wmg 4, Wuj 4 V
Instant 30 ft. General
Area: Cone-shaped burst

Deafens all within cone and deals 5d6 sonic damage.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

A shout spell cannot penetrate a silence spell.

Snake Darts
    Complete Arcane
  Wuj 4  
    General

Create two poisonous snakes.

Solid Fog
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 4, HB 4, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Blocks vision and slows movement.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

The spell does not function underwater.

Lesser Spirit Binding
    Complete Arcane
  Wuj 4  
    General

This spell functions as planar binding, lesser, except that it allows you to call and trap a single spirit creature of up to 8 Hit Dice.

Stoneskin (M)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 4, Arc 4, Dragon 6, Drd 5, Earth 6, Endurance 5, Shu 6, Sor/Wiz 4, Strength 6, Wuj 4 V, S, M
10 min./level or until discharged Touch General
Target: Creature touched
Materials: Granite and 250 gp worth of diamond dust sprinkled on the targets skin.

Ignore 10 points of damage per attack.

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Summon Monster IV
Conjuration (Summoning) 1 round SRD
None - No Arc 4, Blk 4, Brd 4, Clr 4, Dem 4, Sor/Wiz 4, Wuj 4 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list (summon monster III), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II).

Summon Monster IV List
Monster Alignment
Lantern Archon LG
Celestial giant owl LG
Celestial giant eagle CG
Celestial lion CG
Air Mephit N
Earth Mephit N
Fire Mephit N
Water Mephit N
Mephit (any) N
Fiendish dire wolf LE
Fiendish giant wasp LE
Fiendish giant praying mantis NE
Fiendish Large shark1 NE
Yeth hound NE
Fiendish Large monstrous spider CE
Fiendish Huge viper snake CE
Howler CE

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

Wall of Bones
    Complete Arcane
  Wuj 4  
    30 minutes

Creates a bone wall.

Wall of Fire
Evocation [Fire] 1 standard action SRD
None - Yes Adp 4, Arc 4, Blg 4, Drd 5, Fire 4, Shu 4, Sor/Wiz 4, Wmg 4, Wuj 4 V, S, M/DF
Concentration + 1 round/level Medium General
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high

Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Wall of Ice
Evocation [Cold] 1 standard action SRD
Reflex negates; see text - Yes Arc 5, Cold 5, Ocean 5, Shu 5, Sor/Wiz 4, Wuj 4 V, S, M/DF
1 min./level Medium General
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

Water to Poison (M)
    Complete Arcane
  Wuj 4  
    General

Converts water into an ingestion poison with a DC of the spell for 1 Con and 1d8 Con damages, Will negates each.

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

Destroy wooden objects or plants.