69 The shifter’s path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a ter- rible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy. Hit Die: d8. Requirements To become a shifter, a character must fulfill the following criteria. Feats: Alertness, Endurance. Spells: Able to cast 3rd-level spells. Special: Alternate Form—must either know polymorph self or have a natural alternate form, alter self, polymorph self, shapechange, or wild shape ability. Class Skills The shifter’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Knowl- edge (nature) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features The following are class features of the shifter prestige class. Weapon and Armor Proficiency: Shifters gain no weapon or armor proficiencies. Greater  Wild  Shape  (Sp): Beginning at 1st level, the shifter can take the form of another creature. Greater wild shape works like  wild shape,  with the following excep- tions. As she rises in level, the shifter gains the ability to assume the forms of creatures with types other than animal (see Table 5–15 for details), though she cannot choose a form that normally has more Hit Dice than she herself does. She can designate at the time of the change which pieces of her equipment meld into her new form and which do not. Nonmelded equipment alters its size to match that of her new form, but retains its functional- ity. The shifter cannot, however, use any equipment unless she has either an appropriate appendage or a mag- ical means of compensating for the lack of one. Any piece of equipment that is separated from her reverts to its original form. At 1st level, the shifter is limited to humanoid forms of Small and Medium-size. Thereafter, she can use greater wild shape two more times per day for every two shifter levels she gains, and her range of available creature sizes and types increases as shown on Table 5–15. When she gains the ability to adopt an undead shape at 5th level, she may become incorporeal if she chooses the form of a creature with that subtype. If  the shifter already has the  wild  shape  ability from another class, she may convert her uses per day of wild shape to uses per day of greater wild shape on a one-for-one basis. She may also mix and match the benefits of the two abilities as desired to gain the maximum advantage for any daily use. Thus, a Drd8/ shifter1 has up to four uses per day of greater wild shape, and she could use the ability to become a Large hu- manoid (because an 8th-level druid can become a Large Table 5–15: The Shifter Class Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +2 +2 +0 Greater wild shape   1 /day (Small or Medium-size, humanoid shape) 2nd +1 +3 +3 +0 Greater wild shape   (animal shape, monstrous humanoid shape) 3rd +2 +3 +3 +1 Greater wild shape   3/day (Large or Tiny, beast shape, plant shape) 4th +3 +4 +4 +1 Greater wild shape   (giant shape, vermin shape) 5th +3 +4 +4 +1 Greater wild shape   5/day (Diminutive, magical beast shape) 6th +4 +5 +5 +2 Greater wild shape   (aberration shape, ooze shape), supernatural ease 7th +5 +5 +5 +2 Greater wild shape   7/day (Huge, dragon shape) 8th +6 +6 +6 +2 Greater wild shape   (undead shape, construct shape) 9th +6 +6 +6 +3 Greater wild shape   9/day (Fine, elemental shape, outsider shape) 10th +7 +7 +7 +3 Greater wild shape   (Gargantuan), evershifting form CHAPTER 5: PRESTIGE CLASSES
70 creature and a 1st-level shifter can adopt the form of a hu- manoid). In the same manner, a Drd8/Shifter2 could be- come a Large monstrous humanoid if she wished. Supernatural Ease:  At  6th  level,  the  character’s greater  wild  shape ability becomes supernatural rather than spell-like. It still requires a standard action and can be suppressed in an antimagic field, but its use no longer provokes attacks of opportunity and never requires a Concentration check. Evershifting Form:  At 10th level, the shifter has reached the pinnacle of her shapechanging abilities. From this point on, she can use greater wild shape once per round, as a move-equivalent action, as many times per day as she wishes. Her type changes to shapechanger for determining what effects and items can affect her, and she gains darkvision (60 feet), which remains in effect re- gardless of her form. In addition, the shifter no longer suffers ability penal- ties for aging and is not subject to magical aging, though any  aging  penalties  she  may  already  have  suffered remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up. TAMER OF BEASTS The ability to bond with animals opens up a new way of life  for  some  druids  and  rangers.  