Revision [6141]
Last edited on 2008-09-07 02:57:20 by PgmVelkaiva [Woops forgot to take out the "Druid Powers" link, duly fixed.]Additions:
__**[[Druid Druid]]**__, __**[[Spells Spells]]**__
Deletions:
Revision [6134]
Edited on 2008-09-07 02:52:24 by PgmVelkaiva [Updated Speak With Animals, Animal Messenger.]Additions:
**Level 6 - Speak With Animals**
Spell Cost: 7/2, Duration: 10 minutes/5 minutes, Components: S/V, Type: Normal, Range: 25', Save: N/A, Area of Effect: One animal.
Allows the druid to communicate with animals incapable of language. This communication may take any form, but cannot be telepathic. At the GM's discretion, this effect may apply to certain intelligent creatures who are incapable of language.
100: The druid is struck mute for one hour.
1: No Power spent on initial duration. The animal is favorably disposed toward the druid and will be helpful to the best of its ability.
**Level 11 - Animal Messenger**
Spell Cost: 10, Duration: Special, Components: S/V, Type: Normal, Range: Special, Save: N/A, Area of Effect: One animal.
Summons a small animal (bird, bat, mouse, etc.) to carry a message from the druid to a single person within one mile per level. The message can be no more than 25 words long. The recipient does not need to understand the language of animals; the spell grants the messenger the ability to communicate the druid's words clearly. If something prevents the message from being delivered, the druid is immediately aware of it. The animal will travel up to one day per druid's level or until its message is delivered, whichever comes first.
100: The message is hopelessly garbled, although the druid does not realize this.
1: No Power spent. The message can be up to 50 words long.
Spell Cost: 7/2, Duration: 10 minutes/5 minutes, Components: S/V, Type: Normal, Range: 25', Save: N/A, Area of Effect: One animal.
Allows the druid to communicate with animals incapable of language. This communication may take any form, but cannot be telepathic. At the GM's discretion, this effect may apply to certain intelligent creatures who are incapable of language.
100: The druid is struck mute for one hour.
1: No Power spent on initial duration. The animal is favorably disposed toward the druid and will be helpful to the best of its ability.
**Level 11 - Animal Messenger**
Spell Cost: 10, Duration: Special, Components: S/V, Type: Normal, Range: Special, Save: N/A, Area of Effect: One animal.
Summons a small animal (bird, bat, mouse, etc.) to carry a message from the druid to a single person within one mile per level. The message can be no more than 25 words long. The recipient does not need to understand the language of animals; the spell grants the messenger the ability to communicate the druid's words clearly. If something prevents the message from being delivered, the druid is immediately aware of it. The animal will travel up to one day per druid's level or until its message is delivered, whichever comes first.
100: The message is hopelessly garbled, although the druid does not realize this.
1: No Power spent. The message can be up to 50 words long.
Deletions:
Spell Cost: 12, Duration: 10 minutes, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: Special.
This spell can be cast only in woodlands and other wild areas. Plants grow wild and tangled in the druid's wake, footprints in soft earth fill themselves in, and misleading indications spring up in random directions away from the druid's true path. Creatures attempting to trail the druid suffer a -75 Tracking penalty, which is reduced by 10 points for every creature besides the druid in his party (thus a group of four people, including the druid, would get only a -35 penalty to Tracking attempts). This bonus is cumulative with other efforts to hide the trail.
100: The druid leaves a wide-open, obvious path for trackers to follow. Anyone attempting to trail the druid gains a +50 bonus to the skill checks.
1: No Power points spent.
**Level 11 - Resist Elements**
Spell Cost: 12, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: 25' radius.
The druid calls on nature to enchant a 25 foot radius about him. All within this radius gain a +15 bonus to saves vs. elemental magic, as well as being protected from freezing cold and other raw natural forces. Any damage caused by elemental magick is reduced by 2 points per damage dice (to a minimum of 1). Note that the druid can still be ignited, stunned, etc on a failed save.
100: Druid takes an additional 2 points of damage per dice from elemental magic over the next 10 rounds.
1: No Power points used.
Additions:
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One person.
Deletions:
Additions:
Allows the caster to duplicate the effects of pollen on one creature, causing uncontrollable sneezing and itching. The target suffers -15 Speed as long as the spell is sustained. A save vs. End/2 negates all effects.
Deletions:
Additions:
The caster throws a small stick of ironwood, causing BC10 Concussion damage.
The Druid calls on plant spirits to create a shower of thorns which will cause BC6 Slashing damage per round. If the spell lasts more than one round, the thorns operate automatically; the Druid may cast or move at full rate in subsequent rounds. The thorns have a Speed of 10, and have an initiative of their own; that is, they can interrupt a spell.
While the link is in place, the druid lapses into a deep trance and cannot speak, cast spells, or move. The druid may direct the animal, although this spell does not grant complete control; if the animal's will conflicts with the druid's, the druid can attempt to persuade the animal by rolling a check on (Druid's Will + Druid's Level - Animal's Will). However, the animal will never go into an obviously life-threatening situation, regardless of the willpower of the Druid.
The Druid calls on fire spirits to conjure a bolt of magical flame, causing 2BC10 Fire damage with a 25% chance of igniting the opponent on a failed save. The flame will burn for 3 rounds and cause BC6 Fire damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.
Creates a covering of rough, shaggy gray bark that protects the druid without impeding movement. For the duration of this spell, the druid gains a bonus of +10 Defense. Additionally, the Barkskin serves as a 15-point [[DamageTypes Physical shield]]. The Defense bonus is lost when the Barkskin is sheared away.
The Druid's hands become bear claws, each of which causes BC6 Slashing damage. There is no save against this spell, but the druid must hit with the claws (2 attacks), with a CA equal to his base MA (no bonuses or penalties from equipment apply). The Druid cannot cast any spells requiring gestures (S components) while his hands are transformed. The Druid may stop the spell at any time.
The Druid calls on the spirit of the Sun and directs a solar flare at one creature, causing 3BC10 Sunlight damage.
The druid calls upon the spirits of air and lightning to create a thunderbolt that can strike a single target for 4BC10 Electricity damage, or two separate targets for 2BC10 each.
