Spell Name | Brief Description |
---|
Alarm: | Wards an area for 2 hours/level. |
Animal Messenger: | Sends a Tiny animal to a specific place. |
Calm Animals: | Calms (2d4 + level) HD of animals. |
Charm Animal: | Makes one animal your friend. |
Delay Poison: | Stops poison from harming subject for 1 hour/level. |
Detect Animals or Plants: | Detects kinds of animals or plants. |
Detect Poison: | Detects poison in one creature or object. |
Detect Snares and Pits: | Reveals natural or primitive traps. |
Endure Elements: | Exist comfortably in hot or cold environments. |
Entangle: | Plants entangle everyone in 40-ft.-radius circle. |
Hide from Animals: | Animals can’t perceive one subject/level. |
Jump: | Subject gets bonus on Jump checks. |
Longstrider: | Increases your speed. |
Magic Fang: | One natural weapon of subject creature gets +1 on attack and damage rolls. |
Pass without Trace: | One subject/level leaves no tracks. |
Read Magic: | Read scrolls and spellbooks. |
Resist Energy: | Ignores 10 (or more) points of damage/attack from specified energy type. |
Speak with Animals: | You can communicate with animals. |
Summon Nature’s Ally I: | Calls animal to fight for you. |