Druids

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Charm Spirit Enchantment (Charm) [MindAffecting] Level: Brd 2, Clr 1, Drd 1, Sor/

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.

Cleanliness Transmutation Level: Adp 0, Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0


Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 creature
Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes
You clean one creature, ridding it of dirt, sweat, contamination, foul odours and
so on. This spell not only makes its subject presentable for ?ne company, it
promotes better health. For 24 hours after the casting, the affected creature
gains a +1 circumstance bonus on all saves against disease. Used frequently, this
spell can help stave off tooth decay and other such minor maladies, although this
has no in-game effect.

Crystal Arrow Conjuration (Creation) Level: Clr 1, Drd 1 Components: V, S Casting


Time: 1 standard action Range: Long (400 ft. + 40 ft./ level) Effect: Crystal Arrow
Duration: Instantaneous Saving Throw: None Spell Resistance: No
You create a thin crystal shard that comes out of the tip of your ?nger and ?ies in
the direction you point, like an arrow. Make a ranged attack roll. If you
succeed, the shard in?icts 1d8+2 points of damage. After it strikes its target,
the shard turns to powder.

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.

Earth�s Defender Transmutation Level: Drd 3 Components: V, S Casting Time: 1


standard action Range: Touch Target: 1 living creature touched Duration: 1
minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
By summoning the inner strength of the target, this spell allows a creature to
continue to function for a time after they normally would have been laid low. For
the duration of the spell, if the target ever drops to zero or fewer hit points, or
would be knocked unconscious or even immediately killed, he may instead continue to
move and act normally for the duration of the spell. This effect is broken if the
target is reduced to -50 hit points.

Elemental Weapon Transmutation Level: Drd 1, Sor/Wiz 1 Components: V, S Casting


Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 round/level
Saving Throw: None Spell Resistance: No
Casting this spell sheaths one weapon in an elemental energy of the caster�s choice
(acid, cold, electricity, ?re or sonic). For the duration of the spell, the weapon
deals an additional 1d6 points of damage of the appropriate element with each
successful hit. The energy does not harm the caster or wielder of the weapon.

Fleet Feet Transmutation Level: Clr 2, Drd 2, Rgr 2 Components: V, S, DF Casting


Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1
creature/level. Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell
Resistance: Yes (harmless)
You increase the base speed of several creatures within range. For the duration of
the spell, all affected creatures have their base land speed increased by 10 feet.

Note that ?eet feet only affects land-based movement, it does not affect swim or ?y
speeds, for example.

Forest Invisibility Illusion (Glamer) Level: Drd 2, Rgr 2 Components: V, S, DF


Casting Time: 1 standard action Range: Personal or Touch Target: You or creature
touched
Duration: 10 minutes/level Saving Throw: None (harmless) Spell Resistance: No
(harmless)
As invisibility, except that it only functions within natural surroundings that
offer a small amount of cover, such as a forest.

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.

Lighten Burden Transmutation Level: Brd 3, Drd 2 Components: V, S, M Casting Time:


1 round Range: Touch Target: Up to 6 creatures, all of which must be physically
touching when the spell is cast. Duration: 1 hour/level Saving Throw: Fortitude
negates (harmless) Spell Resistance: Yes (harmless)
For the duration of the spell, a recipient of lighten burden can carry 50% more
than normal for its Strength. This has no effect on the character�s Strength modi?
er or on the maximum weight that he can lift or drag over short periods. Instead,
the spell simply allows the character to endure the weight of more equipment and
clothing without suffering from the effects of a medium or heavy load.
For example: Raisiline has a Strength of eight. Normally, she can carry up to 26
pounds as a light load, up to 53 pounds as a medium load and up to 80 pounds
maximum. After casting this spell, she can now carry up to 39 pounds as a light
load, up to 79 pounds as a medium load and has a maximum carrying capacity of 120
pounds.
Material Component: A bird�s feather.

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.

Multiply Water Conjuration (Creation) Level: Drd 0, Pal 1 Components: S Casting


Time: 1 standard action Range: Close (25 ft. +5 ft. /2 levels) Target: 1 gallon
water/level Duration: Instantaneous Saving Throw: None Spell Resistance: No
This spell enables the caster to multiply a quantity of clean water by a factor
equal to three times the caster�s level. A 3rd level caster will multiply one
gallon into nine gallons. A 7th level caster will multiply a cup of water into 21
cups of water. A larger container must be provided for the additional water or it
will over?ow the original.