Summons a cloud of biting, stinging insects to torment all within the area of effect. Creatures caught within the insect swarm suffer 2BC10 points of Slashing damage at the end of each round; a save vs. End/2 halves this damage. Spellcasting within the swarm is nearly impossible; each attempt requires a save vs. (Will+End)/2 to succeed. A creature may leave the area of effect by spending one action moving away.
Creates a protective covering of grayish stone over the druid's body. This rocky skin grants a +20 Defense bonus and serves as a 30-point [[DamageTypes Physical shield]]. The Defense bonus is lost once the shield has been broken.
The Druid calls on plant spirits to create a shower of thorns which will cause BC6 Slashing damage per round. If the spell lasts more than one round, the thorns operate automatically; the Druid may cast or move at full rate in subsequent rounds. The thorns have a Speed of 10, and have an initiative of their own; that is, they can interrupt a spell.
While the link is in place, the druid lapses into a deep trance and cannot speak, cast spells, or move. The druid may direct the animal, although this spell does not grant complete control; if the animal's will conflicts with the druid's, the druid can attempt to persuade the animal by rolling a check on (Druid's Will + Druid's Level - Animal's Will). However, the animal will never go into an obviously life-threatening situation, regardless of the willpower of the Druid.
The Druid calls on fire spirits to conjure a bolt of magical flame, causing 2BC10 Fire damage with a 25% chance of igniting the opponent on a failed save. The flame will burn for 3 rounds and cause BC6 Fire damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.
Creates a covering of rough, shaggy gray bark that protects the druid without impeding movement. For the duration of this spell, the druid gains a bonus of +10 Defense. Additionally, the Barkskin serves as a 15-point [[DamageTypes Physical shield]]. The Defense bonus is lost when the Barkskin is sheared away.
The Druid's hands become bear claws, each of which causes BC6 Slashing damage. There is no save against this spell, but the druid must hit with the claws (2 attacks), with a CA equal to his base MA (no bonuses or penalties from equipment apply). The Druid cannot cast any spells requiring gestures (S components) while his hands are transformed. The Druid may stop the spell at any time.
The Druid calls on the spirit of the Sun and directs a solar flare at one creature, causing 3BC10 Sunlight damage.
The druid calls upon the spirits of air and lightning to create a thunderbolt that can strike a single target for 4BC10 Electricity damage, or two separate targets for 2BC10 each.
Summons a cloud of biting, stinging insects to torment all within the area of effect. Creatures caught within the insect swarm suffer 2BC10 points of Slashing damage at the end of each round; a save vs. End/2 halves this damage. Spellcasting within the swarm is nearly impossible; each attempt requires a save vs. (Will+End)/2 to succeed. A creature may leave the area of effect by spending one action moving away.
Creates a protective covering of grayish stone over the druid's body. This rocky skin grants a +20 Defense bonus and serves as a 30-point [[DamageTypes Physical shield]]. The Defense bonus is lost once the shield has been broken.
Deletions:
The Druid calls on plant spirits to create a shower of thorns which will cause BC6 physical damage per round. If the spell lasts more than one round, the thorns operate automatically; the Druid may cast or move at full rate in subsequent rounds. The thorns have a Speed of 10, and have an initiative of their own; that is, they can interrupt a spell.
While the link is in place, the druid lapses into a deep trance and cannot speak, cast spells, or move. The druid may direct the animal, although this spell does not grant complete control; if the animal's will conflicts with the druid's, the druid can attempt to persuade the animal by rolling a check on (Druid's Will + Druid's Level - Animal's Will). However, the animal will never go into an obviously life-threatening situation, regardless of the willpower of the Druid.
The Druid calls on fire spirits to conjure a bolt of magickal flame, causing 2BC10 magical damage with a 25% chance of igniting the opponent on a failed save. The flame will burn for 3 rounds and cause BC6 magical damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.
Creates a covering of rough, shaggy gray bark that protects the druid without impeding movement. For the duration of this spell, the druid gains a bonus of +10 Defense. Additionally, the Barkskin will absorb up to 15 points of physical damage before being sheared off. The Defense bonus is lost when the Barkskin is sheared away. This spell is not cumulative with itself nor with any other magical shield; only the most recently cast takes effect.
The Druid's hands become bear claws, each of which causes BC6 damage. There is no save against this spell, but the druid must hit with the claws (2 attacks), with a CA equal to his base MA (no bonuses or penalties from equipment apply). The Druid cannot cast any spells requiring gestures (S components) while his hands are transformed. The Druid may stop the spell at any time.
The Druid calls on the spirit of the Sun and directs a solar flare at one creature, causing 3BC10 magical damage. Creatures susceptible to light damage (including vampires and sun-vulnerable undead) take double damage.
The druid calls upon the spirits of air and lightning to create a thunderbolt that can strike a single target for 4BC10 magical damage, or two separate targets for 2BC10 each.
Summons a cloud of biting, stinging insects to torment all within the area of effect. Creatures caught within the insect swarm suffer 2BC10 points of physical damage at the end of each round; a save vs. End/2 halves this damage. Spellcasting within the swarm is nearly impossible; each attempt requires a save vs. (Will+End)/2 to succeed. A creature may leave the area of effect by spending one action moving away.
Creates a protective covering of grayish stone over the druid's body. This rocky skin grants a +20 Defense bonus and absorbs up to 30 points of physical damage before being broken away.
Additions:
Spell Cost: 12, Duration: 5 rounds, Components: S/V, Type: Normal, Range: 50 feet, Save: N/A, Area of Effect: Caster.
Allows the caster to teleport into a living tree within 50 feet, leaving no trace of his passing. He disappears into a special dimensional space embodied within the life force of the tree, and can remain there up to 5 rounds before being forced to exit. If the tree is damaged while the druid is still inside it, he will take a like amount of damage. While within the tree, the druid perceives the outside world as normal.
The druid may choose to exit from the same tree, or can optionally step forth from any other tree within 5 miles per level. Moving to another tree requires an action, but may be done on the same action in which the spell is cast.
The druid may always teleport to a tree within his Hallowed Ground, regardless of distance.
100: The attempt to enter the tree causes 2BC10 damage to the druid.
1: The duration is doubled.
