Acid Rain
Evocation [Acid] [Water]
Level: Sor/Wiz 5, Water 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round/level (D)
Save: Fortitude partial
Spell Resistance: No

Dark clouds suddenly form overhead, releasing a downpour of sizzling emerald acid. Your enemies scream and writhe in agony as they deliquesce.

A shower of acid falls upon the area, dealing 2d4 points of acid damage each round to all creatures and objects in the area. The acid clings, damaging creatures for an additional 1d4 rounds after they leave the area or the spell ends. Creatures damaged by the spell must make a Fortitude save to avoid taking 1d4 points of Constitution damage from the fumes and being sickened with pain for as long as the acid clings.

The acid also acts as normal rain, quenching fires and the like. It automatically kills all nonmagical plantlife in the area.

Control Weather, Lesser
Evocation [Air] [Water]
Level: Air 5, Druid 5, Sor/Wiz 5, Water 5
Components: V, S
Casting Time: 1 standard action
Range: 1 mile
Area: 1-mile-radius circle, centered on you; see text
Duration: 1 hour/level (D)
Save: None
Spell Resistance: No

Thick fog rolls over the hills and moors. Your army is badly outnumbered, but the mist will cloak their numbers and cover their retreat

This spell functions much like control weather, though it much more limited in the effects it can create. You may dismiss the spell (dissipating the conjured weather after 1d4 rounds), but may not alter the weather after choosing an initial type. You may not create any weather effect in a terrain or season that you could not create with control weather. Certain weather types obscure tracks, as normal.

Thick fog fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). At your option, any number of creatures you designate at the time of casting gain the ability to see through the fog with ease.

Rain (mild, warm , or cool) reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. As a side effect, the rains grant the enrichment effect of plant growth to all plantlife in the area.

Snow or heavy snow falls thickly from the sky, masking tracks and limiting vision. Creatures in the area must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. The spell gains the [Cold] descriptor when used in this way.

You conjure light, moderate, strong, or severe wind.

Dragon's Breath
Evocation [Fire]
Level: Druid 2, Fire 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level (D)
Save: Reflex half; see text
Spell Resistance: No

You lose your patience with the kobolds and exhale a blast of flame over their heads. They screech and cower, suddenly more than willing to listen to reason.

You gain the ability to exhale a 5-foot cone of flame as a standard action, dealing 1d6 points of fire damage per caster level (maximum 5d6). A successful Reflex save halves this damage. Every time you use this ability, you must wait 1d4 rounds before using it again. This is a supernatural ability.

Enchanted Road
Conjuration [Force]
Level: Bard 5, Druid 5, Ranger 4, Sor/Wiz 5, Travel 5
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Enchanted road, 25 miles/level (S)
Duration: Permanent
Save: None
Spell Resistance: No

The path stretches before you into the distance, built from bricks of pure gold shining in the dappled woodland sunlight.

This spell conjures up a magical path leading to a destination you specify. If you are not already familiar with the destination or have not used Knowledge (geography), scrying or similar means to locate it, the spell fails automatically. It winds through forests, tunnels through mountains, and bridges rivers and canyons as necessary.

The path is 5' wide and up to 25 miles long per level. You may halve, quarter, or further reduce the length to increase the width appropriately. The path appears to be made of whatever material you desire (earth, cobblestones, bones, solid gold, rainbow light, etc) but is in fact identical to a wall of force and therefore never requires maintenance.

Creatures may travel along the path at a rate of 25 miles per hour. At your option, the path is invisible and unuseable to creatures unaware of its existence, that do not know a particular password, and/or that are not of a particular category (race and/or alignment) that you specify during casting. This may reduce or even eliminate the chance of random encounters while travelling the path.

Evocation [Air] [Electricity] [Sonic]
Level: Air 9, Druid 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: 1 round/level (D)
Save: Reflex half; Fortitude partial; see text
Spell Resistance: Yes

The cloud is as dark and intimidating as it was quick to appear. You raise your arms in exultation, and a searing bolt of lightning from the storm blasts your foes into disarray.

