Druids
Druids
Druids
Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5
ft./ level) Target: 1 spirit Duration: 1 hour/level (D) Saving Throw: Will negates
Spell Resistance: Yes
As charm person, except that the spell affects creatures of the spirit type.
Detect Fey Divination Level: Drd 0, Rgr 1, Fey 1 Components: V, S Casting Time: 1
standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One
creature, object or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell
Resistance: No
The character determines whether a creature, object or area has its origins among
the fey. This spell will detect fey creatures or objects and creatures currently
enchanted by fey magic.
Double Rope Transmutation Level: Brd 0, Clr 0, Drd 0, Rgr 1, Sor/Wiz 0 Components:
V, M Casting Time: 1 standard action Range: Touch Target: 1 rope Duration:
Permanent Saving Throw: No Spell Resistance: None
This spell will cause a coil of non-magical rope to double in length. A rope
doubled by this spell cannot be doubled again by the same caster.
Material Component: Two pieces of twine tied together in a knot.
Dwelling Sense Divination Level: Brd 0, Drd 1, Rgr 1, Sor/ Wiz 0 Components: V, S
Casting Time: 1 standard action Range: Personal Area: 20-ft. radius centred on you
Duration: Instantaneous
You learn the name and race of the last creature with Intelligence 3 or higher who
occupied the area for at least one round. You also learn how long ago this
creature occupied it. This spell proves very useful for tracking (or avoiding)
foes.
Eagle Eyes Transmutation Level: Brd 1, Drd 1, Rgr 1 Components: V, S, M/DF Casting
Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level
This spell grants the caster a +10 circumstance bonus on all Spot checks for the
duration of the spell. This may allow the caster to spot a hidden adversary or see
a distant camp?re more accurately.
Note that ?eet feet only affects land-based movement, it does not affect swim or ?y
speeds, for example.
Keen Ear Transmutation Level: Brd 1, Drd 1, Rgr 1 Components: V, S, M/DF Casting
Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level
This spell grants you a +10 circumstance bonus to all Listen checks for the
duration of the spell. This may allow you to overhear an important conversation or
the sounds of an approaching enemy.
Arcane Material Component: A string from a musical instrument, such as a lute.
Know the Blood Divination Level: Brd 0, Clr 0, Drd 0, Sor/ Wiz 0 Components: V, S
Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets:
One creature Duration: Instantaneous
Saving Throw: Will negates Spell Resistance: Yes
You learn details of the family and ancestry of a chosen target. You learn the
race of the target as well as detecting the presence of any other unusual elements
(dragon blood, for example). You can also mentally check for one speci?c bloodline
(for example, blood of the Ashnavrak family) and get a �yes� or �no� indication.
To check for more than one bloodline, you must cast the spell multiple times.
Mask Scent Transmutation Level: Brd 2, Clr 2, Drd 2, Rgr 2 Components: V, S Casting
Time: 1 standard action Range: Long (400 ft. + 40 ft./ level)
Area: 15-ft. radius emanation centred on a creature, object or point in space
Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance:
Yes (harmless)
Casting this spell causes the area to completely suppress all scents. Similar to
the silence spell, this spell completely stops any smell from issuing from,
entering into or passing through the affected area. This spell may be cast upon a
point in space, creating a stationary area of scent suppression, or on an object or
creature, creating an area that moves with the subject. An unwilling target may
make a Will save to negate the spell if it is centred upon them.
Monkey Stride Transmutation Level: Clr 2, Drd 2, Rgr 2, Sor/ Wiz 2 Components: V,
S, M Casting Time: 1 standard action Range: Touch Target: Creature touched
Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance:
Yes (harmless)
This spell empowers the subject with the climbing ability of a simian. Subjects
gain a climb speed equal to their base speed. Subjects without hands, such as cows,
cannot be affected with this spell.
Material Component: A spoonful of monkey brains.
Preserve Food and Drink Transmutation Level: Clr 1, Drd 1, Sor/Wiz 1 Components: V,
S, M Casting Time: 1 standard action Range: 10 ft. Area: 1 cu. ft./level of food
and liquid
Duration: 1 week + 1 day per level Saving Throw: Will negates (object) Spell
Resistance: Yes (object)
This spell causes perishable food and liquids that are suitable for eating and
drinking to maintain their current freshness for the duration of the spell. This
spell prevents subsequent natural decay or spoilage as it places this food in a
form similar to suspended animation. It does not purify any food or liquid that
was already contaminated, spoiled, rotten or poisoned. This spell has no effect on
creatures of any type or on potions.