By  exploring  and strengthening their bonds with their animal compan- ions, they can improve not only the creatures’ lives, but their own as well. Though a character who follows this path is called a tamer of beasts, this is perhaps a misnomer, since he does not truly master, tame, or domesticate his companions. Rather, through his magic and his overwhelming con- cern for his charges, he can make them tougher and more intelligent. Ultimately, he can even converse with them as equals. This class appeals primarily to rangers and druids. A member of another class may feel some longing for the path of the tamer, but without first developing a deep re- lationship with an animal, it is impossible to embrace this prestige class. Tamers of beasts have been known among all races. Elves, half-elves, and gnomes are the most likely to take up this path because of their affinity for nature, and dwarves are the least likely. The philosophy of a tamer of beasts is compatible with any alignment. Unlike most druids, tamers of beasts usually reside close to civilization. Some NPC tamers of beasts conceal their special relationships with animals and beasts by finding employment in a common circus or zoo. More typically, however, tamers of beasts adopt creatures that are threatened by growing populations of humanoids, protecting and shielding them from harm. If these crea- tures have suffered greatly at the hands of humanoids, tamers of beasts may also try to exact retribution. Hit Die: d8. Requirements To become a tamer of beasts, a character must fulfill the following criteria. Skills: Animal Empathy 10 ranks. Feats: Skill Focus (Animal Empathy). Spells: Able to cast animal friendship. Class Skills The tamer of beasts’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb  (Str),  Concentration  (Con),  Craft  (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Table 5–16: The Tamer of Beasts Class Base Fort Reflex Will Level AttackBonus Save Save Save Special Spells per Day/Spells Known 1st +0 +2 +2 +0 Animal mastery, Int 4 2nd +1 +3 +3 +0 Empathic link 3rd +2 +3 +3 +1 Blood bond, Int 6, natural armor+2 +1 level of existing class 4th +3 +4 +4 +1 Animal senses (hearing, smell), speak with master 5th +3 +4 +4 +1 Beast mastery,   Int 8 6th +4 +5 +5 +2 Natural armor +4, share saving throws +1 level of existing class 7th +5 +5 +5 +2 Animal senses (vision), Int 10, share spells 8th +6 +6 +6 +2 Command creatures of kind 9th +6 +6 +6 +3 Int 12,magical beast mastery,   natural armor +6 +1 level of existing class 10th +7 +7 +7 +3 Inspire greatness CHAPTER 5: PRESTIGE CLASSES
71 Hide (Dex), Intuit Direction (Wis), Knowledge (nature) (Int), Jump (Str), Listen (Wis), Ride (Dex), Scry (Int, ex- clusive skill), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore  (Wis). See Chapter 4 of  the  Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features The following are class features of the tamer of beasts prestige class. All modifications and bonuses granted to the tamers animal companions are immediately negated upon their release or the death of the tamer. Weapon and Armor Proficiency: Tamers of beasts gain no proficiency with any weapon or armor. Spells per Day/Spells Known: At 3rd, 6th, and 9th level, the tamer of beasts gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (addi- tional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcast- ing class before becoming a tamer of beasts, the player must decide to which class to add each tamer of beasts level for determining spells per day and spells known. Animal Mastery: Beginning at 1st level, the tamer of beasts can have animal companions whose Hit Dice total no more than the sum of twice his tamer of beasts level plus twice his caster level for  animal friendship. For ex- ample, a Drd7/tamer of beasts3 can have up to 20 Hit Dice of animal companions. No individual animal companion can have more Hit Dice than the tamer of beasts does. Intelligence: Through constant exposure to the tamer of beasts, his animal companions become more intelli- gent than the average for their species. When the tamer of beasts is 1st level, the Intelligence score of each of his companions rises to 4, and the creature’s type changes to magical beast. This minimum Intelligence score rises by 2 points for every two lamer of beasts levels the character gains thereafter. This improved Intelligence may allow the companion to follow more complex  instructions than it could before. Also, the tamer of beasts can teach each companion three tricks per point of Intelligence