Dan’s Dungeons and Dragons Player’s Handbook

Natural Spells

 

Natural Spell List

1st Level

Accelerate Healing                     Entangle                                        Locate Animals & Plants          Purify Water

Animal Friendship                     Faerie Fire                                    Messenger                                     Shillelagh

Detect Magic                                Invisibility to Animals               Pass without Trace                     Speak with Animals

Detect Poison                                Know Direction                           Predict Weather                         

 

2nd Level

Animal Calling I                         Control Fog                                  Fire Trap                                       Resist Poison

Animal Empathy                         Create Water                               Nature’s Ways                             Trip

Barkskin                                        Cure Light Wounds                   Heat Metal                                    Warp Wood

Charm Person or Animal         Endure Heat and Cold              Produce Flame                            

 

3rd Level

Call Lightning                             Fire Seeds                                      Protection from Fire                  Summon Insects

Charm Plants                               Hold Animal                                 Pyrotechnics                                 Tree

Control Temperature                Neutralize Poison                        Speak with Plants                       Water Breathing

Cure Afflictions                           Plant Growth                               Stone Shape                                 

 

4th Level

Age Plant                                       Dispel Magic                                 Nature’s Power                            Repel Insects

Animal Calling II                        Giant Insect                                  Plant Door                                    Sticks to Snakes

Call Woodland Beings               Hold Plants                                   Produce Fire                                 Wall of Stone

Cure Serious Wounds                Lower Water                                Protection From Lightning     

 

5th Level

Animal Growth                           Conjure Minor Elemental        Moon Beam                                  Spike Stones

Anti-Plant Shell                           Control Winds                             Nature’s Vengence                     Transmute Rock to Mud

Commune With Nature            Insect Plague                                Reflecting Pool                             Wall of Fire

 

6th Level

Animal Calling III                      Control Rain                                Move Earth                                  Sunray

Animate Tree                               Cure Critical Wounds               Reincarnate                                  Turn Wood

Anti-Animal Shell                       Feeblemind                                   Stone Tell                                      Wall of Thorns

 

7th Level

Animate Rock                              Control Weather                         Finger of Death

Change Staff                                 Creeping Doom                           Fire Storm

Conjure Greater Elemental     Earthquake                                   Transmute Metal to Wood

 

 

Natural Spell Descriptions

First-Level Spells

 

Accelerate Healing

Range: Touch                                        Components: V, S

Duration: 1 day/level                          Casting Time: 1 round

Area of Effect: One creature            Saving Throw: None

         This spell enables the affected creature to experience natural healing at twice the normal rate for 1 day. In other words, a person that is affected by accelerate healing regains 2 hit points per level per day. The spell has no effect on potions of healing or other magical forms of healing.

 

Animal Friendship

Range: 2 hexes                                     Components: V, S, M

Duration: Permanent                        Casting Time: 1 hour

Area of Effect: 1 animal                    Saving Throw: Will (Neg)

         By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires friendship. If the animal does not roll a successful Will save immediately when the spell is begun, it stands quietly while the caster finishes the spell.

         Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal's friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.).

         The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.

         The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. On1y Neutral animals can be attracted, befriended, and trained.

 

Detect Magic

Range: 0                                                Components: V, S, M

Duration: 1 turn                                  Casting Time: 1 round

Area of Effect: 20 hex rad.               Saving Throw: None

         When the detect magic spell is cast, the caster detects magical radiations in a path 2 hexes wide and up to 20 hexes long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick. .

 

Detect Poison

Range: 0                                                Components: V, S, M

Duration: 4 rounds/level                   Casting Time: 1 round

Area of Effect: Caster                       Saving Throw: None

         Upon casting this spell, the caster gains the knowledge of the type and strength of any poison on or in a creature or object. The caster must spend 1 round examining the poisoned object. This spell is effective for telling what type of venom is on a poisoned dagger or what type of venom a particular snake just injected into his friend’s leg. This also works to determine what type of poison a living creature generates if he can spend two rounds examining it.

 

Entangle

Range: 75                                              Components: V, S, M

Duration: 1 turn                                  Casting Time: 1 round

Area of Effect: 4 hex radius             Saving Throw: Reflex ½

         By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful Reflex save can escape the area, moving at only 2 hexes per round until out of the area. The reflex save should be modified by the size of the target and the size of the vegetation:

 

Creature size        Bonus     Vegetation              Bonus

Fine                         -8              Desert                      no save required

Diminutive            -4              Short grasses         +8

Tiny                        -2              Light                        +4

Small                      -1              Scrub                       0

Medium                 0               Thick                       -2

Large                      +1            Heavy                      -4

Huge                       +2            Jungle                      -8

Gargantuan          +4

Colossal                 +8

 

Faerie Fire

Range: 75 hexes                                   Component: V, M

Duration: 1 minute/level                   Casting Time: 1 round

Area of Effect: 1 hex radius             Saving Throw: None

         This spell effects all creatures in the area where it is first cast. Once outlined, the creatures will glow for the entire duration even if they leave the initial area. Outlined objects or creatures are visible at 80 hexes in the dark and 40 hexes if the viewer is near a bright light source.

         Outlined creatures are easier to strike. Thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a + 1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline non-corporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.

 

Invisibility to Animals

Range: Touch                                                       Components: V, S

Duration: 1 turn + 1 rnd/level                         Casting Time: 1 round

Area of Effect: Creature Touched                 Saving Throw: None

         This spell causes the recipient to become completely undetectable to “normal” animals. This includes monstrous normal animals such as giant insects and similar creatures. Creatures with an intelligence of 6 or higher or any magical abilities are not affected by this spell.

 

Know Direction

Range: 0                                                Components: V, S, M

Duration: Instantaneous                   Casting Time: 1 round

Area of Effect: Special                      Saving Throw: None

         Know direction gives the caster a +10 to a Direction Sense skill check.

 

Locate Animals or Plants

Range: 0                                                Components: V, S, M

Duration: 1 round                              Casting Time: 1 round

Area of Effect: 1 mile radius           Saving Throw: None

         The caster can find the direction and distance of any one type of animal or plant he desires. The caster thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate

regions while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM

 

Messenger

Range: 12 hexes                                   Components: V, S

Duration: 1 day/level                         Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: Will (Neg)

         This spell enables the caster to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher.

         If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving throw is failed, the animal advances toward the caster and awaits his bidding. The caster can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be, simple. The spell caster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.

 

Pass Without Trace

Range: Touch                                       Components: V, S, M

Duration: 1 turn/level                        Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         Upon casting this spell, the recipient can move through any type of terrain-mud, snow, dust, etc.- and leave neither footprints or scent. This increases the difficulty of tracking the affected creature by 20. Thus, tracking a person or other creature covered by this spell is much more difficult than normal.

 

Predict Weather

Range: 0                                                                Components: V, S, M

Duration: Instant                                                Casting Time: 1 round

Area of Effect: Nine square miles                  Saving Throw: None

         This spell gives the druid a +10 to his wilderness lore roll to accurately predict the weather. See chapter 6 Skills for more details on weather prediction. Such a prediction is only good for the area the druid is in when making the prediction.

 

Purify Water Reversible

Range: 15 hexes                                                   Components: V, S

Duration: Permanent                                        Casting Time: 1 round

Area of Effect: 1 cubic foot/level                    Saving Throw: None

         This spell makes stagnant, poisonous or otherwise contaminated water pure and suitable for drinking. Up to one cubic foot of water per level can be thus made suitable for consumption. The water can still become spoiled again naturally.

         The reverse of this spell is Spoil Water. This version of the spell contaminates up to 1 cubic foot of water per each level of experience of the caster. Both versions of this spell will affect holy and unholy water.

 

Shillelagh

Range: Touch                                       Components: V, S, M

Duration: 1 turn                                  Casting Time: 1 round

Area of Effect: 1 Oak Club              Saving Throw: None

         This spell changes the caster’s oak club to a magical +1 weapon that does 2-8 hit points of damage on a successful hit. The caster must wield the Shillelagh in order for it to be effective

 

Speak With Animals

Range: 0                                                                                 Components: V, S

Duration: 2 rounds/level                                                    Casting Time: 1 round

Area of Effect: 1 animal within 6 hexes                        Saving Throw: None

         This spell empowers the caster to comprehend and communicate with any warm or cold blooded normal or giant animal that is not mindless. The caster is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the caster, it may do some favor or service for the caster (as determined by the DM). Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or giant non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on.

 

 

Second-Level Spells

 

Animal Calling I

Range: 0                                                Components: V, S

Duration: Special                                Casting Time: 1 round

Area of Effect: 1 mile radius           Saving Throw: None

                 By means of this spell, the caster calls up to 20 hit die of whatever sort of animals are in the area when the call is made, Only animals within 1 mile of the caster at the time the spell is cast will come. The caster can name a particular type that he knows is in the area. If none are available then something else will show up.

         The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. The following list shows the specific animals that can be called by this spell and the level conversion that determines how many you can call. No more of a specific animal will show up than could normally be encountered in that area. If animals are called for that have “leaders”, The appropriate leader types will show up with the normal animals. For example, if cattle are called for, 10% of those called will be bulls. It will take the animals 2 to 20 rounds to answer the call. Note that these are not “summoned” creatures.