Material Component: A pinch of salt.
Note: Water or any other liquid weighs about eight pounds per gallon. One cubic
foot of liquid contains roughly eight gallons and weighs about 60 pounds.
Read Spirit Echo Divination Level: Brd 3, Drd 3, Memory 2, Sor/Wiz 3 Components: V,
S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./ level) Target:
All spirits within a 25ft. + 5 ft./2 levels-radius spread, centred on caster
Duration: Concentration, up to 10 minutes/level Saving Throw: None Spell
Resistance: No
You can read the memories of a location�s spirits to know about events that
happened there in the past. Glades, hills, clearings and even city locations have
spirits that remember past events, especially if they generated intense emotions in
the people inside their area. You can build a mental image by contacting the
spirit.
Events that provoke strong emotions are the most likely to be remembered by the
spirits, or to create spirits themselves � large battles, powerful spellcasting,
great joy or great pain. Common events are too weak and generic to leave an
impression. The images evoked are ghostlike, and you do not learn anything about
the people involved in the event. For example, a shaman casts this spell in a
ruined fort. The vision obtained is that of a ?ght between an orc warband and the
fort�s defenders. When the orcs breach the walls, the civilians try to escape by
any means possible, even stepping and trampling over each other. The strongest
emotion is panic.
You can read a single event per round of concentration, if there ever was any or if
there is even a spirit present to remember it. You can extend your senses back in
time for 10 years per caster level. The actual event sensed is at the discretion
of the Games Master.
Material Component: An appropriate offering for the spirits.
Resist Water Abjuration Level: Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V,
S, M Casting Time: 1 standard action Range: Touch Target: 1 object Duration: Eight
hours (D) Saving Throw: None Spell Resistance: No
You magically protect one object from getting wet. Even if submerged underwater,
the object remains dry. Objects that would normally absorb water (such as cloth,
paper or a sponge) under the in?uence of this spell do not. Characters often cast
this spell to protect their spellbooks or scrolls when in damp areas.
Material Component: A pinch of dust.
Restful Sleep Abjuration Level: Adp 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1 Components:
V, S, M Casting Time: 1 standard action Range: Touch Target: 1 willing, living
creature Duration: Eight hours Saving Throw: None Spell Resistance: Yes
The target can get a good night�s sleep even in horrible conditions. Even lying on
a slimy dungeon ?oor surrounded by corpses while wearing armour, a character can
sleep soundly. This sleep is not a compulsion, however � it affects only willing
targets.
Characters who sleep for the full duration of this spell wake up so refreshed, they
gain a +1 circumstance bonus to the ?rst skill or ability check they make that day.
Characters sleeping under the effects of this spell are immune to nightmare.
Material Component: A tuft of sheep�s wool.
Sense Fey Portal Divination Level: Drd 2, Fey 2 Components: V, S, DF Casting Time:
1 standard action Range: Long (400 ft. + 40 ft./ level) Area: Circle, centred on
the character, with a radius of 400 ft. + 40 ft./level Duration: 1 minute/level
Saving Throw: None Spell Resistance: No
The character senses the direction of any fey portal (a passage into the plane of
Faerie). The amount of information revealed depends on how long the character
studies a particular area or subject:
1st Round: Presence or absence of a fey portal (open or closed).
2nd Round: Precise location of the portal(s), and their current state (open or
closed).
3rd Round: Time when the portal next opens/closes.
Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.
Stand the Test of Time Abjuration Level: Adp 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 non-
magical object of no more than 10 lb. per level Duration: Permanent Saving Throw:
None Spell Resistance: No
You make one object immune to the effects of time. Wood does not rot, paper does
not yellow, water does not evaporate and so on. This spell does not protect
against forces other than time. For example, a rock can still be worn down by the
erosion of running water.
Material Component: A tiny hourglass-shaped piece of blue quartz worth 10 gp.
Wind Armour Evocation [Air] Level: Brd 2, Drd 2, Sor/Wiz 2 Components: V, S, M/DF
Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1
hour/level (D) Saving Throw: Re?ex negates (harmless) Spell Resistance: Yes
(harmless)
Strong, swirling winds surround the target creature, granting it a de?ection bonus
to AC of +4 against melee attacks and of +6 against ranged weapon attacks. The
target suffers a -2 penalty to its own ranged weapon attacks.
In addition, the winds are strong enough that the creature takes damage from
falling as if the height were 10 feet shorter.
Arcane Material Component: A thin piece of paper.