it has (see the Animal Companions sidebar in Chapter 2 of the DUNGEON  MASTER S  Guide and Chapter 2 of this book for more information on training animals). Empathic Link (Su): At 2nd level, the tamer of beasts gains an empathic link that allows him to communicate telepathically with his companions to a maximum dis- tance of one mile. The tamer of beasts and the compan- ion can understand one another as if a speak with animals effect were in force. Of course, intelligence is  still a factor in the content of such conversations, and misun- derstandings on that basis are still possible. Blood Bond: At 3rd level, each of the tamer of beast’s companions gains a +2 bonus on all attack rolls, checks, and  saves after witnessing any threat or  harm to  the tamer. This bonus lasts as long as the threat is immediate and apparent. Natural  Armor:  Also  when  the  tamer  of  beasts reaches 3rd level, each of his companions gains a +2 en- hancement bonus to its natural armor. This bonus rises to +4 at 6th level and +6 at 9th level. Animal Senses (Su): At 4th level, the tamer of beasts can hear through any designated companion’s ears or smell through its nose. At 7th level, he can see through a companion’s eyes. The tamer can activate his animal senses as a standard action, and he does not lose the abil- ity to sense events around him by doing so. Speak with Master (Ex): Also at 4th level, the tamer of beasts gains the ability to communicate verbally with his companions in a language of his own. Creatures other than his companions cannot understand this communi- cation without magical aid. Beast Mastery (Sp): At 5th level, the tamer of beasts can use the animal friendship spell to affect beasts in addition to animals, regardless of the target’s Intelligence score. Beast companions count against the tamer’s total allowed Hit Dice of companions just as animals do. Share Saving Throws: When the tamer of beasts reaches 6th level, his companions can use either his base saves or their own,  mixing and matching to  gain the highest value for each. Share Spells: At  7th level, the tamer of beasts may have any spell he casts on himself also affect one com- panion of his choice within 5 feet of him. A spell with a duration other than instantaneous stops affecting the companion if it moves farther than 5 feet away, and the effect is not reinstated even if  that companion  again comes within 5 feet of the character before the spell’s du- ration expires. Additionally, the tamer may cast a spell with a target of “You” on a companion (as if the spell had a range of touch) instead of on himself. The tamer of beasts and the companion can share even spells that do not normally affect creatures of the companion’s type. Command Creatur es of Kind (Sp): When the tamer of beasts reaches 8th level, his companions can use  com- mand as a spell-like ability at will against other creatures of  their kind. This ability affects only creatures  with fewer Hit Dice than that particular companion has. Each companion can use this ability once per day per two levels of the tamer, and the ability functions just like the spell ami ma mi (for purposes of this spell, the companion can make itself understood). M agical Beast Master    y (Sp): At 9th level, the tamer of beasts can use the animal friendship spell to affect magical beasts in addition to beasts and animals, regardless of the target’s Intelligence. Magical beast companions count as double their own Hit Dice against the tamer’s total al- lowed Hit Dice of companions. For example, a cockatrice with5 Hit Dice accounts for 10 Hit Dice of companions. Inspire Greatness (Su): At 10th level, the tamer of beasts can grant extra lighting ability to all his compan- ions within 30 feet. An inspired companion gains +2 Hit Dice (d10s that grant temporary hit points), a +2 compe- tence bonus on attacks, and a +1 competence bonus on Fortitude saves. Apply the companion’s Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice  count  as regular Hit  Dice  for  determining the effects of spells such as sleep. The tamer of beasts can in- spire his companions once per day, and the effects last for 5 rounds. This is a  supernatural,  mind-affecting, en- chantment ability. CHAPTER 5: PRESTIGE CLASSES