Allows the caster to teleport into a living tree within 50 feet, leaving no trace of his passing. He disappears into a special dimensional space embodied within the life force of the tree, and can remain there up to 5 rounds before being forced to exit. If the tree is damaged while the druid is still inside it, he will take a like amount of damage. While within the tree, the druid perceives the outside world as normal.
The druid may choose to exit from the same tree, or can optionally step forth from any other tree within 5 miles per level. Moving to another tree requires an action, but may be done on the same action in which the spell is cast.
The druid may always teleport to a tree within his Hallowed Ground, regardless of distance.
100: The attempt to enter the tree causes 2BC10 damage to the druid.
1: The duration is doubled.
Deletions:
Allows the caster to step into a living tree, leaving no trace of his passing. He disappears into a special dimensional space embodied within the life force of the tree, and can remain there up to 5 rounds before being forced to exit. The Druid may choose to exit from the same tree, or can optionally step forth from any other tree of the same species within the spell's range. If the tree is damaged while the Druid is still inside it, he will take a like amount of damage.
1: The range is doubled.
100: The attempt to enter the tree causes 2BC10 damage to the Druid.
Revision [1812]
Edited on 2007-06-17 02:55:04 by NimeaSylvanosAdditions:
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Deletions:
No differences.
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Allows the affected creature(s) to see in natural darkness as if possessing 100' darkvision. This spell is not cumulative with other methods of seeing in the dark; only the most powerful is effective. For Owl's Sight to function, there must be at least minimal ambient light, and so this spell will not work in settings completely devoid of any light (such as deep subterranean caverns). It has no effect against magical darkness.
Deletions:
Revision [878]
Edited on 2007-02-23 22:44:27 by NimeaSylvanosAdditions:
{{image alt ="Blue logo" title = "Parthos" url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner3.jpg" link= "www.parthosrpg.com/forum/"}}
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[Druid Druid]]**__, __**[[DruidPowers Druid Powers]]**__, __**[[Spells Spells]]**__
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[Druid Druid]]**__, __**[[DruidPowers Druid Powers]]**__, __**[[Spells Spells]]**__
Deletions:
Revision [502]
Edited on 2006-09-14 16:38:30 by NimeaSylvanosAdditions:
**Level 1 - Ironwood Bolt**
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Cantrip, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
The caster throws a small stick of Ironwood, which causes BC10 physical damage.
100: The ironwood explodes in the caster's hands, causing BC10 damage to the caster.
1: The bolt takes on additional power, causing 2BC10 damage.
**Level 1 - Pollen**
Spell Cost: 4/2, Duration: 2(+1), Components: S/V, Type: Cantrip, Range: 100 feet, Save: End/2, Area of Effect: One creature.
Allows the caster to duplicate the effects of pollen on one creature, causing uncontrollable sneezing and itching. Target loses all natural Speed for the duration of the spell, including Speed bonuses granted by spells or items. Pollen does not affect Cantrip bonuses, Fast Cast, or Weapon Speed; only base Speed is negated. A save vs. End/2 negates all effects.
100: The caster suffers the full effects.
1: The victim also suffers -10 to CA and MA. No Power points used.
----
**Level 2 - Detect Magic**
Spell Cost: 5, Duration: Instantaneous, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One object or creature.
This spell requires a freshly-cut twig, flower stem, or blade of grass. The druid can test for the presence of magic by passing the twig over the person or object in question. If the spell's target is enchanted with ordinary magic, the twig will immediately wither to dust. If the object is enchanted with Druidic magic, the twig will flower into new greenery and can be re-planted into the soil to take root.
100: The twig molders and dies instantly, but the druid gains no knowledge.
1: No Power points spent. Caster may gain some insight into the type of magic laid on the object, but not its strength.
**Level 2 - Nature's Renewal**
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the druid to magically accelerate the natural healing of wounds. For every 5 levels of the druid (fractions rounded down), 3 points of damage are healed. A druid who is lower than Level 5 will still heal 3 points of damage per cast.
100: The druid takes 3 points of damage per 5 caster levels. No one is healed.
1: The spell heals 5 points of damage per 5 caster levels.
----
**Level 3 - Owl's Sight**
Spell Cost: 7, Duration: One hour, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature per three caster levels.
Allows the affected creature(s) to see in natural darkness as if possessing 100' Nightvision. This spell is not cumulative with other methods of seeing in the dark; only the most powerful is effective. For Owl's Sight to function, there must be at least minimal ambient light, and so this spell will not work in settings completely devoid of any light (such as deep subterranean caverns). It has no effect against magical darkness.
100: Caster is blinded for 10 minutes.
1: Duration is 2 hours.
**Level 3 - Rain of Thorns**
Spell Cost: 5/2, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
The Druid calls on plant spirits to create a shower of thorns which will cause BC6 physical damage per round. If the spell lasts more than one round, the thorns operate automatically; the Druid may cast or move at full rate in subsequent rounds. The thorns have a Speed of 10, and have an initiative of their own; that is, they can interrupt a spell.
100: The thorns surround the Druid and attack him for 2 rounds.
1: Initial duration doubled. No Power points used.
----
**Level 4 - Eyes of the Wild**
Spell Cost: 8, Duration: 10 minutes, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One animal.
Allows caster to link with a willing, natural animal, seeing through the animal's eyes, smelling what it smells, and so on. Although the druid must touch the animal to enter this communion, there is no restriction on how far the animal may travel afterwards while sustaining the connection.
While the link is in place, the druid lapses into a deep trance and cannot speak, cast spells, or move. The druid may direct the animal, although this spell does not grant complete control; if the animal's will conflicts with the druid's, the druid can attempt to persuade the animal by rolling a check on (Druid's Will + Druid's Level - Animal's Will). However, the animal will never go into an obviously life-threatening situation, regardless of the willpower of the Druid.
100: Druid goes blind for 10 minutes.
1: No Power points spent. Druid can direct the animal with absolute control.
**Level 4 - Water Scrying**
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 10 feet, Save: N/A, Area of Effect: 100 yards.
By casting this spell over a body of water, the Druid may see a reflection of events that have taken place within 100 yards of the water within the last 24 hours. The images are only visual; no sound is reproduced.