 

(0.01) All Fine Insects

(0.1) All Diminutive Animals

(0.5) All Tiny Animals- Sheep-Antelope

(0.75) Beaver, Giant Rat-Rhea-Goat-Jackal

(1) Badger-Deer-Hunting Dog-Eagle-Pony or Donkey-Wild Lizard-Porcupine-Small Python-Small Viper

(2) Baboon-Emu-Lynx-Homed Owl-Medium Python-Medium Viper

(3) Riding Horse-Giant Weasel-Wolf

(4) Ape-Black Bear-Boar-Warthog-Camel-Cattle-Cheetah-Blink Dog-War Dog-Giant Eagle-Ostrich-Hyena-Giant Owl- Wolverine

 

Animal Empathy

Range: 0                                                Components: V, S

Duration: 1 round/level                     Casting Time: 1 round

Area of Effect: The Caster               Saving Throw: None

         This spell gives the caster a + 10 bonus to any animal empathy checks he is required to make.

 

Barkskin

Range: Touch                                      Components: V, S, M

Duration: 4 rds. + 1 rd.llevel           Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         When a druid casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its natural Armor Type to 16, plus 1 for every four levels of the druid: 17 at 4th level, 18 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a + 1 bonus. This spell can be placed on the caster or on any other creature he touches.

Charm Person or Animal

Range: 12 hexes                           Components: V, S

Duration: Special                        Casting Time: 1 round

Area of Effect: 1 person            Saving Throw: Will (Neg)

         This spell affects any single person or normal animal it is cast upon. The creature then regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. The subject's attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. Thus, a charmed creature would not obey a suicide command, but might believe the caster if assured that the only chance to save the caster's life is for the creature to hold back an onrushing dragon for “just a few seconds” if the charmed creature's view of the situation suggests that this course of action still allows a reasonable chance of survival.

         The duration of a Charm Person or Animal is dependant on the victim's intelligence. After the listed duration the victim gets a new saving throw and if it is missed, the charm remains in effect.

 

Intclligence Score    Period Between Checks

3 or less                      3 months

4-6                                2 months

7-9                                1 month

10-12                           3 weeks

13-14                           2 weeks

15-16                           1 week

17                                  3 days

18                                  2 days

19 or more                1 day

 

         A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas.

         Any request may be refused, if such refusal is in character and does not directly harm the caster. The victim's regard for the caster does not necessarily extend to the caster's friends or allies. The victim does not react well to the charmer’s allies making suggestions such as, “Ask him this question.” nor does the charmed creature put up with verbal or physical abuse from the charmer’s associates, if this is out of character. Note also that the spell does not empower the caster with linguistic capabilities beyond those he normally has.

         The term person includes any bipedal human, demihuman or humanoid of medium size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, ores, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter is included, while an ogre is not. The term animal includes any creature in the “Normal Animal” section of the Monster Manual.

         The duration of the spell is a function of the charmed creature's Intelligence, and it is tied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked on a periodic basis according to the creature's Intelligence, even if the caster has not overly strained the relationship.

         If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm is broken automatically. If the subject of the charm person spell successfully rolls its saving throw vs. the spell, the effect is negated.

 

Control Fog

Range: 0                                                                 Components: V, S

Duration: 4 min/level                                          Casting Time: 1 round

Area of Effect: 1mile radius/level.                  Saving Throw: None.

         This spell causes a misty vapor to arise centered around the caster. It persists in this locale for four minutes per caster level and reduces the visibility ranges of all types of vision (including infravision) to 1-4 hexes. The ground area affected by the spell is large and the fog will not move unless a strong wind is present. A strong wind (such as from the 3rd-level wizard spell gust of wind) will cut the duration of the fog by 75%.

         The height of the vapor can be from 3’ to 3’/caster level, The cloud will otherwise expand to fill confined spaces. This spell does not function under water.

 

Create Water

Range: 10 hexes                                                    Components: V, S

Duration: Special                                                 Casting Time: 1 round

Area of Effect: 1 gallon/level                            Saving Throw: None

         When this spell is cast, the caster causes pure water to appear. Water can be created inside vessels able to contain it but not inside a creature, although is could be created in the air above a creature and would thus fall on him. This would be uncomfortable but would do no special damage.

         For each experience level the caster has attained, 1 gallon of water is, created by the spell. For example, a 2nd-level caster could create 2 gallons of water.

 

Cure Light Wounds Reversible

Range: Touch                                                       Components: V, S

Duration: Permanent                                         Casting Time: 1 round

Area of Effect: Creature touched                    Saving Throw: None

         When casting this spell and laying his hand upon a living creature, the caster cures 1d8 points of damage + 1 point per level of the caster (up to +5). This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extra-planer origin.

         The reverse of the spell, cause light wounds, inflicts 1d8 points of damage +1 point per level of the caster (up to +5). If a creature is avoiding this touch, a normal attack roll is required. Damage reduction does not affect the damage done by this spell.

 

Endure Heat and Cold

Range: Touch                                                       Components: V, S

Duration: ½ hour / level                                     Casting Time: 1 round

Area of Effect: Creature touched                    Saving Throw: None

         The caster of this spell must pick Heat or Cold when casting this spell. The creature receiving Endure Heat is protected from normal extremes of heat. The creature can stand unprotected in temperatures as high as 130 degrees F with no ill effect.

         Temperature above 130 degrees inflicts 1 point of damage per hour of exposure for every degree above 130. The spell is immediately cancelled if the recipient is affected by any non-normal heat such as magic, breath weapons, and so on. The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the blast of heat that broke the spell.

         The creature receiving Endure Cold is likewise protected from normal extremes of cold. The creature can stand unprotected in temperatures as low as 0 degrees F with no ill effect. This application affects cold as the previous application affects heat.

         The spell ends instantly if either resist fire or resist cold is cast upon the recipient.

 

Fire Trap

Range: 0                                                                 Components: V, S, M

Duration: Until Triggered                                 Casting Time: 1 round

Area of Effect: One closable item                   Saving Throw: Ref ½

         This spell creates a magical trap that will explode for 1-4 points of flame damage per level of the caster in a 1 hex radius. This trap can be put on any book, box, bottle, chest, coffer, coffin, door, drawer or similar object. The caster and anyone specified by him can open the trapped item without setting it off. The item trapped is not effected. The explosion will harm anyone in the 1 hex radius for full damage unless they make a reflex save for half damage.

 

Nature’s Ways

Range: 0                                                Component: V, M

Duration: 1 Turn/level                      Casting Time: 1 round

Area of Effect: Caster                       Saving Throw: None

         This spell allows the caster to take on some of the keenest senses in the animal kingdom while in his normal human form. These senses get stronger with the caster’s level. All lower level abilities are available at the same time as the higher level abilities.

 

Level 2    Ears of the fox

Level 3    Nose of the wolf

Level 4    Eyes of the eagle

 

         Ears of the fox allow the caster to hear with the same accuracy as a fox. This gives the caster a +4 to his spot checks where hearing is a factor and a +10 to gather information.

         Nose of the Wolf allows the caster to smell with the same accuracy as a wolf. This gives the caster a +4 to his spot checks where scent is a factor and a +10 to track by scent.

         Eyes of the Eagle allow the caster to see with the same accuracy as an eagle. This gives the caster a +4 to his spot checks where sight is a factor and a +10 to track by sight.

 

Heat Metal Reversible

Range: 24 hexes                                   Components: V, S, M

Duration: 5 rounds                             Casting Time: 1 round

Area of Effect: Special                      Saving Throw: None

         By means of the heat metal spell, the caster is able to make ferrous metal (iron. iron alloys, steel) extremely hot.

The item heats up quickly and then it cools down quickly.

On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch. It heats up quickly for the next two rounds and cools down just as quickly.

Damage is done as follows during the 2nd, 3rd and 4th rounds. Flesh exposed to searing metal suffers crippling damage as described below:

 

Round        Metal Temperature        Damage Done

1&5             very warm                         none

2&4             hot                                       1-4 hit points

   3                searing                               2-8 hit points

 

         Note that flesh exposed to searing, metal must make a fort save (difficulty of 25) or be disabled for 1-4 days.

Materials such as wood, leather, or flammable cloth will smolder and burn if exposed to searing hot metal. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function under water. For every two caster levels, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to about 50 pounds of weight). Thus, a 3rd level caster would affect one such creature, a 4th or 5th level caster two, etc.

         The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows:

 

Round        Metal Temperature        Damage Done

1&5             cold                                     none

2&4             icy                                        1-2 points

   3                freezing*                            1-4 points

 

         Note that flesh exposed to freezing metal must make a fort save (difficulty of25) or suffer from the numbing effects of the cold. This causes the loss of all feeling in that area for 1-4 days. During this time, the character has minimal use of this body part.

         The chill metal spell is countered by a heat metal spell, a resist cold spell or by proximity to any great heat source such as a blazing fire (not a mere torch or a flaming sword), a wall of fire spell, etc.

         Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.

 

Produce Flame

Range: 0                                                Components: V, S

Duration: 1 rnd/level                         Casting Time: 1 round

Area of Effect: Special                      Saving Throw: None

         A bright flame equal in brightness to a torch springs forth from the caster’s hand when he casts a Produce Flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 15 hexes (5 short, 10 medium, 15 long). The flame flashes on ( impact, igniting combustibles within a single hex and then it goes out. A creature struck by the flame suffers 1-6 points of damage and possible combustion if it fails a DC 15 Fort save. If combustion occurs, the creature must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished.

         A miss is resolved as a grenade-like missile while a creature in the area of impact will suffer 1-3 points of damage but will not be set on fire. If any duration remains to the spell, another flame immediately appears in the caster’ hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round, The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.

