Return to Nature

School: Transmutation; Level: Druid 7

Casting Time: 1 standard action

Components: V,S,DF

Range: Close (25' + 5' / 2 levels)

Target: 1 living creature

Duration: Instantaneous; see text

Saving Throw: Fortitude partial; see text; Spell Resistance: Yes

Source: ECB, pg. 114

When cast on a living creature, Return to Nature forces the target into a state that is more akin to the natural world. Based on the creature type of the target, this spell has different results, but loss of any abilities return after 24 hours. If a creature would normally qualify for multiple effects from this spell, the caster gets to choose which one creature type the target would count as to determine the effect.

Animals, Fey, Humanoids that are not arcane spellcasters or psionic manifesters, Oozes, Outsiders with an elemental subtype, but no alignment subtype, Plants, and Vermin: These creatures are not affected by this spell.

Humanoids that are arcane spellcasters or psionic manfiesters, and Monstrous Humanoids: These creatures gain 1d4 negative levels, no saving throw.

Giants: Giants are subject to a Reduce Person spell at the same caster level, but a successful Fortitude save halves the normal duration.

Dragons and Magical Beasts: Dragons and magical beasts take 1d6 points of Intelligence damage and loose the use of 1d4 supernatural or spell-like abilities, starting with those with the highest saving throw DC and then chosen at random. A successful saving throw negates the loss of abilities and halves the Intelligence damage.

Outsiders with an alignment subtype and Outsiders with no subtype: These creatures take 1d8 points of damage per two caster levels (maximum 10d8) and lose the use of 2d4 supernatural or spell-like abilities, starting with those with the highest saving throw DCs and then chosen at random. A successful saving throw negates the loss of abilities and halves the hit point damage.

Aberrations: Aberrations take 1d6 points of damage per caster level (maximum 20d6) and lose the use of all supernatural and spell-like abilities. A successful saving throw halves the hit point damage and negates the loss of abilities.