
The subject becomes temporarily immune to poison. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. This spell gives you a +10-foot enhancement bonus to your base speed. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small) This spell transforms your hands into living stone.

a successful Fortitude save negates the effect. The subject is immediately sickened for the spell's duration. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Creatures that fail their save gain the entangled condition.Ī pale glow surrounds and outlines the subjects. This spell causes tall grass, weeds, and other plants to wrap around creatures in thearea of effect or those that enter the area. This spell functions as, except it affects all creatures in a 10-foot-radius burst from the target point.įor the duration of this spell, the subject ignores the adverse movement effects of difficult terrain.Īn arrow fired from a medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a hurricane bow. The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion)/ If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. Lead blades increases the momentum and density of your melee weapons just as they strike a foe.

You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3.Ī magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. The spell can affect a slam attack, fist, bite, or any other natural weapon. Magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls. Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. It attacks your opponents to the best of its ability. The summoned ally appears where you designate and acts according to its initiative check results. This spell summons to your side a natural mite. Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack.