 

Resist Poison

Range: Touch                                       Components: V, S, M

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         When this spell is placed upon a poisoned individual, it lessens the effects of venom if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from reaching it's full effect. Only one casting of this spell will be effective in this way.

 

Trip

Range: Touch                                                                        Components: V, S

Duration: 1 turn/level                                                         Casting Time: 1 round

Area of Effect: 1 object up   to 10 ft. long                      Saving Throw: Ref (Neg)

         This magic must be cast upon a normal object-a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail a reflex save. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-Iong piece of rope could trip only one man-sized creature at a time. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1-4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for one round). A character that is tripped onto very soft material takes no damage at all.

         Huge, Gargantuan and Colossal creatures are not affected at all by a trip spell. Large, creatures save against this spell at a +4. The object continues to trip all creatures passing over it, including the spell caster, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is hidden unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water.

 

Warp Wood Reversible

Range: 6 hexes/level                           Components: V, S

Duration: Permanent                        Casting Time: 1 round

Area of Effect: Special                      Saving Throw: Special

         When this spell is cast, the caster causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. This spell affects approximately one board or plank per level of the caster. Thus, at 1st level, a caster might be able to warp a quarter staff or spear. At 5th level, he could warp the boards of a typical door.

         Warped missile weapons are useless and warped melee weapons suffer a -4 penalty to their attack rolls. Enchanted wood is affected only if it makes a DC 11 saving throw. Apply all bonuses the enchanted item has for magic. Thus, a door magically held or wizard locked would be affected if it rolled a 10 on the saving throw but a +3 club would fail if it rolled a seven. Extremely powerful items, such as artifacts, are unaffected by this spell.

         The reversed spell, straighten wood, straightens bent or crooked wood, or reverses the effects of a warp wood spell, subject to the same restrictions.

 

 

Third-Level Spells

 

Call Lightning

Range: 250 hexes                            Components: V, S

Duration: 1 turn/level                    Casting Time: 1 turn

Area of Effect: 2 hex radius         Saving Throw: Ref (½)

         When a call lightning spell is cast, there must be a storm of some sort in the area, a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of Huge size or larger). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately. Other actions, even spell casting, can be performed, however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster's experience levels. Thus, an 8th level caster calls down a 10d8 bolt (2d8+8d8). The bolt of lightning flashes down in a vertical stroke centered in the location of the caster’s choice, up to 250 hexes away.

         Any creature within a 2 hex -radius of the point where the lightning strikes suffers full damage unless a successful reflex save is rolled, in which case only one-half damage is taken.

         Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.

 

Charm Plants

Range: 12 hexes                           Components: V, S

Duration: 3 months +                Casting Time: 1 round

Area of Effect: 1 plant               Saving Throw: Will (Neg)

         This spell affects any single plant it is cast upon. The plant will then regard the caster as an ally. This does not alter the plant’s basic nature. The plant may or may not consider the caster’s friends as allies unless the caster can communicate this to the plant. The plant will obey basic commands that do not violate its basic nature.

         The plant affected by this spell gets a new save every 3 months. If the save is successful the spell is broken but the plant does not harbor any ill-will toward the caster that charmed it.

 

Control Temperature

Range: 0                                                Components: V, S, M

Duration: 6 hours                               Casting Time: 1 round

Area of Effect: 1 mile rad/level       Saving Throw: None

         When this spell is cast, the temperature surrounding the caster can be altered by 3 degrees F, either upward or downward, per level of experience of the spell caster. Thus, a 10th-level caster could raise or lower the surrounding temperature from 1 to 30 degrees. The spell can be used to ensure the comfort of the caster and those in the area with him in extreme weather conditions. The village the caster is in could be enjoying a nice winter rain while the rest of the countryside was enduring a terrible blizzard.

         The caster can use this spell to effect a single item of no more mass than 500 lbs. This application of this spell will counter any other temperature change in the opposite direction including Heat Metal. Neither application of this spell will stack with another control temperature.

 

Cure Afflictions Reversible

Range: Touch                                       Components: V, S

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of affliction and the state of its advancement when the cure took place.

(The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a caster of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of an affliction if the recipient is again affected.

         The reverse of the cure affliction spell is cause affliction. To be effective, the caster must touch the intended victim, and the victim must fail a fort save.

         Some of the possible afflictions are as follows: Deafness (Cannot hear) Blindness (Cannot see) Mild or Moderate Disease (Cold, Flu, Diarrhea, Sinus or Bronchial infection, Pneumonia or Fever) Mild or Moderate Insanity (Stutter, Twitch, Phobia, Sadistic, Fixated, Paranoid or Masochistic).

         See Chapter 9 for information about diseases and insanities.

 

Fire Seeds

Range: Touch                           Components: V, S, M

Duration: 1 day                       Casting Time: 1 round/ seed

Area of Effect: up to              Saving Throw: Special

                 4 acorns or 8 holly berries

         This spell can be cast on acorns or holly berries. If cast on acorns, they can be thrown up to 8 hexes. One acorn can be thrown at a time. The acorns will burst into flame if they hit the target doing 2d8 damage in a 1 hex radius. The target struck does not get a saving throw but others in the area get a reflex save for ½ damage.

         If the spell is cast on holly berries they can be placed and set to ignite at a command word. Each holly berry will cause 1d8 damage in the hex it was placed in unless the creature makes a reflex save for ½ damage. 

         Both acorns and holly berries will ignite any combustibles in the area.

 

Hold Animal

Range: 16 hexes                           Components: V, S, M

Duration: 2 rnds/ level              Casting Time: 1 round

Area of Effect: up to 4 animals       Saving Throw: Will (Neg)

         This spell will hold up to 4 normal animals rigid. Large animals are the maximum size that can be affected.

When the caster reaches 9th level he can affect huge animals.

When the caster reaches 12th level he can affect giant animals.

When the caster reaches 14th level he can affect colossal animals.

 

Neutralize Poison Reversible

Range: Touch                                       Components: V, S

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 creature or           Saving Throw: None

                             1 cu. ft. of substance/2 levels

         By means of a Neutralize poison spell, the caster detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the caster to roll a successful attack in combat This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.

         The reversed spell, poison, allows the caster to select a poison of his choice (Sleep, Nerve, Muscle, Conversion or Paralytic) and deliver this toxin with a touch. He can affect a creature directly with a successful touch attack or can place the poison into food or water by touching it. The strength of the poison is 18.

 

Plant Growth

Range: 100                                            Components: V, S, M

Duration: Permanent                        Casting Time: 1 round

Area of Effect: Special                      Saving Throw: Special

         The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 2 hexes per round (or faster for larger creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier.

         The area of effect is 20 hexes per level of experience of the caster, in any shape that the caster decides upon at the time of the spell casting. Thus, an 8th-level caster can affect a maximum area of 160 hexes. The spell’s effects are permanent in the area until it is cleared by labor, fire, or other means.

         The second use of the spell affects a one-mile square area. The DM secretly makes a fortitude save based on the caster to see if the spell takes effect. The spell is successful if the save is successful. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([ld4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter “death” marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.

 

Protection From Fire

Range: Touch                                       Components: V, S, M

Duration: Special                                Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

         If the spell is cast upon the caster, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and offers limited invulnerability to exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire storm, etc. The invulnerability lasts until the spell has absorbed 12 points of heat damage per level of the caster, at which time the spell is negated.

         If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.

 

Pyrotechnics

Range: 72 hexes                                   Components: V, S, M

Duration: Special                                Casting Time: 1 round

Area of Effect: 1 fire source             Saving Throw: None

         A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 25 hexes of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 2-5 rounds unless they make a successful reflex save.

The fireworks fill a volume 10 times greater than that of the original fire source.

         This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume100 times that of the fire source. All within the cloud must roll successful fortitude save or suffer -2 penalties to all combat rolls and Armor Class.

Sample fires and their effects are as follows:

 

Fire Source               Fireworks              Smoke

Candle                        Sparkler                 NA                      

Lamp                          Big sparkler          1 hex

Torch                          1 hex                       1 hex radius     

Small Camp Fire     1 hex radius          2 hex radius     

Large Camp Fire    2 hex radius          5 hex radius

Bonfire                       5 hex radius          10 hex radius

House Fire                10 hex radius        30 hex radius

 

         The spell uses one fire source within a 4 hex radius area which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature used as a source suffers 1 point of damage per caster level.

 

Speak With Plants

Range: 0                                                Components: V, S, M

Duration: 1 rd./level                           Casting Time: 1 round

Area of Effect: 6 hex radius             Saving Throw: None

         When cast, a speak with plants spell enables the caster to converse, in very rudimentary terms, with all sorts of living vegetables (including fungi, molds, and plantlike monsters, such as shambling mounds) and to exercise limited control over normal plants (ie. not monsters or plantlike creatures). Thus, the caster can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services.

         The spell does not enable plants to uproot themselves and move about, but any movements within the plants' normal capabilities are possible. Creatures entangled by the 1st-level spell of that name can be released. The power of the spell lasts for one round for each experience level of the casting caster. All vegetation within the area of effect is affected by the spell.

 

Stone Shape

Range: Touch                                                        Components: V, S, M

Duration: Permanent                                         Casting Time: 1 round

Area of Effect: 9cu ft+1cu ft/level                  Saving Throw: None

         By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a stone idol. By the same token, it enables the spell caster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is dependant on the caster’s craft skill. When crafting items of stone, this spell reduces the time required to 1-10 minutes depending on the complexity.

