1st-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.

Contents

C

Calm Animals: Calms animals with Hit Dice equal to 2d4 + caster level.

Charm Animal: Makes one animal your friend.

Crystal Shard: Launches crystal that inflicts 1d8+2 points of damage.

E

Endure Elements: Subject exists comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-foot radius.

G

Goodberry: 2d4 berries each cures 1 point of damage (max. 8 points/day).

L

Longstrider: Your speed increases by 10 feet.

M

Magic Fang: One natural weapon of subject creature gets +1 bonus on attack and damage rolls.

O

Obscuring Mist: Fog surrounds you.

P

Produce Flame: Inflicts 1d6 points of damage +1/level, touch or thrown.

S

Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 points of damage) for one minute/level.

Stand Against the Tide: Grants +2 bonus to AC and +4 bonus to resist bull rush and trip attacks.

Summon Nature’s Ally I: Calls creature to fight.

W

Winged Watcher: Take the form of a bird.

Wood Wose: Nature spirit does simple tasks for you.

Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.