100: Druid is struck blind for one day.
1: No Power points used. Druid may scry events up to 1 mile away from the body of water.
----
**Level 5 - Eldritch Fire**
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage and no ignition, Area of Effect: One creature.
The Druid calls on fire spirits to conjure a bolt of magickal flame, causing 2BC10 magical damage with a 25% chance of igniting the opponent on a failed save. The flame will burn for 3 rounds and cause BC6 magical damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.
100: The fiery bolt ricochets back to the Druid, causing 2BC10 damage. Ignition is automatic.
1: The opponent takes 2BC12 damage, with automatic ignition on a failed save.
**Level 5 - Honeybalm**
Spell Cost: 10, Duration: Special, Components: S/V, Type: Ritual, Range: 0, Save: N/A, Area of Effect: One pellet per three caster levels.
This spell creates cherry-sized yellow pellets of dried honey dusted with bees' pollen. One pellet is created for every three levels of the caster. Each of these pellets, if eaten by a living creature, will heal 3 points of damage. The pellets retain their efficacy for one day and then crumble into dust and pollen if not used. Pellets can be used as magical healing devices. This spell requires 15 minutes of uninterrupted concentration to cast.
100: The pellets are tainted and rotten, although the caster does not know this until they are used. Eater must save vs. End or retch helplessly for the next 5 rounds (-20 to all actions and initiative).
1: Pellets heal 5 points of damage each.
----
**Level 6 - Tangled Path**
Spell Cost: 12, Duration: 10 minutes, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: Special.
This spell can be cast only in woodlands and other wild areas. Plants grow wild and tangled in the druid's wake, footprints in soft earth fill themselves in, and misleading indications spring up in random directions away from the druid's true path. Creatures attempting to trail the druid suffer a -75 Tracking penalty, which is reduced by 10 points for every creature besides the druid in his party (thus a group of four people, including the druid, would get only a -35 penalty to Tracking attempts). This bonus is cumulative with other efforts to hide the trail.
100: The druid leaves a wide-open, obvious path for trackers to follow. Anyone attempting to trail the druid gains a +50 bonus to the skill checks.
1: No Power points spent.
**Level 6 - Slow Venom**
Spell Cost: 7, Duration: 12 hours, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One living creature.
Temporarily halts the onset of poison in a creature's body, holding the venom at bay for 12 hours. At the end of this time, the poison takes effect normally unless further steps have been taken to neutralize it. This spell can be cast only once per toxin per creature; repeated castings cannot be used to delay a poison indefinitely. Slow Venom has no effect against instantaneous poisons, nor will it work against poisons more than 5 levels higher than the druid's level.
100: The druid is also affected by the poison and suffers full effects (no save).
1: The poison is neutralized completely.
----
**Level 7 - Detect Life**
Spell Cost: 9, Duration: 10 rounds, Components: M, Type: Normal, Range: 100 yards, Save: N/A, Area of Effect: All lifeforms larger than insects.
Allows the Druid to detect the presence of living creatures larger than normal insects within a 100 yd. radius. The Druid may tune the spell in several ways. It may be used to ignore creatures who are known (like members of a party). It may be directional. It may be tuned to one species.
100: The Druid is blinded and deafened for 10 rounds.
1: Range is doubled. No power points used.
**Level 7 - Barkskin**
Spell Cost: 12, Duration: One hour, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Creates a covering of rough, shaggy gray bark that protects the druid without impeding movement. For the duration of this spell, the druid gains a bonus of +10 Defense. Additionally, the Barkskin will absorb up to 15 points of physical damage before being sheared off. The Defense bonus is lost when the Barkskin is sheared away. This spell is not cumulative with itself nor with any other magical shield; only the most recently cast takes effect.
100: Druid suffers 2BC10 damage from the backlash.
1: Defense bonus increases to +15.
----
**Level 8 - Astromancy**
Spell Cost: 10, Duration: Instantaneous, Components: M, Type: Normal, Range: N/A, Save: N/A, Area of Effect: Caster.
Allows the Druid to look into the night sky and perform any one of the following divinations:
1. Fate: The condition or general whereabouts of any one individual.
2. Wisdom: The wisdom of any single course of action may be determined in advance; i.e.: 'Is it safe to cross the swamp by day?' Note that only a yes or no answer may be received.
3. Destiny: The caster may determine whether a given event will occur in the near future. Only a yes or no answer can be received.
//Note//: In the event that a game judge is unsure of the answer to any given question, he or she is entitled to state that the answer is unclear.
100: The Druid is blinded for 1 day.
1: The Druid learns more detail, subject to the referee's judgment.
**Level 8 - Claws of the Bear**
Spell Cost: 10, Duration: 5 rounds, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
The Druid's hands become bear claws, each of which causes BC6 damage. There is no save against this spell, but the druid must hit with the claws (2 attacks), with a CA equal to his base MA (no bonuses or penalties from equipment apply). The Druid cannot cast any spells requiring gestures (S components) while his hands are transformed. The Druid may stop the spell at any time.
100: The Druid's hands turn into clumsy paws without claws for 5 rounds. He cannot cast any spell requiring gestures, and cannot hold a weapon.
1: The claws do BC6+1 damage each.
----
**Level 9 - Poison Ivy**
Spell Cost: 10/2, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for half penalties, Area of Effect: One creature per five levels.
Causes the target's skin to break out in red rashes and violent itching, as if afflicted by poison ivy all over. The irritating distraction inflicts a -30 penalty to CA, MA and Speed (a save vs. Will/2 reduces these penalties by half).
100: Caster is afflicted by the Poison Ivy for 5 rounds. No save.
1: Penalty is -40 CA, MA, and Speed.
**Level 9 - Nature's Balm**
Spell Cost: 10, Duration: Special, Components: M, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Caster.
The druid falls into a deep meditative trance in a natural setting and heals 2 points of damage per level. This trance must be done outdoors and requires 15 minutes of unbroken rest; if interrupted, the druid regains no Stamina.
100: Druid falls into a coma from which he cannot be roused for one day.
1: Druid regains 3 points of Stamina per level.