 

Summon Insects

Range: 20 hexes                                   Components: V, S, M

Duration: 1 rd./level                           Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         The summon insects spell attracts a cloud or swarm of normal insects to attack the foes of the caster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated, biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell’s range, and attacks any single creature the caster points to.

         The attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. Armor does not affect this damage. If the insects are ignored, the victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast.

         The insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 2 hexes per round (maximum speed over smooth ground) and flying insects travel 20 hexes per round. The caster must concentrate to maintain the swarm. It dissipates if he moves or is disturbed.

 

Tree

Range: 0                                                Components: V, S, M

Duration: 1 hr + 1turn/level            Casting Time: 1 round

Area of Effect: The caster                Saving Throw: None

         This spell allows the druid to assume the form of a bush or small tree. The caster is aware of what is going on just as if he were in human form. He can cancel the spell as a free action and act normally in that round.

 

Water Breathing Reversible

Range: Touch                                       Components: V, S, M

Duration: 1 hr./level                           Casting Time: 1 round

Area of Effect: 1 or more creatures               Saving Throw: None

         The recipient of a water breathing speIl is able to breathe under water freely for the duration of the spell. The caster can divide the base duration between multiple creatures.

Thus, an 8th-level caster can confer this ability to two characters for four hours, four characters for two hours, eight characters for one hour, etc., to a minimum of one half-hour per character. The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

 

Fourth-Level Spells

 

Age Plant

Range: 20 hexes                                                                                                       Components: V, S, M

Duration: Permanent                                                                                            Casting Time: 1 round

Area of Effect: 1 normal plant, seed or tree/ level of the caster            Saving Throw: None

         This spell affects the aging of any normal plant seed or tree. The effect ban be forward of backward. This can cause flowers to blossom, seeds to sprout and grow, trees to bear fruit, or fruit to turn to blossoms, trees to become saplings and new shoots to become seeds.

         The change in age is chosen at the time of casting and can be up to 10 years per level of the caster. This spell has no effect on magical plants or plant-like monsters.

 

Animal Calling II

Range: 0                                                 Components: V, S

Duration: Special                                 Casting Time: 1 round

Area of Effect: 1 mile radius            Saving Throw: None

         By means of this spell, the caster calls up to 40 hit die of whatever sort of animals are in the area when the call is made, Only animals within 1 mile of the caster at the time the spell is cast will come. The caster can name a particular type that he knows is in the area. If none are available then something else will show up.

         The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. The following list shows the specific animals that can be called by this spell and the level conversion that determines how many you can call. No more of a specific animal will show up than could normally be encountered in that area. If animals are called for that have “leaders”, The appropriate leader types will show up with the normal animals. For example, if cattle are called for, 10% of those called will be bulls. It will take the animals 2 to 20 rounds to answer the call. Note that these are not “summoned” creatures.

 

(0.01) All Fine Insects

(0.1) All Diminutive Animals

(0.5) All Tiny Animals- Sheep-Antelope

(0.75) Beaver, Giant Rat-Rhea-Goat-Jackal

(1) Badger-Deer-Hunting Dog-Eagle-Pony or Donkey-Wild Lizard-Porcupine-Small Python-Small Viper

(2) Baboon-Emu-Lynx-Homed Owl-Medium Python-Medium Viper

(3) Riding Horse-Giant Weasel-Wolf

(4) Ape-Black Bear-Boar-Warthog-Camel-Cattle-Cheetah-Blink Dog-War Dog-Giant Eagle-Ostrich-Hyena-Giant Owl- Wolverine

(5) Giant Goat-Light War Horse-Jaguar-Monitor Lizard-Mule-Wild Sheep-Winter Wolf

(6) Displacer Beast-Axe Beak-Draft Horse-Giant Hyena-Large Python-Large Viper

(7) Buffalo-Lion- Giant Wolverine-Worg

(8) Heavy War Horse

 

Call Woodland Beings

Range: 0                                        Components: V, S

Duration: Special                        Casting Time: 1 to 20 min

Area of Effect: Special              Saving Throw: None

         This spell calls one or more Faerie kind to the caster’s location. The caster begins the spell and must continue uninterrupted until the summons is answered. The casting is not difficult, so the caster can still move at ½ normal speed.

         Exactly what shows up depends on the area the caster is in. When the spell is started the DM rolls a D20 and the result is how long it takes for the creatures to show up. Use the following chart to determine what shows up.

 

Creature           Rural       Moderate      Dense         Virgin

Sprite                     --               01-12           01-10           01-15

Leprechaun      01-20           13-17           11-15           16-20

Pixie                    21-35           18-30           16-25           21-35

Brownie             36-65           31-36           26-30              --

Sylph**              66-67           37-41           31-35           36-40

Noble                  68-71           42-45           36-40           41-50

Centaur*           72-81           46-55           41-45              --

Dryad                 82-84           56-60           46-55           51-60

Faerie Dragon  85-94           61-70           56-65           61-70

Nymph                  --               71-75           66-75           71-80

Satyr*                 95-98           76-85           76-80              --

Treant                99-00           86-95           81-90           81-90

Unicorn                 --               96-00           91-00           91-00

* Only in the August Empire

** Only in mountainous regions

 

         The called creatures will present themselves to the caster and the caster has no more than three rounds to state his case to convince, threaten or bribe the faerie kind to join his cause. If a deal is made the creatures act in all ways as an ally of the caster. If a deal is not made, the creatures will depart without molesting the caster. The caster’s allies are not so protected. It is said that a successful casting of this spell attracts the attention of the Pixie Queen

 

Cure Serious Wounds Reversible

Range: Touch                                       Components: V, S

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the caster heals 2d8 + 1 point per level of the caster (up to +10) points of wounds or other damage to the creature’s body. This healing cannot affect non-corporeal, non-living, or extraplanar creatures. Cause serious wounds, the reverse of this spell operates similarly to the cause light wounds spell, the victim having to be touched first. If the touch is successful, damage of 2d8+1 point per level of the caster (up to +10) is inflicted. Damage reduction does not affect the damage done by this spell.

 

Dispel Magic

Range: 75 hexes                                                    Components: V, S

Duration: Special                                                 Casting Time: 1 round

Area of Effect: Medium or 1 item                   Saving Throw: None

         When this spell is cast, it has a chance to neutralize or negate any magic it comes in contact with.

         This spell can be cast as an area of effect. It will disrupt potions, spells and spell-like effects (including device effects and magical abilities) from creatures or objects. The caster of the dispel magic must make a will save vs. each effect, and if the save is successful, the effect is disrupted. The caster of the dispel magic also gets a will save vs. any spells cast in the area of effect for the rest of' the round the dispel magic was cast in. Note that items besides potions are not affected by this version of the spell but magical effects emanating from them will be.

         This spell can be targeted at a specific effect or item. In this event, the save is made at +2 and an item will be disabled for 2-5 rounds.

         An item possessed or carried by a creature or a spell cast by that creature has the creature's will save modifier added to the difficulty of the save. An inter-dimensional interface (such as a bag of holding) rendered non-operational is temporarily closed. Note that an item's physical properties are unchanged: A non-operational magical sword is still a sword.

         Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option.

Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.

The difficulty for these saves are set as follows:

 

Summary of Dispel Effects

Source of Effect       Will Save                   Result of Dispel

Caster's own spell       0                               Effect negated

Other caster’s spells   15, 18 or 21*         Effect negated

Charged Item               18                             Effect negated

Potion                             18                             Potion destroyed

Other magical item    18 unless special          **

Artifact                          ??,                            DM discretion

*Plus the caster’s will save bonus.

** Effect negated. Iif cast directly on item, item becomes non-operational for 2t05 rounds.

 

Giant Insect Reversible

Range: 12 hexes                                   Components: V, S, M

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 to 6 insects            Saving Throw: None

         By means of this spell, the caster can turn up to three fine-sized insects into larger forms of at least tiny size. Only one type of insect can be altered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected must be grown to the same size. The size to which these insects can be grown depends upon the caster's level. The caster can select a smaller size than his maximum:

 

Caster     Max         Insect          Attack    Damage     

Level       Size          Hit Dice      Bonus     Bonus         Strength

6                Tiny        2-4 hp          +4             1-4               12

7-8            Small      1                    +4             1-6+1           15

9-10         Med         2+2               +6             1-8+4           18    

11-12       Large      4+4               +8             1-10+6        19    

13+           Huge       6+6               +10          1-12+8        21

 

         If the casting is interrupted for any reason, or if the insects are currently subject to any other magical effect (including this one), the insects die and the spell is ruined. The DM decides how many normal insects of what type are available; this is often a greater limitation on the spell than the limits above.

         If the insect is not a carnivore, than it does not get the listed damage but still has the strength. The giant form has an Armor Class of between 12 and 18, depending on the source insect. In some cases such as the praying mantis, the giant insect would get two attacks per round or a butterfly would get none. Note that the spell works only on actual insects. Arachnids, crustaceans, and other types of small creatures are not affected.

         Any giant insects created by this spell do not attempt to harm the caster, but the caster's control of such creatures is limited to simple commands ("attack," "defend," "guard," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack whoever or whatever is near them.

         The reverse of the spell, shrink insect, reduces any giant insect to normal insect size without the benefit of a saving throw. This spell has no effect on intelligent insect-like creatures.

 

Hold Plants

Range: 15 hexes                                   Components: V, S, M

Duration: 1 rd/ level                           Casting Time: 1 round

Area of Effect: 2 hex radius             Saving Throw: Will (Neg)

         This spell causes ambulatory vegetation to stop moving. It prevents vegetable matter from entwining, grasping, closing or growing. It prevents vegetable matter from making any sound or movement that is not caused by the wind. The spell effects apply to all forms of vegetation including parasitic and fungoid types as well as those magically animated or otherwise magically empowered.