This spell creates an enormous black storm cloud overhead. Lightning and crashing claps of thunder appear within the storm. As a free action, you may direct the cloud to fly at a speed of 60 feet per round with perfect maneuverability.

As a standard action you may direct the cloud to fire a forking bolt of lightning, as chain lightning (maximum 25d6 points of electricity damage to the primary target). The range and line of effect of the bolt is determined using the cloud as the point of origin, though you must still have line of sight to the primary target. The primary target and all creatures and objects within 30 feet of it also take 1d6 points of sonic damage (no save) and must make a Fortitude save or be deafened for 1d4 rounds.

Once you direct the cloud to fire a bolt, you must wait 1d4 rounds before directing it to fire another.

You may not cast this spell indoors or underground, save in exceptionally large buildings or caverns.

Wall of Thorns, Greater
Level: Druid 7, Plant 7, Sor/Wiz 7
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Wall of thorny brush, up to ten 10-ft. cubes/level (S)
Duration: Permanent
Save: None
Spell Resistance: No

The ebony hedge springs up from the earth and grows rapidly, soon rising over even the castle battlements. Diamond droplets of poison sap glisten on the thorns, and here and there a violet or crimson rose provides a dash of colour amongst the foreboding barrier.

This spell functions as wall of thorns, except as described above and below.

The wall is actual (albeit magical) plantlife and is affected by spells that manipulate plants. Furthermore, destroyed sections regenerate after 10 minutes provided there is an adjacent intact section (in this way an entire wall can regenerate from a single cube).

Any creature damaged by the wall must succeed on a Fortitude save or take 1d4 points of Constitution damage.

Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 3, Wizard 3
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: See text
Duration: 1 hour/level (D)
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your party fighter stands in the villain's den, outnumbered and outdone. Suddenly your power reaches from leagues away to imbue her; she now possesses not only her own strength, but your sorcery, the rogue's cunning, and the cleric's faith.

This spell imbues a willing creature (hereby referred to as the "champion") with the combined powers of yourself and up to three other willing creatures of the same creature type (hereby referred to as the "allies").

The champion may be any distance from you when you cast the spell, even on a different plane. You and all allies must be within touch range when you cast the spell and are rendered unconscious for the duration, or until the champion chooses to dismiss the spell.

The spell grants the following benefits:

Gestalt Statistics
For almost all purposes, the champion uses her own statistics or those of any of her allies, whichever is better. This applies to ability scores, Hit Dice (both number and size), base attack bonus, base saves, skill ranks, and caster level. She gains the feats, languages known, class features, weapon and armour proficiencies, and racial traits of all of her allies in addition to her own.

Aid Another
For each ally, the champion gains a +2 untyped bonus to her attack rolls, Armour Class, ability checks (including initiative checks), and skill checks.

The champion may make a full attack as a standard action. She makes all iterative attacks during a full attack at her full base attack bonus.

The champion may cast any spell that she or any of her allies could cast, expending her own spell slot or that of the ally whose spell she is casting. The first spell she casts each round is automatically Quickened without applying a metamagic adjustment (provided it has a casting time of 1 standard action or less). She may not cast more than one spell per round drawn from the same character (herself or an ally), unless that character could already cast an additional Quickened spell.

Whenever the champion casts a spell with an XP cost, that cost is shared evenly by herself and all allies. Whenever she casts a spell with a material component or focus, that material component or focus must be in contact with herself or any of her (unconscious) allies.

Magic Items
The champion retains the benefits of any magic items she is wearing, and the benefits of any magic items worn by her allies that enhance their statistics (and therefore her statistics, as mentioned under Gestalt Statistics above).

Any damage dealt to the champion is distributed evenly between herself and all her allies. If this would reduce an ally below 1 hit point, the damage is redistributed amongst the champion and the other allies. If all allies have been reduced to 1 hit point, the champion suffers full damage.

The champion heals hit points and ability damage every hour rather than every day.

If any ally is slain, the spell ends immediately. If the champion is slain, the spell ends and each ally gains a negative level.