72 TEMPEST The tempest is the point of calm within a whirling bar- rier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a tempest and her two blades, but mastery of this fighting style is not about dancing. Nor is it about impressing anyone—least of all poets. The tempest focuses on learning the ultimate se- crets of two-weapon fighting for a single purpose—the destruction of her enemies. Typically hardy individualists, tempests rarely learn their skills through any sort of formal training. Instead, they master their an though constant application of its disciplines and experimentation on their foes. Similarly, no matter how famous tempests become, it’s rare for them to take on students. Their art, they say, is one that can be learned but never taught. This prestige class is open to all classes and races. Though tempests are rare, every humanoid race has boasted at least a few. Elves make for nimble, clever tem- pests whose dexterity works to their advantage. Dwarves, perhaps because they favor heavy armor and heavy weap- ons, are the least likely characters to become tempests. Even members of the smaller races can find the tempest’s path appealing. Hit Die: d10. Requirements To qualify as a tempest, a character must fulfill the fol- lowing criteria. Base Attack Bonus: +9. Feats: Ambidexterity, Dodge, Mobility, Spring Attack. Two-Weapon Fighting, and  Weapon Finesse  (any) or Weapon Focus (any). Class Skills The tempest’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), and Wilderness Lore (Wis). See Chap- ter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the tempest prestige class. Weapon and Armor Proficiency: Tempests gain no weapon or armor proficiencies. Improved Two-Weapon Fighting: Beginning at 1st level, a tempest can fight with two weapons as if she had the Improved Two-Weapon Fighting feat when she is wearing light armor or no armor. She loses this ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). Off-Hand Parry: At 2nd level, the tempest gains Off- Hand Parry as a bonus feat. As she gains tempest levels, her AC bonus from this feat increases, rising to +4 at 4th level and to +6 at 6th level. Greater Two-Weapon Fighting: At 5th level, a tem- pest can fight with two weapons as if she had the Greater Two-Weapon Fighting feat when she is wearing light armor or no armor. She loses this ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). Absolute Ambidexterity: Beginning at 8th level, the tempest’s attack penalties for fighting with two weapons lessen  by  2  when  she  is  wearing  light  armor  or  no armor. Thus, if she tights with a light weapon in her oft hand, she suffers no penalties on her attack rolls for Table 5–17: The Tempest Class Base Fort Ref Will Level    Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Improved Two-Weapon Fighting 2nd +2 +3 +0 +0 Off-Hand Parry +2 3rd +3 +3 +1 +1 4th +4 +4 +1 +1 Off-Hand Parry +4 5th +5 +4 +1 +1 Greater Two-Weapon Fighting 6th +6 +5 +2 +2 7th +7 +5 +2 +2 Off-Hand Parry +6 8th +8 +6 +2 +2 Absolute ambidexterity 9th +9 +6 +3 +3 10th +10 +7 +3 +3 Supreme two-weapon fighting CHAPTER 5: PRESTIGE CLASSES
73 fighting with two weapons. (If the off-hand weapon is not light, she suffers a –2 penalty on attack rolls with both her primary hand and her offhand.) Supreme Two-Weapon Fighting:  At 10th level, a tempest gains an additional attack with her off-hand weapon when she is wearing light armor or no armor. In addition to the three attacks she already has each round with her off-hand weapon (for Improved Two-Weapon Fighting and Greater Two-Weapon Fighting) at penalties of 0, –5, and –10, respectively, she is also entitled to a fourth attack with her off-hand weapon at a –15 penalty (see Table 8–2: Two-Weapon Fighting Penalties in the Player’s Handbook).  She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). VERDANT LORD Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid’s search for global understanding of nature’s secrets to focus all his energies on the world’s plant life. Elven and half-elven druids are the most likely charac- ters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad- Hai or Ehlonna have also been known to adopt this prestige class. It’s almost impossible for characters • without such ties to become verdant lords because they have neither the interest in nor the required understand- ing of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.  Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures.  