         This spell affects all plants in a 2 hex radius or can be targeted at 4 or fewer plants in the same area. If targeted at an area such as an entangle spell, there is no save. If targeted at 4 plants such as shriekers, treants or shambling mounds, each saves as normal. If targeted at 3 plants the save is at –1. If targeted at 2 plants the save is at –2. If targeted at 1 plant the save is at –4.

 

Lower Water Reversible

Range: 5 hexes                                                      Components: V, S, M

Duration: 1 turn/ level                                        Casting Time: 1 round

Area of Effect: 4 hexes X 4 hexes/ level        Saving Throw: None

         This spell causes the water level of all water in the spell’s area of effect to sink by two feet per round until it drops by 2 feet per caster level or a minimum depth of 2 inched is reached. The level of the water  outside the area of effect remains at its normal level.

         The area of this spell is a 4 hex wide path that is 4 hexes long per caster level in the direction the caster is facing. Thus this spell can create a path across a river that would have a wall of water on each side of it. The caster can end the spell at any time and the water returns to its normal level at the rate of 2 feet per round.

         The reverse of this spell causes the water level of a body of water to rise at the rate of 2 feet per round. This water will overflow its containment if it rises far enough. This will have very little effect on large bodies of water but would be effective for freeing a boat grounded on a sandbar, etc. 

 

Nature’s Power

Range: 0                                Component: V, M

Duration: 1 Turn/level      Casting Time: 1 round

Area of Effect: Caster       Saving Throw: None

         This spell allows the caster to take on some of the strongest physical abilities in the animal kingdom while in his normal human form. These abilities get stronger with the caster’s level. All lower level abilities are available at the same time as the higher level abilities.

 

Level 6        Speed of the Deer

Level 8        Claws of the Jaguar

Level 10     Strength of the Bear

 

         Speed of the Deer allows the caster to move with the same speed and grace as a deer. This gives the caster a movement rate of 24 and an additional + 10 to his jump and balance checks when running and leaping.

         Claws of the Jaguar cause the caster to grow razor sharp retractable claws on his fingers and toes. These claws are strong enough to hold his weight and give him an extra + 10 to climbing checks. They can be used in combat. These claws allow him to make attacks with both hands at +2 to hit and doing 1-6+ his normal damage bonus with each and if he hits with both, he can make a secondary attack and rake with both his hind feet for 1-4+ his normal damage bonus with each. When grappling, these claws give him a +2 to hit and +2 damage.

         Strength of the Bear gives the caster a 21 strength for the duration of the spell. This gives the caster a strength bonus of +6 to hit and to damage. It also allows him to continue to function even after he would have been knocked unconscious or killed. The caster suffers the damage but incapacitation due to unconsciousness or death will not take effect until the spell duration runs out. Multiple castings of this spell will not extend this effect.

 

Plant Door

Range: Touch                                                                         Components: V, S, M

Duration: 1 turn                                                                    Casting Time: 1 round

Area of Effect: 1 hex wide X 1 hex/ level long            Saving Throw: None

       Upon casting this spell, the caster touches a thicket or area of thick vegetation. A path opens through the vegetation one hex wide by 1 hex long per level of the caster. This path is as straight as it can be given the size of the plants in the way. This path is passable by all save the largest of wagons. At the ending of the spell the path closes up and leaves no trace of the creatures that moved through it. This increases the difficulty of tracking the group that went through by 20. Thus, tracking a person or other creature covered by this spell is much more difficult than normal.

 

Produce Fire Reversible

Range: 25 hexes                                   Components: V, S, M

Duration: 1 rd.                                     Casting Time: 1 round

Area of Effect: 2 hex radius             Saving Throw: None

         By means of this spell, the caster creates a common fire in area. Though it lasts only a single round (unless it ignites additional flammable material), the fire produced by the spell inflicts 1-6+ 1 hit point per caster level upon creatures within its area. It ignites combustible materials, such as cloth, oil, paper, parchment, wood, and the like, so as to cause continued burning. Creatures get a Fort 18 save to avoid immolation.

         The reverse, quench fire, extinguishes any normal fire (coals, oil, tallow, wax, wood, etc.) within the area of effect.

 

Protection From Lightning

Range: Touch                                       Components: V, S, M

Duration: Special                                Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         The effect of a protection from lightning spell changes depending on who is the recipient of the magic-the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

If the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, will '0 wisp, etc., until the spell has absorbed 10 points of electrical damage per level of the caster, at which time the spell is negated.

         If the spell is cast upon another creature, it gives a bonus of +4 to the die roll for saving throws made vs. electrical attacks, and it reduces the damage sustained from such attacks by 50%.

 

Repel Insects

Range: 0                                        Components: V, S, M

Duration: 1 turn/level                Casting Time: 1 round

Area of Effect: 2 hex radius     Saving Throw: None

         When this spell is cast, the caster creates an invisible barrier to all sorts of insects, and normal insects do not approach within the area while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster's experience level are also repelled (for example, 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th through 12th level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain 1-6 points of damage from passing through the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures-it affects only true insects.

 

Sticks to Snakes Reversible

Range: 0                                                                                          Components: V, S, M

Duration: 3 rds./level                                                                   Casting Time: 1 round

Area of Effect: 1 or more sticks in a 3 hex radius              Saving Throw: None

         By means of this spell, the caster can transform 1 stick into a small viper per level of the caster. The snakes will attack the casters enemies but the caster has no further control than to point at his enemies to get them started.

 

Wall of Stone

Range: 3 hexes/level                           Components: V, S, M

Duration: Permanent                        Casting Time: 1 round

Area of Effect: Special                      Saving Throw: None

         This spell creates a wall of granite rock that rises out of the surrounding stone and earth. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 1 hex wide and tall per level of experience of the caster of the spell. Thus, a 12thlevel druid can create a wall of stone 3 inches thick by 6 hexes long and 2 hexes high.

         The wall created need not be vertical as long as one complete edge of it is merged with the stone from which it rose. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half.

         The wall can be shaped to allow crenellations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a disintegrate spell, or by normal means such as breaking or chipping. The wall has a hardness of 16 and 14 hit points per inch of thickness.

 

Fifth Level Spells

 

Animal Growth Reversible

Range: 50 hexes                                                                     Components: V, S, M

Duration: 2 rds./level                                                           Casting Time: 1 round

Area of Effect: Up to 8 animals in a 2 hex radius      Saving Throw: None

         When this spell is cast, the caster causes up to eight animals within a 2 hex radius area to grow to one size category larger. The effects of this growth are:

 

Change                       Str           HP       To Hit     AC

Dim to Tiny              +1         +1-4             --          -2

Tiny to Small            +4         +1-6             --          -1

Small to Medium    +4         +2/HD         --          -1

Medium to Large    +4         +2/HD         +2         -1

Large to Huge          +4         +2/HD         +2         -1

 

All damage for that creature’s attacks are increased by one factor + any additional strength bonus (i.e. a bite that does 1-4 will now do 1-6). Movement increases by 3 points. The spell lasts for two rounds for each level of the caster. The spell is particularly useful in conjunction with an animal calling spell.

         The reverse of this spell reduces animal size by one-half, and likewise reduces hit points, attack damage, etc. This application allows each animal a fortitude save to negate it.

 

Anti-Plant Shell

Range: 0                                                                 Components: V, S

Duration: 1 turn/ level                                        Casting Time: 1 round

Area of Effect: 3 hex radius hemisphere      Saving Throw: None

         This spell creates an immobile, invisible hemisphere that prevents the entrance of all creatures or missiles of living vegetable matter. This does not affect any plants that are already inside the hemisphere when the spell is cast. Mobile plants can leave the barrier but cannot re-enter it.

         The spell lasts for 1 turn for each caster level as long as no one inside the hemisphere makes any attack or casts any attack spells out of the hemisphere. Any such attack causes the protection to drop immediately.

Note: Normal and magical arrows are not living vegetable matter. 

 

Commune With Nature

Range: 0                                                                 Components: V, S

Duration: 0                                                            Casting Time: 1 hour

Area of Effect: ½ mile radius/level                Saving Throw: None

         This spell enables the caster to become one with nature, thus being empowered with knowledge of the surrounding territory. For each level of experience of the caster, he can “know” one fact about the following subjects:

         The ground, plants, minerals, bodies of water, people, general animal, population, presence of woodland creatures, etc. The presence of powerful unnatural creatures also can be detected, as can the general state of the natural setting. The spell can only be used in outdoor settings or in very large underground settings. In natural underground settings-caves, cavern, etc. the range is limited to ½ of normal. In constructed settings (dungeons and towns) the spell will not function. The DM may limit the casting of this spell to once per month.

 

Conjure Minor Elemental

Range:50 hexes                                    Components: V, S

Duration: 1 turn/level                        Casting Time: 1 turn

Area of Effect: Special                      Saving Throw: None

         Upon casting a conjure minor elemental spell, the caster opens a special gate to one of the elemental planes. The plane is named at the time of casting. The elemental is summoned to the vicinity of the spell caster, It is 40% likely that a Tiny elemental appears, 30% likely that a Small elemental appears, 20% likely that a Medium elemental appears and 10% likely that something special will appear.

         The caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the elemental or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking the caster's opponents, The elemental remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell, dismiss elemental, or similar magic.