----
**Level 10 - Sol's Fury**
Spell Cost: 13, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
The Druid calls on the spirit of the Sun and directs a solar flare at one creature, causing 3BC10 magical damage. Creatures susceptible to light damage (including vampires and sun-vulnerable undead) take double damage.
100: The flame is directed at the druid, who takes 3BC10 damage.
1: The flame sears the opponent for 4BC10 damage. No power points used.
**Level 10 - Trap Sunlight**
Spell Cost: 10, Duration: Special, Components: M, Type: Normal, Range: 0, Save: N/A, Area of Effect: Special.
Allows the Druid to trap sunlight into one object small and light enough to be carried in one hand. The sunlight will stay within the object for up to 2 days; it may be released in total darkness to light an area of up to 50' radius as if lit by full sunlight. Once released, the light will last for 10 minutes. Undead vulnerable to sunlight recieve BC10 damage each round they remain in the light, with damage taking effect at the end of each round of exposure.
100: The Druid is blinded for 2 days.
1: No power points used. The object will hold the sunlight for up to 5 days.
----
**Level 11 - Resist Elements**
Spell Cost: 12, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: 25' radius.
The druid calls on nature to enchant a 25 foot radius about him. All within this radius gain a +15 bonus to saves vs. elemental magic, as well as being protected from freezing cold and other raw natural forces. Any damage caused by elemental magick is reduced by 2 points per damage dice (to a minimum of 1). Note that the druid can still be ignited, stunned, etc on a failed save.
100: Druid takes an additional 2 points of damage per dice from elemental magic over the next 10 rounds.
1: No Power points used.
----
**Level 12 - Commune With Nature**
Spell Cost: 10, Duration: 10 minutes, Components: S/V, Type: Ritual, Range: 100 yards per level, Save: N/A, Area of Effect: Caster.
The druid enters a trance of communion with her surroundings, sensing major changes and disturbances (undead, defilers, magical blights, etc.) in the land around her. This spell allows communication on a simple, nonverbal level with plants, stones and bodies of water. The druid can make an IQ roll, modified at PCG discretion, to discern specific information by speaking to the earth ('Did a party of orcs pass through this area last week?'). This spell can be cast only in wilderness settings.
100: Druid is struck mute for two days.
1: Druid can discern specific information without an IQ roll.
----
**Level 13 - The Walk of Trees**
Spell Cost: 15, Duration: 5 rounds, Components: S/V, Type: Normal, Range: One mile per level, Save: N/A, Area of Effect: One tree.
Allows the caster to step into a living tree, leaving no trace of his passing. He disappears into a special dimensional space embodied within the life force of the tree, and can remain there up to 5 rounds before being forced to exit. The Druid may choose to exit from the same tree, or can optionally step forth from any other tree of the same species within the spell's range. If the tree is damaged while the Druid is still inside it, he will take a like amount of damage.
1: The range is doubled.
100: The attempt to enter the tree causes 2BC10 damage to the Druid.
----
**Level 14 - Boomerang**
Spell Cost: 12/2, Duration: 2(+1), Components: S, Type: Normal, Range: 100 feet, Save: None, Area of Effect: Caster.
Allows the caster to cause any normal missiles which would normally hit him to boomerang back to the firer, who takes full damage from the missile, subject to the firer's normal Defense. This spell has no effect on magical or enchanted missiles.
100: The Druid takes double damage from any missile that hits him, for 2 rounds.
1: Initial duration is doubled. No initial Power points used.
----
**Level 15 - Thunderbolt**
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One to two creatures.
The druid calls upon the spirits of air and lightning to create a thunderbolt that can strike a single target for 4BC10 magical damage, or two separate targets for 2BC10 each.
100: Lightning erupts around the druid, causing 4BC10 damage.
1: Each bolt causes an additional 2 points of damage.
----
**Level 16 - Wrath of the Vines**
Spell Cost: 20, Duration: 5 rounds, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 to limit effects to one round, Area of Effect: 25' radius.
Plants and grasses in the area of effect grow thick and tangled, ensnaring creatures within their grasp. All movements, weapon attacks, and S-component spellcasting suffer a -50 initiative penalty and a -25 CA or MA penalty. Note that V and M-component spellcasts are not hindered unless they also have a Somatic component. Similarly, vocal Bardic Powers are not slowed or hampered, but those relying on musical instruments are.
Affected creatures can hack their way out of the area of effect in 2 rounds, but can take no other actions while doing so. This spell must be cast outdoors and will function only in places where it is possible for vines and grasses to grow (it cannot be cast in deserts, arctic regions, barren subterranean caves, etc).
100: Area of effect is centered on the druid.
1: Duration is 7 rounds.
----
**Level 17 - Rejuvenation**
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: RItual, Range: Touch, Save: N/A, Area of Effect: One person.
By calling upon the restorative powers of Nature, the druid may force back the effects of natural poisons (including most monster poisons but not magical toxins, inorganic alchemical compounds, etc.), cure natural diseases, reverse the effects of natural or magical aging, and heal critical injuries. (Note that Rejuvenation will not restore lost body parts, but it will heal broken bones and cripplings.) If used to heal ordinary injuries, this spell restores Stamina equal to twice the caster's level.
100: Druid suffers an affliction mirroring that he is attempting to cure.
1: No Power points spent. All natural maladies in the subject are healed.
----
**Level 18 - Insect Swarm**
Spell Cost: 20/2, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: 50' radius.
Summons a cloud of biting, stinging insects to torment all within the area of effect. Creatures caught within the insect swarm suffer 2BC10 points of physical damage at the end of each round; a save vs. End/2 halves this damage. Spellcasting within the swarm is nearly impossible; each attempt requires a save vs. (Will+End)/2 to succeed. A creature may leave the area of effect by spending one action moving away.
Because the insects are alive, they can be killed en masse by area-effect damage spells centered on the swarm, but other creatures caught among them will be equally affected. Small flames (single-target spells, torches, etc.) are not sufficient to drive away the insects.
100: Insect Swarm is centered on the caster and remains for 3 rounds.
1: Insects cause an additional 2 points of damage per round.
----
**Level 19 - Earth's Armor**
Spell Cost: 20, Duration: One hour, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Creates a protective covering of grayish stone over the druid's body. This rocky skin grants a +20 Defense bonus and absorbs up to 30 points of physical damage before being broken away.