Mystic Bag Transmutation Level: Drd 1 Components: S, M Casting Time: 1 standard


action Range: Touch Target: 5 kilograms of material components
Duration: 1 minute/level Saving Throw: None Spell Resistance: No
When the druid casts this spell, he transports a small selection of material
components into a specially constructed dimensional space. Once sent into this
dimensional pocket, the items can never be retrieved and will be destroyed once the
spell ends or is dispelled. No item sent into the pocket can be worth more than
1gp. Magic items cannot be sent into the pocket. The pocket is invisible and
magically connected to the druid. When the druid casts a spell with a material
component or focus found in the mystic bag, the spell operates even if the druid
does not have a suitable material component or focus in hand. Material components
are consumed from the bag when a spell requires them but foci remain available
until the spell ends when they are destroyed by the collapsing dimensional space.
Material Components: The items to be included in the mystic bag.

Personal Cloud Conjuration (Creation) Level: Drd 0, Sor/Wiz 1 Components: V, S, M


Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Effect: A
cloud up to 25 square ft. Duration: 20 minutes/level Saving Throw: None Spell
Resistance: No
This spell conjures up a little, ?uffy, white cloud that hovers above the caster
and provides a high measure of personal shade. This shade is invaluable to casters
in areas where heat dangers are common. The cloud has a maximum speed of 80 feet,
and will do it is best to stay above the caster to provide shade. The caster, and
any creature sharing the clouds shade, is granted a +2 bonus to resist
environmental effects in areas of direct sunlight. If the sun is particularly hot,
the caster may command the cloud to put forth a refreshing drizzle. This combined
drizzle and shade provides 100% protection from all but the most terrible heat and
provides a cool space for the healing of nonlethal hit points lost to heat damage.
In extreme conditions, the drizzle becomes heated steam before it can cool anyone.
Commanding the cloud to drizzle reduces the remaining duration of the spell by 75%.
Material Component: A quart (32 oz) of clean water.

Pollen Cloud Conjuration (Creation) Level: Drd 3, Clr 3 Components: V, S, M, DF


Casting Time: 1 standard action Range: Long (400 ft.+40 ft./ level) Area: 20-ft.
radius burst Duration: Instantaneous and see text Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell causes a sudden burst of highly allergenic pollen. Creatures in the area
must make a Fortitude save or begin sneezing violently for 1d4 rounds. During that
time they may take no other actions and are effectively stunned. Furthermore, their
eyes also begin watering profusely, blurring their vision and causing a 20% miss
chance on all of their melee attacks and a 50% miss chance on all of their ranged
attacks. This condition persists
for 1 round per caster level. Those who succeed at the saving throw do not suffer
from blurred vision but still sneeze violently for 1 round. Undead, constructs,
plants and oozes are unaffected by this spell.
Material Component: A leaf from a highly allergenic plant.

Preservation 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 lb. of food Duration:
24 hours Saving Throw: None Spell Resistance: No
Food under the effect of this spell does not spoil, rot or decay in any way. It
also does not change temperature (hot food stays hot, cold food stays cold). It
remains as fresh at the end of the duration as it was at the beginning.
Material Component: A pinch of salt.

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.

Protection from Air Creatures Abjuration [Earth] Level: Drd 2, Sor/Wiz 3


Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature
touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell
Resistance: No (see text)
As protection from ?re creatures, except that the de?ection and resistance bonus
applies to creatures with the air subtype and that only summoned and conjured air
creatures cannot touch the subject.
Material Component: A small stick of graphite, a pinch of diamond dust (10 gp
worth) and a crushed ?re?y.

Protection from Earth Creatures Abjuration [Air] Level: Drd 2, Sor/Wiz 3


Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature
touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell
Resistance: No (see text)
As protection from ?re creatures, except that the de?ection and resistance bonus
applies to creatures with the earth subtype and that only summoned or conjured
earth creatures cannot touch the subject.
Material Component: A ruby (at least 10 gp worth) and a three feathers plucked
from a ?ightless bird.

Protection from Fey Abjuration Level: Drd 1, Rgr 1 Components: V, S, M Casting


Time: 1 standard action Range: Touch Target: Creature touched Duration: 1
minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No (see
text)
This spell wards a creature from attacks by fey creatures and their magic,
including mental control. When cast, the spell creates a magical barrier around
the subject at a distance of one foot which moves with the subject.
While the spell is in effect, he receives a +2 de?ection bonus to AC when attacked
by fey creatures, and a +2 resistance bonus on saves from spells originating from
fey.
Material Component: Three iron nails.