Verdant lords tend to be sott-spoken, easygoing individuals—right up until someone lights a torch and threatens living plants. Hit Die: d8. Requirements To qualify as a verdant lord, a character must fulfill the following criteria. Alignment: Any nonevil. Skills: Profession (herbalist) 8 ranks, Wilderness Lore 8 ranks. Feats: Plant Control, Plant Defiance. Spells: Able to cast control plants. Class Skills The verdant lord’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Sir), Concen- tration (Con), Craft (any) (Int), Diplomacy (Cha), Dis- guise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge (nature) (Int), Listen (Wis), Scry (Int), Spellcraft (Int), Swim (Sir), and Wilderness Lore  (Wis). See Chapter 4 of the  Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features The following are class features of the verdant lord pres- tige class. Table 5–18: The Verdant Lord Class Base Fort Reflex Will Level Attack Bonus Save Save Save Special Spells per Day/Spells Known 1st +1 +2 +0 +2 Create Infusion +1 level of existing class 2nd +2 +3 +0 +3 Expert infusion, sun sustenance +1 level of existing class 3rd +3 +3 +1 +3 Spontaneity +1 level of existing class 4th +4 +4 +1 +4 Plant facility +1 level of existing class 5th +5 +4 +1 +4 Fast healing +1 level of existing class 6th +6 +5 +2 +5 Treant wild shape +1 level of existing class 7th +7 +5 +2 +5 +1 level of existing class 8th +8 +6 +2 +6 Animate tree +1 level of existing class 9th +9 +6 +3 +6 +1 level of existing class 10th +10 +7 +3 +7 Caea’s embrace +1 level of existing class CHAPTER 5: PRESTIGE CLASSES
74 Weapon and Armor Proficiency: Verdant lords gain no weapon or armor proficiencies. Spells per Day/Spells Known: At each verdant lord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other ben- efit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a verdant lord, the player must decide to which class to add each verdant lord level for de- termining spells per day and spells known. Create Infusion: At 1st level, the verdant lord gains Create Infusion as a bonus feat. Expert Infusion: At 2nd level, the character can au- tomatically identify the spell contained in an infusion and the caster level of that spell (see Infusions in Chap- ter 3). He also gains a bonus equal to his verdant lord level on both Profession (herbalist) checks and Wilder- ness Lore checks related to plants, including the use of this skill to forage for herbs. Sun Sustenance (Ex): Also at 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he re- quires no food that day. He still thirsts, however, and needs the standard amount of water to survive. Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn’t prepared ahead of time. This works like the cleric’s spontaneous casting ability, with the fol- lowing exceptions. He can “lose” a prepared spell to cast any regenerate spell of the same level or lower (a regenerate spell is any one with “regenerate” in its name; these spells are presented in Chapter 6). For example, a verdant lord who has prepared faerie fire  (a 1st-level spell) may lose that spell to cast regenerate light wounds  (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells. Plant Facility: At 4th level, the verdant lord can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level he uses to deter- mine the benefits of that feat. This means that he can also command 3 additional HD of plant creatures. Fast Healing: At 5th level, the verdant lord gains Fast Healing as a bonus feat. Tr eant Wild Shape (Sp): Beginning at 6th level, the ver- dant lord can use wild shape to take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipula- tive appendages, the verdant lord can cast spells nor- mally while in treant wild shape. Animate Tree (Sp): At 8th level, a verdant lord can ani- mate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to at- tacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically un- derstands the verdant lord’s commands. The charactercan return  the  animated  tree  to  its  normal  state  at  will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate an- other tree for 24 hours. Gaea’s Embrace: At 10th level, the verdant lord per- manently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not sub- ject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be mag- ically aged. Any aging penalties he may already have suf- fered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up. Organized Druids: The Order of the Verdant Grove “You cannot decide to be pure, novice.” —An elder of the Order, to a young Vadania The Order of the Verdant Grove is a loose organization of about one hundred seventy druids and verdant lords who share certain interests and are committed to gaining and disseminating information about nature. The organiza- tion doesn’t have much of a hierarchy, and the typical member also owes allegiance to some other druid circle in his or her local area. Many druids have heard of the Order of the Verdant Grove, but they often assume it