100: Instead of forming a protective layer, stone spikes jab inward, causing 3BC10 damage to the druid and then crumbling.
1: The Armor will absorb 40 points of damage before breaking.
----
**Level 20 - Shapechange**
Spell Cost: 30, Duration: One hour, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Allows caster to transform self into an average specimen of any natural animal that is included in the Andamen subspecies list. Equipment is absorbed into the animal form but cannot be used; thus Defense bonuses from armor and static bonuses granted by items do not apply while Shapechanged.
Druids may also take a Small Bird shape, which uses the Andaman Small Mammal stat changes but gets no attack at all. Each transformation requires one round. If the druid attacks in animal form, she will use MA instead of CA to hit. The target's Defense still applies against all such attacks.
The druid can change shape repeatedly during the spell's duration, as long as the total number of transformations is equal to his level or less. The druid returns to his original form at the end of the spell or if knocked unconscious.
100: The druid is trapped in the first Shapechanged form, although he does not know this will happen until the transformation is complete.
1: Duration is two hours, with no limit on the number of Shapechanges.
----
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Cantrip, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
The caster throws a small stick of Ironwood, which causes BC10 physical damage.
100: The ironwood explodes in the caster's hands, causing BC10 damage to the caster.
1: The bolt takes on additional power, causing 2BC10 damage.
**Level 1 - Pollen**
Spell Cost: 4/2, Duration: 2(+1), Components: S/V, Type: Cantrip, Range: 100 feet, Save: End/2, Area of Effect: One creature.
Allows the caster to duplicate the effects of pollen on one creature, causing uncontrollable sneezing and itching. Target loses all natural Speed for the duration of the spell, including Speed bonuses granted by spells or items. Pollen does not affect Cantrip bonuses, Fast Cast, or Weapon Speed; only base Speed is negated. A save vs. End/2 negates all effects.
100: The caster suffers the full effects.
1: The victim also suffers -10 to CA and MA. No Power points used.
----
**Level 2 - Detect Magic**
Spell Cost: 5, Duration: Instantaneous, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One object or creature.
This spell requires a freshly-cut twig, flower stem, or blade of grass. The druid can test for the presence of magic by passing the twig over the person or object in question. If the spell's target is enchanted with ordinary magic, the twig will immediately wither to dust. If the object is enchanted with Druidic magic, the twig will flower into new greenery and can be re-planted into the soil to take root.
100: The twig molders and dies instantly, but the druid gains no knowledge.
1: No Power points spent. Caster may gain some insight into the type of magic laid on the object, but not its strength.
**Level 2 - Nature's Renewal**
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the druid to magically accelerate the natural healing of wounds. For every 5 levels of the druid (fractions rounded down), 3 points of damage are healed. A druid who is lower than Level 5 will still heal 3 points of damage per cast.
100: The druid takes 3 points of damage per 5 caster levels. No one is healed.
1: The spell heals 5 points of damage per 5 caster levels.
----
**Level 3 - Owl's Sight**
Spell Cost: 7, Duration: One hour, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature per three caster levels.
Allows the affected creature(s) to see in natural darkness as if possessing 100' Nightvision. This spell is not cumulative with other methods of seeing in the dark; only the most powerful is effective. For Owl's Sight to function, there must be at least minimal ambient light, and so this spell will not work in settings completely devoid of any light (such as deep subterranean caverns). It has no effect against magical darkness.
100: Caster is blinded for 10 minutes.
1: Duration is 2 hours.
**Level 3 - Rain of Thorns**
Spell Cost: 5/2, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
The Druid calls on plant spirits to create a shower of thorns which will cause BC6 physical damage per round. If the spell lasts more than one round, the thorns operate automatically; the Druid may cast or move at full rate in subsequent rounds. The thorns have a Speed of 10, and have an initiative of their own; that is, they can interrupt a spell.
100: The thorns surround the Druid and attack him for 2 rounds.
1: Initial duration doubled. No Power points used.
----
**Level 4 - Eyes of the Wild**
Spell Cost: 8, Duration: 10 minutes, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One animal.
Allows caster to link with a willing, natural animal, seeing through the animal's eyes, smelling what it smells, and so on. Although the druid must touch the animal to enter this communion, there is no restriction on how far the animal may travel afterwards while sustaining the connection.
While the link is in place, the druid lapses into a deep trance and cannot speak, cast spells, or move. The druid may direct the animal, although this spell does not grant complete control; if the animal's will conflicts with the druid's, the druid can attempt to persuade the animal by rolling a check on (Druid's Will + Druid's Level - Animal's Will). However, the animal will never go into an obviously life-threatening situation, regardless of the willpower of the Druid.
100: Druid goes blind for 10 minutes.
1: No Power points spent. Druid can direct the animal with absolute control.
**Level 4 - Water Scrying**
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 10 feet, Save: N/A, Area of Effect: 100 yards.
By casting this spell over a body of water, the Druid may see a reflection of events that have taken place within 100 yards of the water within the last 24 hours. The images are only visual; no sound is reproduced.
100: Druid is struck blind for one day.
1: No Power points used. Druid may scry events up to 1 mile away from the body of water.
----
**Level 5 - Eldritch Fire**
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage and no ignition, Area of Effect: One creature.
The Druid calls on fire spirits to conjure a bolt of magickal flame, causing 2BC10 magical damage with a 25% chance of igniting the opponent on a failed save. The flame will burn for 3 rounds and cause BC6 magical damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.
100: The fiery bolt ricochets back to the Druid, causing 2BC10 damage. Ignition is automatic.
1: The opponent takes 2BC12 damage, with automatic ignition on a failed save.
**Level 5 - Honeybalm**
Spell Cost: 10, Duration: Special, Components: S/V, Type: Ritual, Range: 0, Save: N/A, Area of Effect: One pellet per three caster levels.
This spell creates cherry-sized yellow pellets of dried honey dusted with bees' pollen. One pellet is created for every three levels of the caster. Each of these pellets, if eaten by a living creature, will heal 3 points of damage. The pellets retain their efficacy for one day and then crumble into dust and pollen if not used. Pellets can be used as magical healing devices. This spell requires 15 minutes of uninterrupted concentration to cast.