Protection from Fire Creatures Abjuration [Water] Level: Drd 2, Sor/Wiz 3


Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature
touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell
Resistance: No (see text)
This spell wards a creature from attack by creatures with the ?re subtype. It
protects against the special abilities of ?re creatures and from summoned or
conjured ?re creatures. It creates a magical barrier around the subject at a
distance of one foot. The barrier moves with the subject and has two principle
effects:
First, the subject of this spell receives a +2 de?ection bonus to Armour Class and
a +2 resistance bonus to saves against the spelllike and supernatural abilities
of ?re creatures.
Second, the barrier blocks bodily contact by summoned or conjured ?re creatures.
This causes the natural weapons of ?re creatures to fail and the creature to recoil
if such attacks require touching the warded creature. This protection against
summoned and conjured creatures ends if the warded creature makes an attack against
or tries to force the barrier against the blocked creature. Spell resistance can
allow a creature to overcome this protection and to touch the warded creature.
Material Component: A aquamarine (at least 10gp worth) and a splash of seawater.

Protection from Sunlight Abjuration Level: Drd 3, Protection 2, Rgr 3, Sor/Wiz 5,


Sun 2 Components: V, F/DF Casting Time: 1 standard action Range: Touch Target:
Creature/object touched Duration: 1 hour/level Saving Throw: Will negates
(harmless) Spell Resistance: Yes (harmless)
This spell protects the target from the damaging effects of heat and brightness of
natural sunlight, protecting against sunburn, sun stroke, snowblindness, heat
exhaustion and dehydration, even under the most brutal desert conditions. A
creature thus protected is immune to sunlight induced environmental dangers.
Vampires and other creatures damaged by sunlight gain no bene?t from this spell,
nor does the spell protect against the damaging effects of magic sunlight.
Focus Component: A 50 gp medallion depicting the sun.

Protection from Water Creatures Abjuration [Fire] Level: Drd 2, Sor/Wiz 3


Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature
touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell
Resistance: No (see text)
As protection from ?re creatures, except that the de?ection and resistance bonus
applies to creatures with the water subtype and that only summoned and conjured
water creatures cannot touch the subject.
Material Component: A small sapphire (10gp worth) and the ashes from a bon?re.

Ranger�s Touch Transmutation Level: Drd 2, Rgr 2 Components: S Casting Time: 1


standard action Range: Personal Area: You Duration: 10 minutes/level
You gain a +10 enhancement bonus to Move Silently and Hide checks when out of
doors, above ground and in a non-urban environment.

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.

Re?ect Ray Abjuration Level: Clr 2, Drd 2 Components: V, S, M Casting Time: 1


standard action Range: Touch Effect: Floating crystal Duration: One minute/level
(D) Saving Throw: None Spell Resistance: No
You take a small crystal and imbue it with magical power so it ?oats near you like
an ioun stone. Any time you are the target of a ray attack, the ray misses you and
strikes the attacker (no attack roll necessary).
Material Component: A crystal shard worth at least 10 gp.

Repel Fey Abjuration Level: Drd 3, Sor/Wiz 3 Components: V, S Casting Time: 1


standard action Range: Personal Area: 20-ft. radius globe centred around you
Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
A sphere of yellowish magical energy surrounds you. No fey with fewer Hit Dice
than you can get through the globe. The spell moves with you.
Note: This spell may be used only defensively, not aggressively. Forcing an
abjuration barrier against creatures the spell keeps at bay collapses the barrier.

Resist Sleep Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Drd 2, Clr 1,


Rgr 2, Sor/Wiz 2 Components: V, M/DF Casting Time: 1 standard action Range: Touch
Target: Living creature touched Duration: 1 hour/level Saving Throw: Will negates
Spell Resistance: Yes
This spell allows the target creature to remain fully awake, postponing sleep for
the duration of the spell. The recipient suffers no effects from lost sleep for
the duration, but immediately suffers from fatigue when the duration expires. If
the target uses the spell to stay awake for more than 8 hours, she will suffer from
exhaustion when the duration expires. This spell will only function once for an
individual every 24 hours.
While active, the spell will counter the effects of a sleeptype spell or special
attack, one time. If a sleep-type spell is cast on a recipient more then once, the
target is entitled to resist with a +5 bonus.
Material Component: A dried pea.

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.

Rustling Leaves Abjuration Level: Drd 1, Rgr 1 Components: V, S, DF Casting Time: 1


standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 50-ft. radius
Duration: 2 hours/level Saving Throw: None Spell Resistance: No
A creature entering the affected area creates noise equal to a Medium-size creature
trampling through a densely covered forest, imposing a �8 penalty to all Move
Silently checks. Creatures that weigh ?ve pounds or more that step into the
spell�s area trigger this effect. The caster may designate one ally per caster
level that will not trigger the spell�s effect.
As with a magical trap, a rogue may detect and disable this spell. The DC to
disarm rustling leaves is 27.