 

Control Winds

Range: 0                                                Components: V, S

Duration: 1 turn/level                        Casting Time: 1 round

Area of Effect: 1 mile radius/ level                Saving Throw: None

         By means of a control winds spell, the caster is able to alter wind force in the area of effect. The caster can increase or decrease wind force by up to 5 miles Per hour per level. Wind strengths are as follows:

 

Wind Force   Miles/Hour            Wind Force   Miles/Hour

Light Breeze         2-7                   Gale                    32-54

Moderate Winds 8-18                 Storm                 55-72

Strong Wind       19-31                 Hurricane          73-176

 

         Once this spell is cast, the wind force begins to increase or decrease by 3 miles per hour per round until the maximum or minimum speed is attained. The caster, with one round of complete concentration, can stabilize the wind at its current strength, or set it to increase or decrease. However, the rate of the change cannot be altered. The spell remains in force for one turn for each level of experience of the caster. When the spell is exhausted, the force of the wind wanes or waxes at the same rate, until it reaches the level it was at before the spell took effect. Another caster can use a control winds spell to counter the effects of a like spell up to the limits of his own ability.

         Winds in excess of 19 miles per hour drive small flying creatures-those eagle-sized and under-from the skies, severely affect missile accuracy, and make sailing difficult.

         Winds in excess of 32 miles per hour drive even medium flying creatures from the skies and cause minor ship damage.

         Winds in excess of 55 miles per hour drive all flying creatures from the skies, uproot small trees, knock down wooden structures, tear off roofs, and endanger ships.

         Winds in excess of 73 miles per hour are of hurricane force.

Note that this spell can be used in an underground area that is large enough. Winds will always start at the rate of 0. The effects of high winds in confined areas are as follows:

Strong wind - None.

Gale - Move unsecured furniture and blow open weak doors.

Storm - Minor structural damage. Attacks like a large air elemental.

Hurricane - Major structural damage. Attacks like a huge air elemental

 

Insect Plague

Range: 100 hexes                                Components: V, S, M

Duration: 2 rds./level                         Casting Time: 1 turn

Area of Effect: 50 hex rad cloud     Saving Throw: None

         When this spell is cast, a horde of creeping, hopping, and flying insects gather and swarm in a thick cloud in an area 50 hexes in radius that centers around a summoning point determined by the spell caster. The point can be up to 100 hexes away from the caster. The insect plague does not move thereafter for as long as it lasts.

         The insects obscure vision, limiting it to 2 hexes. Spell casting within the cloud is impossible. Creatures in the insect plague, regardless of Armor, sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are more than 150 hexes away from the insects. Creatures with fewer than 5 Hit Dice must check morale, failure means they run as described above. Heavy smoke drives off insects within its bounds. Fire also drives the insects away. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell simply clears insects from its blast area for one round. A single torch is against this vast horde, of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse. Note that the spell can be countered by a dispel magic spell cast at the center of the area of effect.

 

Moonbeam

Range: 100 hexes                                                 Components: V, S, M

Duration: 1 rnd/level                                          Casting Time: 1 round

Area of Effect: 1 hex rad + special                 Saving Throw: None

                 By means of this spell, the caster is able to cause a beam of soft, pale light to strike down from overhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, so that colors other than shades of' black, gray, or white are vague. The spellcaster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim Visual perception 6 hexes beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (of a creature in the beam), unless the DM rules otherwise.

 

Nature’s Vengeance

Range: 0 hexes                                     Component: V, S

Duration: Special                                Casting Time: 1 turn

Area of Effect: Special                      Saving Throw: none

         Upon discovering needless, cruel, or wanton death or destruction affecting the local flora, fauna, or natural force of an area the druid may perform the Rite of Vengeance to avenge the dead or the blight to the area. The very forces of nature turn against the creatures named in the casting of this spell.

         The events that justify the casting of this spell will fall into one of three vengeance levels:

         The first of these would attempt to teach the target/targets a lesson. It would cause creatures to harass and vegetation to impede. This would last for about three days.

         The second of these would attempt to drive the target/targets away. It would cause large creatures to harass, small creatures to attack and vegetation to destroy equipment such as tents and wagons. This would last until the target/targets left the area.

         The third of these would attempt to destroy the target/targets. The largest carnivores would actively seek the targets out, smaller creatures would constantly attack and the area vegetation would seek to capture and crush.

 

Reflecting Pool

Range: 3 hexes                                     Components: V, S, M

Duration: 1 rnd/level                         Casting Time: 1 hour

Area of Effect: Special                      Saving Throw: None

         This spell enables the caster to cause a pool of normal water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than 2 feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to the Inner Planes.

         The following spells can be cast through a reflecting pool, with a 5% per level chance for operating correctly: detect magic, detect snares and pits, Locate animals and plants, predict weather and detect poison. Each additional detection attempt requires a round of concentration, regardless of success. Infravision, if available, operates normally through the reflecting pool. The image is nearly always hazy enough to prevent the reading of script of any type.

         The material component is the oil extracted from such nuts as the hickory and the walnut, refined, and dropped in three measures upon the surface of the pool. (A measure need be no more than a single ounce of oil.) At the DM's option, the casting of this spell may be limited to once per day.

 

Spike Stones

Range: 30 hexes                                                    Components: V, S, M

Duration: 1 hour/level                                        Casting Time: 1 round

Area of Effect: 20 hexes + 1 hex / level         Saving Throw: None

                            

         This spell causes razor sharp spikes to project from exposed stone in the area of effect. These spikes vary from 6 inch to 2 feet long and extend in all directions. The effect of this is to inflict a +4 attack roll on anything stepping into one of these hexes. Running creatures are attacked at an additional +4 to hit. A creature falling into one of these hexes is attacked at a +8 bonus. A successful attack roll causes 1d6+2 points of damage.

         A creature can spend a full round clearing such a hex with a hand weapon of medium size or larger.

 

Transmute Rock to Mud Reversible

Range: 100 hexes                                                                                   Components: V, S, M

Duration: Special                                                                                   Casting Time: 1 round

Area of Effect: 4 hex radius, 2 hex radius or 25 hexes             Saving Throw: None

         This spell turns natural rock of any sort into an equal volume of mud. If it is cast upon a rock, for example, the rock affected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created can be 5 feet for a 4 hex radius and 10 feet for a 2 hex radius.

         Creatures unable to levitate, fly, reach solid ground to pull themselves out or otherwise free themselves from the mud sink at the rate of 1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across such ground. Brush

thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 2 hexes per round. When this spell is cast at stone constructs, use the siege damage rules.

         The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance--but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1-6 days per foot of depth. The exact time depends on exposure to the sun, wind, and normal drainage.

         The reverse, transmute mud to rock, hardens normal mud or quicksand into soft stone (sandstone or similar mineral) permanently unless magically changed. Creatures in the mud are allowed a reflex save DC 20 to escape before the area is hardened to stone. This application can also be started at a hex adjacent to the caster and run in a 1 hex path for up to 25 hexes. Dry sand is unaffected.

 

Wall of Fire

Range: 36 hexes                                   Components: V, S, M

Duration: Special                                Casting Time: 1 round

Area of Effect: Special                      Saving Throw: None

         The wall of fire spell brings forth an immobile, blazing curtain of magical fire. The spell creates either an opaque sheet of flame up to four hexes in length per level of the spell caster, or a ring with a radius of up to 2 hexes + 1 hex per two levels of experience of the caster. In either form, the wall of fire is 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster and is supported by a solid surface.

         The caster picks the two end points, which must be within 4 hexes per level of the caster from each other. That is, a tenth level caster must pick two points that must be within 40 hexes of him and 40 hexes of each other. The wall will then spring up in a straight line between the two end points.

         The wall is warm to anyone near it but does no damage unless they touch it or go through it. Those touching it take 1d10 points of damage +1 point of damage per 2 levels of the caster and those that go through it take 1d10 points of damage +2 point of damage per level of the caster. Creatures may ignite when going through a wall of fire, Fort DC 18 to avoid, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly created wall of fire is difficult; a successful reflex 10 save enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the druid concentrates on maintaining it or one round per level of experience of the druid, in the event he does not wish to concentrate upon it. That choice is made at the time of casting.

 

Sixth-Level Spells

 

Animal Calling III

Range: 0                                        Components: V, S

Duration: Special                        Casting Time: 1 round

Area of Effect: 1 mile radius   Saving Throw: None

         By means of this spell, the caster calls up to 60 hit die of whatever sort of animals are in the area when the call is made, Only animals within 1 mile of the caster at the time the spell is cast will come. The caster can name a particular type that he knows is in the area. If none are available then something else will show up.

         The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. The following list shows the specific animals that can be called by this spell and the level conversion that determines how many you can call. No more of a specific animal will show up than could normally be encountered in that area. If animals are called for that have “leaders”, The appropriate leader types will show up with the normal animals. For example, if cattle are called for, 10% of those called will be bulls. It will take the animals 2 to 20 rounds to answer the call. Note that these are not “summoned” creatures.