100: The pellets are tainted and rotten, although the caster does not know this until they are used. Eater must save vs. End or retch helplessly for the next 5 rounds (-20 to all actions and initiative).
1: Pellets heal 5 points of damage each.
----
**Level 6 - Tangled Path**
Spell Cost: 12, Duration: 10 minutes, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: Special.
This spell can be cast only in woodlands and other wild areas. Plants grow wild and tangled in the druid's wake, footprints in soft earth fill themselves in, and misleading indications spring up in random directions away from the druid's true path. Creatures attempting to trail the druid suffer a -75 Tracking penalty, which is reduced by 10 points for every creature besides the druid in his party (thus a group of four people, including the druid, would get only a -35 penalty to Tracking attempts). This bonus is cumulative with other efforts to hide the trail.
100: The druid leaves a wide-open, obvious path for trackers to follow. Anyone attempting to trail the druid gains a +50 bonus to the skill checks.
1: No Power points spent.
**Level 6 - Slow Venom**
Spell Cost: 7, Duration: 12 hours, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One living creature.
Temporarily halts the onset of poison in a creature's body, holding the venom at bay for 12 hours. At the end of this time, the poison takes effect normally unless further steps have been taken to neutralize it. This spell can be cast only once per toxin per creature; repeated castings cannot be used to delay a poison indefinitely. Slow Venom has no effect against instantaneous poisons, nor will it work against poisons more than 5 levels higher than the druid's level.
100: The druid is also affected by the poison and suffers full effects (no save).
1: The poison is neutralized completely.
----
**Level 7 - Detect Life**
Spell Cost: 9, Duration: 10 rounds, Components: M, Type: Normal, Range: 100 yards, Save: N/A, Area of Effect: All lifeforms larger than insects.
Allows the Druid to detect the presence of living creatures larger than normal insects within a 100 yd. radius. The Druid may tune the spell in several ways. It may be used to ignore creatures who are known (like members of a party). It may be directional. It may be tuned to one species.
100: The Druid is blinded and deafened for 10 rounds.
1: Range is doubled. No power points used.
**Level 7 - Barkskin**
Spell Cost: 12, Duration: One hour, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Creates a covering of rough, shaggy gray bark that protects the druid without impeding movement. For the duration of this spell, the druid gains a bonus of +10 Defense. Additionally, the Barkskin will absorb up to 15 points of physical damage before being sheared off. The Defense bonus is lost when the Barkskin is sheared away. This spell is not cumulative with itself nor with any other magical shield; only the most recently cast takes effect.
100: Druid suffers 2BC10 damage from the backlash.
1: Defense bonus increases to +15.
----
**Level 8 - Astromancy**
Spell Cost: 10, Duration: Instantaneous, Components: M, Type: Normal, Range: N/A, Save: N/A, Area of Effect: Caster.
Allows the Druid to look into the night sky and perform any one of the following divinations:
1. Fate: The condition or general whereabouts of any one individual.
2. Wisdom: The wisdom of any single course of action may be determined in advance; i.e.: 'Is it safe to cross the swamp by day?' Note that only a yes or no answer may be received.
3. Destiny: The caster may determine whether a given event will occur in the near future. Only a yes or no answer can be received.
//Note//: In the event that a game judge is unsure of the answer to any given question, he or she is entitled to state that the answer is unclear.
100: The Druid is blinded for 1 day.
1: The Druid learns more detail, subject to the referee's judgment.
**Level 8 - Claws of the Bear**
Spell Cost: 10, Duration: 5 rounds, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
The Druid's hands become bear claws, each of which causes BC6 damage. There is no save against this spell, but the druid must hit with the claws (2 attacks), with a CA equal to his base MA (no bonuses or penalties from equipment apply). The Druid cannot cast any spells requiring gestures (S components) while his hands are transformed. The Druid may stop the spell at any time.
100: The Druid's hands turn into clumsy paws without claws for 5 rounds. He cannot cast any spell requiring gestures, and cannot hold a weapon.
1: The claws do BC6+1 damage each.
----
**Level 9 - Poison Ivy**
Spell Cost: 10/2, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for half penalties, Area of Effect: One creature per five levels.
Causes the target's skin to break out in red rashes and violent itching, as if afflicted by poison ivy all over. The irritating distraction inflicts a -30 penalty to CA, MA and Speed (a save vs. Will/2 reduces these penalties by half).
100: Caster is afflicted by the Poison Ivy for 5 rounds. No save.
1: Penalty is -40 CA, MA, and Speed.
**Level 9 - Nature's Balm**
Spell Cost: 10, Duration: Special, Components: M, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Caster.
The druid falls into a deep meditative trance in a natural setting and heals 2 points of damage per level. This trance must be done outdoors and requires 15 minutes of unbroken rest; if interrupted, the druid regains no Stamina.
100: Druid falls into a coma from which he cannot be roused for one day.
1: Druid regains 3 points of Stamina per level.
----
**Level 10 - Sol's Fury**
Spell Cost: 13, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
The Druid calls on the spirit of the Sun and directs a solar flare at one creature, causing 3BC10 magical damage. Creatures susceptible to light damage (including vampires and sun-vulnerable undead) take double damage.
100: The flame is directed at the druid, who takes 3BC10 damage.
1: The flame sears the opponent for 4BC10 damage. No power points used.
**Level 10 - Trap Sunlight**
Spell Cost: 10, Duration: Special, Components: M, Type: Normal, Range: 0, Save: N/A, Area of Effect: Special.
Allows the Druid to trap sunlight into one object small and light enough to be carried in one hand. The sunlight will stay within the object for up to 2 days; it may be released in total darkness to light an area of up to 50' radius as if lit by full sunlight. Once released, the light will last for 10 minutes. Undead vulnerable to sunlight recieve BC10 damage each round they remain in the light, with damage taking effect at the end of each round of exposure.
100: The Druid is blinded for 2 days.
1: No power points used. The object will hold the sunlight for up to 5 days.
----
**Level 11 - Resist Elements**
Spell Cost: 12, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: 25' radius.