Sand of Rest Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Clr 2, Drd 3,


Rgr 3 Components: S,M/DF Casting Time: 1 standard action Range: Touch Target: 1
creature
Duration: 5 minute/level Saving Throw: Will negates Spell Resistance: Yes
This spell will empower a bit of sand to send one living being of any species,
class or level into a deep magical sleep, so long as the target can sleep. The
empowered sand must be sprinkled, cast or blown into the face of the target. The
caster must succeed at a melee touch attack to effect the target. If the target
fails to resist the magic, she falls instantly into a deep state of rest for the
duration of the spell, typically falling and dropping held items. This sleep is so
mighty that nothing short of a wish or divine intervention can awaken the target.
Sleeping creatures are helpless. Sand of rest does not target unconscious or
already sleeping creatures, constructs, or undead creatures.
Material Component: A pinch of black sand.

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.

Spirit of the Bear Conjuration (Summoning) Level: Clr 3, Drd 3 Components: V, S, M


Casting Time: 1 standard action Range: Personal Target: You Duration: 10
minutes/level
Spirit of the bear imbues the caster with the physical power and acute senses of a
bear. This spell surrounds the caster in a shimmering, blue-white aura that vaguely
resembles a massive ursine creature and bestows upon the subject a +4 enhancement
bonus to Strength and a +7 Spot morale bonus. Casters may never be under the effect
of more than 1 spirit spell at a time.
Material Component: A tuft of bear fur.

Spirit of the Leopard Conjuration (Summoning) Level: Clr 3, Drd 3 Components: V, S,


M Casting Time: 1 standard action Range: Personal Target: You Duration: 10
minutes/level
Spirit of the leopard imbues the caster with the re?exes and speed of a leopard.
This spell surrounds the caster in a shimmering blue-white aura that vaguely
resembles a large feline creature and bestows upon the subject a +4 enhancement
bonus to Dexterity and increases their speed by +10 feet. Casters may never be
under the effect of more than 1 spirit spell at a time.
Material Component: A tuft of leopard�s fur.

Spirit of the Lion Conjuration (Summoning) Level: Clr 3, Drd 3 Components: V, S, M


Casting Time: 1 standard action Range: Personal Target: You Duration: 10
minutes/level
Spirit of the Lion imbues the caster with the character and con?dence of a lion.
This spell surrounds the caster in a shimmering blue-white aura which vaguely
resembles a large feline creature and bestows upon the subject a +4 enhancement
bonus to Charisma and a +2 morale bonus to all attack and damage rolls, saves and
skill checks. Casters may never be under the effect of more than 1 spirit spell at
a time.
Material Component: A lion�s tooth.

Spirit of the Owl Conjuration (Summoning) Level: Clr 3, Drd 3 Components: V, S, M


Casting Time: 1 standard action Range: Personal Target: You Duration: 10
minutes/level
Spirit of the owl imbues the caster with the insight and silence of an owl. This
spell surrounds the caster in a shimmering blue-white aura that vaguely resembles a
large avian creature and bestows upon the subject +4 enhancement bonus to Wisdom
and +7 bonus to Move Silently. Casters may never be under the effect of more than 1
spirit spell at a time.
Material Component: An owl�s feather.

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.

Stonelore Divination Level: Drd 3, Rgr 2 Components: V, S, M, DF Casting Time: 1


standard action Range: Touch Target: Creature touched Duration: 10 minutes/level
Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The recipient is given a magical ability similar to a dwarf�s stonecunning racial
ability. For the duration of the spell, he gains a +2 insight bonus on checks to
notice unusual stonework, such as sliding walls, unsafe or shaky stone surfaces,
new construction and stonework traps. The target need only come within 10 feet of
unusual stonework to be permitted a check as if he were actively searching.
Furthermore, if actively using his Search skill, he can ?nd stonework traps as a
rogue. Finally, he can intuitively determine his approximate depth underground.
Material Component: A lock of hair from a dwarf�s beard.

Stony Purge Conjuration Level: Drd 1 Components: V, S, M Casting Time: 1 standard


action Range: Touch Target: Creature touched Duration: See text Saving Throw:
Fortitude half Spell Resistance: Yes
This spell sends a surge through the target�s body, clearing our all impurities it
encounters. This causes 1d4 points of nonlethal damage and grants the target a +5
resistance bonus to saves against poison and disease for the next hour.
Material Component: A pinch of salt.