is the name of some regional druid circle. An applicant for membership must be  invited and sponsored by a current member, and all available mem- bers periodically vote on whether to admit the current applicants. Once accepted, the new member (called an initiate) undergoes a rite of acceptance during which he or she receives a hoop earring bearing a green orb. Not only does this allow members to identify one another, but it is also a pearl of power (1st-level). The initiate is ex- pected to make a donation that covers the cost of creat- ing this talisman. What makes the order different from other organiza- tions is that its members intentionally spread themselves out over the world. A few are just as tied to a single sacred grove or woodland as any other druid or verdant lord would be, but most are travelers. They may be active ad- venturers out to address wrongs in the world or scholars in search of information that they can share with fellow members. In this sense, the Order of the Verdant Grove is the closest thing druids have to a ring of spies. Of course, most of the information that its members acquire and disseminate within the organization would bore a typical spy to tears. They share information about their explo- rations of distant lands, discoveries of new creatures (an- imals and beasts), and of previously unknown wonders of the natural world. They also share knowledge of new- spells and magic items that have come into use. Mem- bers of the Order of the Verdant Grove are encouraged to share whatever information they discover, but they are CHAPTER 5: PRESTIGE CLASSES
75 required to report on new druid communities, standing stones, or druid circles that they find. The Order of the Verdant Grove must occasionally act as a messenger serv- ice between independent druid circles in times of re- gional or greater crisis, so it’s important for its members to know where the druids of the world can be found. The origins of the order hearken back to a day when a druid circle broke apart following a war against a wizard cabal and its demonic servants. Many members of the original group became verdant lords—perhaps from a desire to form a deeper and more personal bond with nature after being dragged into a fight against outsiders. Thus, they tended to be somewhat reclusive. Now ver- dant lords have become rare, and they are found only among  the  older  members  of  the  organization. The druids and the verdant lords in the order do not com- pete—they share too much to become embroiled in petty rivalries. WATCH DETECTIVE When thieves and murderers strike in the night, citizens always wonder whether anyone can track down the per- petrators and set things straight. When the watch detec- tive is on the case, they can rest easy. The watch detective specializes in solving mysteries. Using a battery of clue-ferreting skills and abilities, he evaluates and discards possibilities until only one re- mains—the truth. The Rule of Evidence to which he as- cribes (see sidebar) restrains him from using his gifts to gain the truth through unfair means, demanding that he focus only on tangible facts as proof. Of course, once the watch detective solves the mystery, it’s likely that the guilty party won’t want to be brought to justice. Thus, it’s also important for the watch detective to know the tech- niques of combat. Fighters and warriors make up the bulk of any city watch force, but watch detectives often begin their ca- reers  as  rangers  or  rogues. The vast  majority  of  the rangers who opt for this prestige class are urban rangers (see Chapter 1). Wizards, sorcerers, clerics, and bards make especially good watch detectives when they can qualify for the class, though they may find that the Rule of Evidence hampers their ability to get at the truth. Elves find this lifestyle especially gratifying because it celebrates the mind in a not-too-subtle show of intellec- tual superiority. Gnomes and halflings have the inquisi- tive  streak  necessary  for  this  career,  and  they  have established many an effective city watch force in lands where their size would otherwise be a detriment. Hit Die: d8. Requirements To become a watch detective, a character must fulfill the following criteria. Alignment: Any nonevil. Skills:  Gather  Information  4  ranks, Knowledge (any) 4 ranks, Search 8 ranks. Feats: Track. Special: The  watch  detective  must honor the Rule of Evidence (see sidebar). If he abandons this code, he loses all spe- cial abilities of the prestige class until he retrains for six months under a local au- thority. Class Skills The watch detective’s class skills (and the key ability for each skill) are  Appraise (Int), Bluff (Cha), Climb (Str), Craft (any) (Int), Diplomacy (Cha), Disable Device (Dex),  Disguise  (Cha), Forgery  (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profes- sion (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use  Rope  (Dex).  