 

(0.01) All Fine Insects

(0.1) All Diminutive Animals

(0.5) All Tiny Animals- Sheep-Antelope

(0.75) Beaver, Giant Rat-Rhea-Goat-Jackal

(1) Badger-Deer-Hunting Dog-Eagle-Pony or Donkey-Wild Lizard-Porcupine-Small Python-Small Viper

(2) Baboon-Emu-Lynx-Homed Owl-Medium Python-Medium Viper

(3) Riding Horse-Giant Weasel-Wolf

(4) Ape-Black Bear-Boar-Warthog-Camel-Cattle-Cheetah-Blink Dog-War Dog-Giant Eagle-Ostrich-Hyena-Giant Owl- Wolverine

(5) Giant Goat-Light War Horse-Jaguar-Monitor Lizard-Mule-Wild Sheep-Winter Wolf

(6) Displacer Beast-Axe Beak-Draft Horse-Giant Hyena-Large Python-Large Viper

(7) Buffalo-Lion- Giant Wolverine-Worg

(8) Heavy War Horse

(9) Brown Bear-Giant Boar

(10) Great Eagle-Giant Lizard-Huge Python

(11) Rhinoceros-Wooly Rhinoceros-Saber-Tooth Lion

(12) Cave Bear

(13) Elephant-Mammoth-Giant Python

(15) Dragon Lizard

 

Animate Tree

Range: Touch                                       Components: V, S, M

Duration: 1 day/level                         Casting Time: 1 round

Area of Effect: 1 oak tree                 Saving Throw: None

         This spell enables the caster to charm a healthy oak tree (or other type if the DM allows) to cause it to serve as a protector. The spell can be cast on a single tree at a time. The Animate Tree spell can be cast upon a healthy tree of small, medium, or large size, according to desire and availability. This spell causes the tree to animate. See the animated tree in the Monster Manual.

         A triggering phrase of up to maximum of one word per level of the spellcaster is then placed upon the targeted oak. For instance, “Attack any persons who come near without first saying sacred mistletoe” is an 11-word trigger phrase that could be used by a caster of 11th level or higher casting the spell.

         A tree enchanted by this spell radiates a magical aura (if checked for), and can be returned to normal by a successful casting of a dispel magic spell, or upon the desire of the caster who enchanted it. If dispelled, the tree takes root immediately. If released by the caster, it tries to return to its original location before taking root. Damage to the tree can be healed with a plant growth spell, which restores 3d4 points of damage. A plant growth spell used in this fashion does not increase the size or hit points of the live oak beyond the original value.

 

Anti-Animal Shell

Range: 0                                                                 Components: V, S

Duration: 1 turn/ level                                        Casting Time: 1 round

Area of Effect: 3 hex radius hemisphere      Saving Throw: None

         This spell creates an immobile, invisible hemisphere that prevents the entrance of all creatures that are completely or partially “normal”. Normal creatures are anything that is not extra-planer or purely magical in nature. This does not affect any animals that are already inside the hemisphere when the spell is cast. Such creatures can leave the barrier but cannot re-enter it.

         The spell lasts for 1 turn for each caster level as long as no one inside the hemisphere makes any attack or casts any attack spells out of the hemisphere. Any such attack causes the protection to drop immediately.

 

Control Rain

Range: 0                                                                 Components: V, S

Duration: 5 minutes per level                           Casting Time: 1 round

Area of Effect: 1mile radius/level                    Saving Throw: None

         By means of a control rain spell, the caster is able to alter the amount of rainfall in the area of effect. The caster can increase or decrease the rain by 1 inch per hour per level. Levels of rainfall are as follows:

 

Rain level in Inches Per Hour

None or Sprinkle                       0                                 Heavy Rain   3-4

Drizzle                      1                 Heavy Downpour    5-6

Light Rain               2                 Flood                          7+

 

         Once this spell is cast, the rain will increase or decrease at the rate of 1 inch of rain per hour each minute. It would take 6 minutes for a light drizzle to become a flood. The caster, with one round of complete concentration, can change the rate of rainfall up or down. The rate of change will be the same as the initial casting.

         The spell remains in force for five minutes for each level of experience of the caster. When the spell is exhausted, the rain dies down or speeds back up at the same rate until it is back to the same level it was before the spell was cast. Another caster can use a control rain spell to counter the effects of a like spell up to the limits of his own ability.

         Rain in excess of 2 inches per hour drive small flying creatures-those eagle-sized and under-from the skies, severely affect missile accuracy, make sailing difficult and make muddy areas very slick. Rain in excess of 4 inches per hour drive even man-sized flying creatures from the skies, cause minor ship damage and make ground movement difficult. In addition, creek beds may suddenly flood. Rain in excess of 6 inches per hour drive all flying creatures from the skies, cause flash floods, cause roofs to leak, endanger ships and make ground movement all but impossible.

         Note that this spell can't be used inside and can be used outside only if there are overcast conditions already

 

Cure Critical Wounds Reversible

Range: Touch                                       Components: V, S

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 creature                 Saving Throw: None

         This spell is a very potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 3d8 hit points of damage + 1 hit point per level of the caster (up to +15). This healing cannot affect non-corporeal, non-living, or extra-planar creatures.

         Cause Critical Wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first. If the touch is successful, damage of 3d8+ 1 point per level of the caster (up to +15) is inflicted. If a creature is avoiding this touch, a touch attack roll is needed to determine if the spell caster’s hand strikes the opponent and causes such a wound. Damage reduction does not affect the damage done by this spell.

 

Feeblemind

Range: 6 hexes per level            Components: V, S, M

Duration: Permanent                Casting Time: 1 round

Area of Effect: 1 creature         Saving Throw: Will Neg.

         This spell is used to destroy the mind of the target creature. The feeblemind causes the subject’s intellect to degenerate to that of a moronic child. The subject remains in this state until a heal, wish or restoration spell is used to cancel the effects. Magic-using beings are very vulnerable to this spell; thus, their saving throws are made with the following adjustments:

 

Spell Use of Target     Saving Throw Adjustment

Non spell user                                  +1

Natural spell user                           -1

Divine spell user                              -2

Arcane spell user                            -4

 

         If the save is failed, re-roll the target’s Intelligence, Wisdom and Charisma at 1d3-1. If this affliction is healed, these stats will increase at the rate of 1 point per day until they are back to normal. Even if healed, there is a chance of insanity occurring.

 

Move Earth

Range: 0                                            Components: V, S, M

Duration: Permanent                    Casting Time: 1-4 hours

Area of Effect: 5 hex rad/ level   Saving Throw: None

         When cast, the move earth spell allows the caster to change the topology in the area of effect. It moves dirt, clay, loam, sand and smaller rocks but not large rock formations. Thus, small hills can be made or leveled, moats made or filled in, etc.

         This spell does not violently break the surface of the ground, instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, etc. are relatively unaffected, save for changes in elevation and relative topography.

         The area to be affected dictates the casting time. It can be as small as 1 turn for a very small area or up to four hours for the full area or effect. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures; its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

 

Reincarnate

Range: Touch                                       Components: V, S

Duration: Permanent                        Casting Time: 1 hour

Area of Effect: 1 person                    Saving Throw: None

         With this spell, the druid can bring back a dead person in another body, if death occurred no more than one week before the casting of the spell.

         Reincarnation does not require any type of survival roll. The corpse is touched, and a new incarnation of the person appears in the same general area in 1-6 days. The person reincarnated recalls the majority of his former life slowly. The new incarnation keeps the same Int, Wis and Cha but the physical stats must be re-rolled. The character class abilities are regained at the rate of about 1 level per encounter. The DM will have to be careful with the new form's ability to use some of the abilities. For example, a wizard reincarnated as a raven will be able to cast Verbal

spells but those with Somantic components will be beyond his capabilities. Likewise, a monk reincarnated as a raccoon will have access to most of his mental abilities but will not be able to use his martial arts attacks.

 

Die Roll      Incarnation                   Die Roll      Incarnation

01-10           Dwarf                             80-81           Bear, brown

11-20           Elf                                    82-83           Boar, wild

21-30           Gnome                           84-85           Wolf

31-40           Halfling                          86-87           Wolverine

41-50           Human                           88-89           Fox

51-55           Centaur                         90-91           Lynx

56-60           Nymph                           92-93           Raccoon

61-65           Faun                               94-95           Eagle

66-70           Pixie                                96-97           Hawk

71-75           Fairy                               98                 Owl

76-77           Badger                           99                 Raven

78-79           Bear, black                   00                 DM's choice

 

         A wish spell can restore a reincarnated character to its original form and status.

 

Stone Tell

Range: Touch                                       Components: V, S, M

Duration: 1 turn                                  Casting Time: 1 turn

Area of Effect: 1 cu. yd.                    Saving Throw: None

         When the Druid casts a stone tell spell upon an area, the very stones speak of and relate to the caster who or what has touched them as well as revealing what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked. Note that a stone's perspective, perception, and knowledge may hinder this divination. Such details, if any, are decided by the DM.

 

Sunray

Range: 6 hexes per level                    Components: V, S, M

Duration: 2-5 rounds                         Casting Time: 1 round

Area of Effect: 1 hex radius             Saving Throw: Special

         With this spell, the caster can evoke a dazzling beam of light each round in which no action other than movement is performed. The sunray is like a ray of natural sunlight. All creatures in the area of effect must roll successful reflex save or be blinded for 1-3 rounds. Creatures to whom sunlight is harmful or unnatural suffer the normal effects if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful.

 

Turn Wood

Range: 0                                                                                  Components: V, S

Duration: 1 round/level                                                       Casting Time: 1 round

Area of Effect: 60 degree arc, 4 hexes per level         Saving Throw: None

         When this spell is cast, a wave of force rolls forth from the caster each round, moving in the direction he is facing and causing all wooden objects in the path of the spell to be pushed away from the caster to the limit of the area of effect. Wooden objects above 3 inches in diameter that are fixed firmly are not affected, but loose objects (wagons, siege towers, etc.) move back. Objects less than 3 inches in diameter that are fixed splinter and break, and the pieces move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. If a spear is planted to prevent this forced movement, it splinters. Even magical items with wooden sections are turned, although an anti-magic shell blocks the effects. A successful dispel magic spell stops any further waves of force, otherwise, the turn wood spell lasts for one round for each experience level of the caster and the caster can turn and face a new direction each round.