The druid calls on nature to enchant a 25 foot radius about him. All within this radius gain a +15 bonus to saves vs. elemental magic, as well as being protected from freezing cold and other raw natural forces. Any damage caused by elemental magick is reduced by 2 points per damage dice (to a minimum of 1). Note that the druid can still be ignited, stunned, etc on a failed save.
100: Druid takes an additional 2 points of damage per dice from elemental magic over the next 10 rounds.
1: No Power points used.
----
**Level 12 - Commune With Nature**
Spell Cost: 10, Duration: 10 minutes, Components: S/V, Type: Ritual, Range: 100 yards per level, Save: N/A, Area of Effect: Caster.
The druid enters a trance of communion with her surroundings, sensing major changes and disturbances (undead, defilers, magical blights, etc.) in the land around her. This spell allows communication on a simple, nonverbal level with plants, stones and bodies of water. The druid can make an IQ roll, modified at PCG discretion, to discern specific information by speaking to the earth ('Did a party of orcs pass through this area last week?'). This spell can be cast only in wilderness settings.
100: Druid is struck mute for two days.
1: Druid can discern specific information without an IQ roll.
----
**Level 13 - The Walk of Trees**
Spell Cost: 15, Duration: 5 rounds, Components: S/V, Type: Normal, Range: One mile per level, Save: N/A, Area of Effect: One tree.
Allows the caster to step into a living tree, leaving no trace of his passing. He disappears into a special dimensional space embodied within the life force of the tree, and can remain there up to 5 rounds before being forced to exit. The Druid may choose to exit from the same tree, or can optionally step forth from any other tree of the same species within the spell's range. If the tree is damaged while the Druid is still inside it, he will take a like amount of damage.
1: The range is doubled.
100: The attempt to enter the tree causes 2BC10 damage to the Druid.
----
**Level 14 - Boomerang**
Spell Cost: 12/2, Duration: 2(+1), Components: S, Type: Normal, Range: 100 feet, Save: None, Area of Effect: Caster.
Allows the caster to cause any normal missiles which would normally hit him to boomerang back to the firer, who takes full damage from the missile, subject to the firer's normal Defense. This spell has no effect on magical or enchanted missiles.
100: The Druid takes double damage from any missile that hits him, for 2 rounds.
1: Initial duration is doubled. No initial Power points used.
----
**Level 15 - Thunderbolt**
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One to two creatures.
The druid calls upon the spirits of air and lightning to create a thunderbolt that can strike a single target for 4BC10 magical damage, or two separate targets for 2BC10 each.
100: Lightning erupts around the druid, causing 4BC10 damage.
1: Each bolt causes an additional 2 points of damage.
----
**Level 16 - Wrath of the Vines**
Spell Cost: 20, Duration: 5 rounds, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 to limit effects to one round, Area of Effect: 25' radius.
Plants and grasses in the area of effect grow thick and tangled, ensnaring creatures within their grasp. All movements, weapon attacks, and S-component spellcasting suffer a -50 initiative penalty and a -25 CA or MA penalty. Note that V and M-component spellcasts are not hindered unless they also have a Somatic component. Similarly, vocal Bardic Powers are not slowed or hampered, but those relying on musical instruments are.
Affected creatures can hack their way out of the area of effect in 2 rounds, but can take no other actions while doing so. This spell must be cast outdoors and will function only in places where it is possible for vines and grasses to grow (it cannot be cast in deserts, arctic regions, barren subterranean caves, etc).
100: Area of effect is centered on the druid.
1: Duration is 7 rounds.
----
**Level 17 - Rejuvenation**
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: RItual, Range: Touch, Save: N/A, Area of Effect: One person.
By calling upon the restorative powers of Nature, the druid may force back the effects of natural poisons (including most monster poisons but not magical toxins, inorganic alchemical compounds, etc.), cure natural diseases, reverse the effects of natural or magical aging, and heal critical injuries. (Note that Rejuvenation will not restore lost body parts, but it will heal broken bones and cripplings.) If used to heal ordinary injuries, this spell restores Stamina equal to twice the caster's level.
100: Druid suffers an affliction mirroring that he is attempting to cure.
1: No Power points spent. All natural maladies in the subject are healed.
----
**Level 18 - Insect Swarm**
Spell Cost: 20/2, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: 50' radius.
Summons a cloud of biting, stinging insects to torment all within the area of effect. Creatures caught within the insect swarm suffer 2BC10 points of physical damage at the end of each round; a save vs. End/2 halves this damage. Spellcasting within the swarm is nearly impossible; each attempt requires a save vs. (Will+End)/2 to succeed. A creature may leave the area of effect by spending one action moving away.
Because the insects are alive, they can be killed en masse by area-effect damage spells centered on the swarm, but other creatures caught among them will be equally affected. Small flames (single-target spells, torches, etc.) are not sufficient to drive away the insects.
100: Insect Swarm is centered on the caster and remains for 3 rounds.
1: Insects cause an additional 2 points of damage per round.
----
**Level 19 - Earth's Armor**
Spell Cost: 20, Duration: One hour, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Creates a protective covering of grayish stone over the druid's body. This rocky skin grants a +20 Defense bonus and absorbs up to 30 points of physical damage before being broken away.
100: Instead of forming a protective layer, stone spikes jab inward, causing 3BC10 damage to the druid and then crumbling.
1: The Armor will absorb 40 points of damage before breaking.
----
**Level 20 - Shapechange**
Spell Cost: 30, Duration: One hour, Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Allows caster to transform self into an average specimen of any natural animal that is included in the Andamen subspecies list. Equipment is absorbed into the animal form but cannot be used; thus Defense bonuses from armor and static bonuses granted by items do not apply while Shapechanged.
Druids may also take a Small Bird shape, which uses the Andaman Small Mammal stat changes but gets no attack at all. Each transformation requires one round. If the druid attacks in animal form, she will use MA instead of CA to hit. The target's Defense still applies against all such attacks.
The druid can change shape repeatedly during the spell's duration, as long as the total number of transformations is equal to his level or less. The druid returns to his original form at the end of the spell or if knocked unconscious.
100: The druid is trapped in the first Shapechanged form, although he does not know this will happen until the transformation is complete.
1: Duration is two hours, with no limit on the number of Shapechanges.
----