See  Chapter  4  of  the Player’s Handbook for skill descriptions. Skill Points at Each Level: 6 + Int modifier. Class Features The following are class features of the watch detective prestige class. Weapon  and  Armor  Proficiency: Watch detectives are proficient with light armor and simple weapons. City Watch Training: At 1st level, the watch detective gains a +2 insight bonus on all Listen, Search, Sense Motive, and Spot checks. Expertise: At 2nd level, the character gains the Expertise feat, regardless of his Intelligence score. The Rule of Evidence Proof, not suspicion, is the only evidence  that  matters.  A  sus- pect may not be charged with a crime until unimpeachable evi- dence of his or her involvement has been uncovered, or a con- fession has been obtained. Unnecessary  violence  in  the apprehension  of  a  suspected criminal  is  not  permitted.  A suspect  should  be  brought  to justice rather than killed when- ever possible. Seizure of a suspect’s goods is  not  permitted,  unless  such constitute evidence to be used in prosecuting that suspect or another. Evidence gained by detection magic, psionic powers, or other magical or supernatural means must be backed up with either physical proof or uncoerced con- fession. Only concrete forms of evidence satisfy all members of a community. Interrogation of a suspect is not permitted unless he or she consents  or  is  charged  with  a crime. Detention  of  a  person  sus- pected of a crime is not permit- ted unless a specific charge has been made. Protection  of  the  innocent takes  precedence  over  appre- hension  of  a  suspected  crimi- nal. A  watch  detective  may  not knowingly commit crimes. Violation of these codes may result  in  the  release  of  a  sus- pect and/or the dismissal of the watch detective. Table 5–19: The Watch Detective Class Base Fort Ref Will Level    Attack Bonus Save Save Save Special 1st +0 +0 +2 +2 City watch training 2nd +1 +0 +3 +3 Expertise, obsessive specialty, profile 3rd +2 +1 +3 +3 Cooperative interrogation, superior disarming 4th +3 +1 +4 +4 Deductive augury   1 /day, skill synergy 5th +3 +1 +4 +4 No subdual penalty, sense secret doors 6th +4 +2 +5 +5 Locate object 7th +5 +2 +5 +5 Deductive augury   2/day, improved subdual 8th +6 +2 +6 +6 Forensics 9th +6 +3 +6 +6 Discernlies, locate creature 10th +7 +3 +7 +7 Deductive augury   3/day, instant knowledge CHAPTER 5: PRESTIGE CLASSES
76 Obsessive    Specialty: When  the watch detective reaches  2nd  level,  he  ob - sessively  seeks  knowledge about  a  particular  topic. Choose   one   Knowledge skill  for  his  specialty. The character  thereafter  gains a bonus equal to his watch detective     level     on     all Knowledge  checks  of  this sort. Profile   (Ex):   Also    at 2nd  level,  the  watch  de- tective   may   compose   an image    of    someone    ac- cused  of  a  crime.  By  mak- ing a successful Gather In- formation  check  (DC  15) when talking with a wit- ness   to   a   crime,   the watch  detective  can gain a roughly accu- rate   mental   pic- ture  of  the  per- petrator, even if  the  witness  did not see him or her. The  character  may, if     desired,     try     to commit  this  image  to paper   using   the   Craft (painting)  skill.  Either  a  verbal  or  a  visual  de- piction grants a +2 insight bonus on any further Gather Information checks made when dealing with witnesses to that crime or persons acquainted with the perpetrator. Cooperative Interrogation: At 3rd level, when the watch detective succeeds in a Bluff check against some- one, he automatically grants any one other person a +4 circumstance bonus on one Intimidate check against that same target for 1 round. When the watch detective succeeds in an Intimidate check, he can give a similar +4 circumstance bonus on someone else’s Bluff check. (Two watch inspectors can support each other with this ma- neuver for many rounds.) Superior Disarming: At 3rd level, the watch detec- tive is always considered armed when making a disarm attempt, and he gains a +4 bonus on any attack roll made to disarm an opponent. Deductive Augury (Sp): The watch detective may ask for a hint to a mystery, puzzle, or trap. As a standard action, the