Sun Burn Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting


Time: 1 standard action Range: Close (25 ft.+5 ft./2 levels) Target: 1 creature
Duration: 1 minute Saving Throw: Fortitude negates Spell Resistance: Yes
Creatures affected by this spell become extremely sensitive to sunlight. These
creatures suffer a �2 circumstance penalty to all attack rolls, saves and checks
while operating in bright light such as sunlight or a daylight spell.
Material Component: A drop of drow elf blood.

Sunstroke Necromancy Level: Drd 2, Sun 2 Components: V, S Casting Time: 1 standard


action Range: Personal Effect: 25 ft. + 5 ft./2 levels radius emanation centred on
caster Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes
This spell creates a blast of heat that envelops all creatures within range.
Creatures that fail to resist the blast suffer 1d6 points of nonlethal damage and ?
nd themselves suffering from severe sunstroke. Creatures suffering from sunstroke
are considered fatigued until the nonlethal damaged can be healed. A second blast
will not cause a fatigued character to become exhausted, but will administer
another 1d6 points of nonlethal damage.

Transmutation Level: Clr 2, Drd 2 Components: V, S, DF Casting Time: 1 standard


action Range: Long (400 ft. + 40 ft./ level) Target: 1 creature Duration: 1
round/level Saving Throw: Fortitude negates Spell Resistance: Yes
This spell makes it impossible for a creature to submerge itself in water,
regardless of its weight or physical properties. It negates any natural buoyancy
that the creature possesses, causing swimming creatures to ?oat on the surface of
the water until the spell�s duration ends. This spell can also be used to save a
drowning comrade by making it impossible for him to go under
the water. Creatures already under the water when this spell is cast rise at a
rate of 30 feet per round until they break the surface.

Unstoppable Abjuration Level: Clr2, Drd 2, Pal 2, Rgr 2 Component: V, S Casting


Time: 1 standard action Range: Personal or touch Target: You or creature touched
Duration: 10 minutes / level Saving Throw: None Spell Resistance: No
When your movement is negated by magic (such as hold person or web) or by effects
such as paralysis, you are not immobilised. Instead, your force of will enables
you to take a single standard action each round.

Web Trap Conjuration (Creation) Level: Drd 2, Sor/Wiz 3 Components: V, S, M Casting


Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Effect: Webs in a
20 ft. radius spread Duration: 10 minutes/level
Saving Throw: Re?ex Spell Resistance: No
When this spell is triggered, the area is blasted with a mass of webs, trapping
intruders within. The webs are similar to those created by the web spell. The trap
must be set in a place that provides solid points for the webs to be anchored, such
as a dungeon passage or pass between large boulders, or else the spell will fail.
The spell creates an ultra-?ne trip-wire of webbing across the area to be trapped.
This line can be detected when searching for traps (DC 25) and can be avoided if
its placement allows. When the line is broken by any force, the trapped area
explodes in a spray of webs. Those who cannot dodge the trap are caught fast.
Material Component: A live moth wrapped in spider�s silk.

Web Walking Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M/DF


Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level
With this simple spell you can move within or through any area of webs as if the
silken strands did not exist. This includes those created by a web spell or
natural webs created by spiders. Note that if you are still within the con?nes of
the webs when the duration of the spell expires, you are affected normally (but do
not gain a save to avoid the effect, if appropriate).
Arcane Material Component: A spider, living or dead.

Whirlwind of Ice Evocation [Cold] Level: Drd 1 Components: V Casting Time: 1


standard action Range: Personal Area: 5-ft. radius sphere centred on you Duration:
1 round/level (D) Saving Throw: Re?ex half Spell Resistance: Yes
This spell creates a whirling cloud of icy shards about you. All creatures except
you caught within or moving into the area take 1d4 points of cold damage and 1d4
points of slashing damage. A successful Re?ex save reduces all damage by half.

Whispering Branches Divination Level: Drd 1, Rgr 1 Components: V, S, M, DF Casting


Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level
This spell allows you to hear about recent events from the wind blowing through
tree branches. It only functions when cast in an area with at least a half-dozen
trees. The conditions need not be windy for the spell to function, however. You
can learn of events that recently took place in the area, including the presence of
creatures and their general demeanour. All events that took place within 100 feet
of your location within the past two hours may be divined by this spell. It does
not identify speci?c markings, colours, equipment or people, but may discern
different types of creatures, their numbers and the actions they took while in the
spell�s area.
This spell is a useful investigative tool, as it can be used to ?nd out the details
of a recent ?ght or any other activity.
Material Component: A special leaf that must be used as a whistle during the
spell�s casting.

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.

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