         Creatures dragged along by the spell's power or hammered by flying debris will take appropriate damage.

It could range from 0 for no wood in the area of effect to as high as 6d6 for lots of debris or even more for special circumstances.

 

Wall of Thorns

Range: 50 hexes                                   Components: V, S

Duration: 1 hour per level                Casting Time: 1 round

Area of Effect: 4 hexes per level     Saving Throw: None

         The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person's finger. Any creature crashing into the wall of thorns suffers 10 points of damage minus their armor protection (i.e. A person wearing a Traveler’s outfit would take 7 points of damage. Any creature trying to break through the thorns takes the similar damage.

Any creature within the area of effect of the spell when it is cast, gets a reflex save to avoid it and place himself at the nearest point outside the newly formed wall. If he fails the save, he takes damage as if he had run into the wall and must break through to move. This damage is based on each hex of movement.

         If the wall of thorns is chopped at, it takes at least five minutes to cut a path through a single hex. Normal fire cannot harm the barrier, but magical fires burn away the barrier in five minutes, creating a wall of fire effect doing 6d6 damage to anything stuck in the wall and 3d6 to anything within 2 hexes of the wall on either side.

         Every hex of the wall of thorns must be within 50 hexes of the caster. One hex is the minimum thickness of a wall of thorns and they reach a height of 10 feet. The caster can shape the wall as he desires.

 

Seventh Level Spells

 

Animate Rock

Range: 20 hexes                                   Components: V, S

Duration: 1 round/level                     Casting Time: 1 round

Area of Effect: 1 cu. Ft/level            Saving Throw: None

         This powerful spell enables the priest casting it to imbue stone objects with mobility and a semblance of life. The animated stone or stones, then attacks whomever or whatever the caster first designates. The animated object must be of stone but can be natural or worked stone. Note that a stone in a wall can be animated but would not be able to move unless it was on the very top of the wall. The speed of movement of the object depends on its means of propulsion and its weight. The damage caused by the attack of an animated object depends on its form and composition. The frequency of attack depends on their method of locomotion, appendages, and method of attack and the damage done depends on the object’s strength, weight and method of attack. The Monster Manual has examples of commonly animated objects and their capabilities.

         The druid can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level druid could animate one or more objects whose solid volume did not exceed 14 cubic feet a large statue, two large rocks about three feet across or a dozen average crocks.

 

Change Staff

Range:0                                                                    Components: V, S, M

Duration: Special                                                  Casting Time: 10 rounds

Area of Effect: The caster's taff                       Saving Throw: None

         This spell changes a specially prepared staff into a treant-like creature of huge size. The staff is thrust into earth and the spell is cast. The staff sinks roots into the ground and begins to expand and grow to about 24 feet tall. This transformation takes place over the entire casting of the spell. This creature is treated in all ways as an animated tree. (See Monster Manual for combat abilities). This animated tree defends the caster and obeys any spoken commands. This transformation lasts for 8 hours or until the caster commands it to return to its true form or the creature is destroyed. If the transformed creature is reduced to 0 hit points or less, it crumbles into a sawdust-like powder. The staff can be used only once per day.

         The staff for the Change Staff spell must be specially prepared. This preparation takes two months and follows the same rules for magical item creation. Only 1 spell has to be embedded into the staff.

 

Conjure Greater Elemental Reversible

Range:50 hexes                                    Components: V, S

Duration: 1 turn/level                        Casting Time: 1 turn

Area of Effect: Special                      Saving Throw: None

         Upon casting a conjure elemental spell, the caster opens a special gate to one of the elemental planes. The plane is named at the time of casting. The elemental is summoned to the vicinity of the spell caster, It is 75% likely that a Large elemental appears, 20% likely that a Huge elemental appears and 5% likely that a giant elemental appears.

                 The caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the elemental or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking the caster's opponents, The elemental remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell, dismiss elemental, or similar magic.

         The reverse of this spell, dismiss elemental specifically sends elementals back to where they came from. Treat it as a dispel magic that gives you a +4 to save when targeting an elemental summoning.

 

Control Weather

Range: 0                                                Components: V, S, M

Duration: 1 day                                   Casting Time: 1 hour

Area of Effect: 1 mile rad/level       Saving Throw: None

                 The control weather spell enables a druid to change the weather in the local area. It requires one hour to cast the spell, and an additional 1-4 hours for the effects of the spell to be felt. The current weather conditions have no effect on the results of this spell. The druid selects his three choices of the three weather conditions that are going to go into effect. The spell lasts until the following dawn and the caster can carry it over from one day to the next by staying in the area and recasting it at dawn on the next day.

         See the Players Handbook for the exact effects of exposure to the various forms of weather.

 

Precipitation                     

DRY                                            0 humidity    

CLEAR                                      Normal humidity           

PARTLY CLOUDY               Drizzle, 1”/hour                

CLOUDY                                  Light rain, 2”/hour          

STORMY                                  Heavy Rain, 3-4”/hour                   

THUNDERSTORMS            Heavy Downpour, 5-6”/hour 

TORRENTIAL STORMS   7”+/hour   

 

Temperature

SWELTERING                       110°+

HOT                                           96°-110°

WARM                                      70°-95°

COOL                                        45°-70°

COLD                                        20°-45°

VERY COLD                           0°-20°

ARCTIC COLD                      below 0

 

Wind

DEAD CALM                          0 mph                    

CALM                                        2-7 mph                 

MODERATE WIND             8-18 mph              

STRONG WIND                     19-31 mph

BRUTE FORCE                     32-54 mph

GALE FORCE                        55-72 mph

HURRICANE FORCE         73-175 mph

 

Creeping Doom

Range: 0                                                Components: V, S

Duration: 4 rounds/level                   Casting Time: 1 round

Area of Effect: Special                      Saving Throw: None

         When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([ld6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpet like mass swarms in a small area centered on the druid but does not harm him. Upon command from the caster, the swarm creeps forth at a movement rate of three toward any prey within 50 hexes, moving in the direction in which the caster commands.

         The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. This horror will continue to pursue it’s target but will loose 10 of its number for each hex that it moves beyond 50 hexes.

         For example, if a creeping doom with a number of 800 that pursues Baldar, the evil lord of blade’s keep for 75 hexes before catching him and crawled over two of his helpless minions (One did not see them coming and one he threw at the swarm to save his own hide). Also his aid threw a bottle of flaming oil into the mass. It takes 30 hit points to kill the first minion and 20 hit points to kill the second. The flaming oil kills 50 and the 75 hex chase causes 250 to be lost. The size of this creeping doom when it catches Baldar is still 450 (800-30-20-50-250=450). This could get ugly. After reaching the target and doing it’s damage, the creeping doom dissipates.

         There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.

 

Earthquake

Range: 100 hexes                                Components: V, S, M

Duration: 3 rounds.                            Casting Time: 1 round

Area of Effect: 50 hex radius           Saving Throw: None

         When this spell is cast by a druid, a local tremor of fairly high strength rips the ground. The shock is over in three rounds. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular.

 

Earthquake Effects:

Terrain

Cave or cavern--Collapses roof

Cliffs--Crumble, causing landslide

Ground--Cracks open, causing the following fractions of creatures to fall in and die:

     Up to Small Size:                     1 in 6               Large Size:            1 in 10

     Medium Size:       1 in 8           Huge Size:     1 in 12

Marsh--Drains water to form muddy, rough ground.

Tunnel--Caves in

 

Vegetation

Small growth--No effect

Trees--l in 3 are uprooted and fall

 

Structures

All structures-See seige damage in Chapter 9.

 

Finger of Death

Range: 30 hexes                           Components: V, S

Duration: Instantaneous           Casting Time: 1 round

Area of Effect: 1 creature         Saving Throw: Fort (Neg)

         This spell causes the target’s heart to stop. The caster points at the target and casts the spell. If the target fails a fortitude save his heart stops and he dies. Creatures without hearts are immune to this spell.

 

Fire Storm Reversible

Range: 100 hexes                        Components: V, S

Duration: 1 round                      Casting Time: 1 round

Area of Effect: 4 hex radius     Saving Throw: Reflex ½

         When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The spell lasts but one round but the effect will continue on if there are sufficient combustibles present. Creatures within the area of fire and 1 or 2 hexes from the edge of the affected area receive 2-16 + 1 point per caster level. Creatures that roll successful reflex saves suffer only one-half damage.

         The damage is inflicted each round the creature stays in the area of effect. The height of the storm is 10 to 20 feet.

         The reverse spell, fire quench, smothers twice the area of effect of a fire storm spell with respect to normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a 5% chance per experience level of the caster of being extinguished. If cast only against a magically flaming item, the item must roll a difficulty 15 save with only the item’s bonuses. If it fails, the flaming magic is forever destroyed.

 

Transmute Metal to Wood

Range: 16 hexes                                   Components: V, S, M

Duration: Permanent                        Casting Time: 1 round

Area of Effect: 1 Metal Object        Saving Throw: Special

         This spell transforms a single metal object into the same object made of wood. There is a weight limit of 50 pounds per level of the caster. Magical objects are only 10% likely to be transformed. Once an object has been transformed it cannot be retrieved short of a wish.

 

 

 

 

 

 

 

 

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