13th-Level Druid Spells, Book of Experimental Might, Alternate Magic System

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An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.

A

Animate Plants: One or more plants animate and fight for you.

B

C

Creeping Doom: Swarms of centipedes attack at your command.

Cure Moderate Wounds, Mass: Cures 2d8 points of damage +1/level for many creatures.

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

Stoneskin, Greater M: Ignore 20 points of damage per attack.

Sunbeam: Beam blinds victims and deals 4d6 points of damage.

T

Transmute Metal to Wood: Metal within 40 feet becomes wood.

True Seeing M: Lets you see all things as they really are.

U

V

W

Wind Walk: You and your allies turn vaporous and travel fast.

X

Y

Z