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Races of Wild

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trace <strong>of</strong> fine dust. The ray has no effecton objects that are not corpses; thus, thecreature’s equipment is unaffected.A creature that makes a successfulFortitude takes half damage.ENDURING FLIGHTTransmutationLevel: Sky 3, sorcerer/wizard 4Components: VCasting Time: 1 full roundRange: PersonalTarget: YouDuration: See textThis spell has no effect if castunderwater or in an airlessenvironment.RAPTOR’S SIGHTTransmutationLevel: Druid 1, ranger 1,Sky 1Components: V, S, DFCasting Time: 1 standardactionRange: PersonalTarget: YouDuration: 1 hour/level (D)CHAPTER 7EQUIPMENTAND MAGICYou can carry more weight al<strong>of</strong>t whileflying, and your flight lasts longerthan normal. You can fly at normalspeed when wearing medium armoror carrying up to a medium load. Ifyour ability to fly (whether natural ormagical) has a limited duration, thatduration is doubled. This spell lasts aslong as you remain airborne; it ends themoment you land.MASTERY OF THE SKYTransmutation [Air]Level: Sky 8Components: VCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute/level (D)The air around you shapes itself toassist you and interfere with your foes’attacks. While airborne, you gain a +2competence bonus on attack rolls anddamage rolls. Your maneuverabilitybecomes perfect, and your movement(whether airborne or not) is unaffectedby winds <strong>of</strong> less than hurricanestrength (see page 95 <strong>of</strong> the DungeonMaster’s Guide).The winds whipping around you(the equivalent <strong>of</strong> a windstorm) causeranged weapon attacks made againstyou to automatically miss, and evensiege weapons take a –4 penalty onattack rolls. Melee attacks made againstyou by Huge or smaller creatures havea 50% miss chance. Medium or smallercreatures cannot enter your space (suchas to bull rush you or tumble throughyour space).Your visual acuity improves dramatically.You gain a +5 competencebonus on Spot checks. If you have 5 ormore ranks in Spot, you take only halfthe normal range increment penalty forranged attacks (–1 per range incrementinstead <strong>of</strong> –2).RETURNING WEAPONTransmutationLevel: Assassin 2, sorcerer/wizard 2Components: VCasting Time: 1 swift actionRange: TouchTarget: One thrown weaponDuration: 1 round/level (D)Saving Throw: None (harmless)Spell Resistance: No (harmless)The weapon targeted by this spell gainsthe ability to return to the hand <strong>of</strong> itsthrower (as the returning special abilitydescribed on page 225 <strong>of</strong> the DungeonMaster’s Guide).SUMMON DEVOTEDROCConjuration (Summoning)Level: Sky 9Components: V, S, DFCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned rocDuration: 1 hour/level (D)Saving Throw: NoneSpell Resistance: NoThis spell summons a particularlypowerful roc. It appears where youdesignate (assuming the space is largeenough to hold a Gargantuan creature). . . from a completely unexpected directionand acts immediately, on your turn.You may command the roc telepathicallyas a free action, allowing you todirect its actions as you desire. Theroc has normal statistics for a creature<strong>of</strong> its kind (see page 215 <strong>of</strong> the MonsterManual), with the addition <strong>of</strong> a +5enhancement bonus on its attack rolls,damage rolls, and saving throws. Itsnatural weapons are treated as magicweapons for the purpose <strong>of</strong> overcomingdamage reduction.SUMMON DIRE HAWKConjuration (Summoning)Level: Druid 2, Sky 2Components: V, S, DFCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned dire hawkDuration: 1 minute/level (D)Saving Throw: NoneSpell Resistance: NoThis spell summons a dire hawk (seepage 189). It appears where you designateand acts immediately, on yourturn. You may command the direhawk telepathically as a free action,allowing you to direct its actions asyou desire.Illus. by D. Crabapple175

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