player makes an assertion that can be true or untrue (such as “The half-orc did it” or “If I pull the red lever, the door will open”). The DM makes a secret percentile roll (chance of success = 70% + 1% per watch inspector level), if the roll is successful, the Dungeon Master gives the player a cor- rect “true” or “untrue” answer to the assertion, though no reason need be given for why the response is correct. If the roll fails, the DM provides no information. The Dun- geon Master is always free to determine that the watch de- tective doesn’t have enough information to make an edu- cated guess, but in this case the attempt doesn’t count against the allowed uses per day of the ability. The watch detective can use this ability once  per  day  at  4th  level. Thereafter, he gains one extra use per day for every  three additional  watch  detective levels gained. Skill   Synergy:   At   4th level,  the  watch  detective may  choose  one  of  the  fol- lowing  skill  combinations: Bluff-Gather  Information, Bluff-Diplomacy,    Climb - Move  Silently,  Diplomacy- Gather  Information,  Dis- guise-Gather  Information, Gather  Information-Sense Motive, Hide-Move Silently, Listen-Read  Lips,  Listen- Spot, Sense Motive-Spot, Spot-Disable   Device, Spot- Open   Lock,   or Spot-Search. If he has at   least   5   ranks   in both  of  the  selected skills,  he  gains  a  +2 synergy     bonus     on checks involving both. No   Subdual   Penalty (Ex):  At  5th  level,  the  watch detective    can    deal    subdual    damage with     a     weapon     that     deals     normal     damage without suffering a –4 penalty on the attack. Sense Secret Doors (Ex): A 5th-level or higher watch detective who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. An elven watch de- tective gains a +2 insight bonus on any Search check made to find a secret or concealed door. Locate O bject (Sp): At 6th level, the watch detective can produce an effect identical to that of a locate object spell cast by a sorcerer of his watch detective level. Improved Subdual (Ex): At 7th level, the watch de- tective adds his Intelligence bonus on the subdual dam- age he deals whenever he makes an attack that can cause subdual damage only. Forensics (Su): With a successful Search check (DC 20), an 8th-level or higher watch detective can discern the cause of death of any corpse he examines. Given time, he may take 20 on this roll. Success indicates that he knows what killed the person, the size and approxi- mate strength of any attacker responsible, and any other key information the DM wishes to impart. Discern lies (Sp): At 9th level, the watch detective can produce an effect identical to that of a discern lies spell cast by a sorcerer of his watch detective level. This ability is usable once per day. Locate Creature (Sp): At 9th level, the watch detective can produce an effect identical to that of a locate creature spell cast by a sorcerer of his watch detective level. This ability is usable once per day. CHAPTER 5: PRESTIGE CLASSES
77 Instant Knowledge (Su): Once per day, a 10th-level watch detective may make an Intelligence check (DC 20). He may not take 10 or take 20 on this check. If suc- cessful, he gains a +10 insight bonus on one Knowledge check of any category. If he has no ranks in that particu- lar Knowledge skill, he may make the check untrained. WINDRIDER The windrider is a specialist in mounted combat, but hers is no ordinary mount. The creature she rides is at least unusual and often rare—sometimes even bizarre. Although an experienced windrider can ride anything that runs, swims, or flies, the typical member of this pres- tige class settles on one particular kind of mount as a per- sonal favorite. Some windriders are no more than swaggering, arro- gant adventurers looking for a good fight. Perhaps their pride  is  justified,  considering  the  creatures  they’ve turned into mounts. Many, however, are just as happy to sit back and tell stories of how they got their mounts and the adventures they’ve had since, no matter who buys the ale. The typical windrider cheerfully shares her knowl- edge about her various mounts with those who seek to ride similar creatures. Since the skills they develop vary as widely as the abil- ities and natures of their mounts, windriders are a very independent bunch. Thus, they rarely form or belong to close-knit groups. Even a paladin windrider tends to be something of a knight-errant. All races have produced windriders, though the class is particularly popular with humans and giants. Rangers, paladins, fighters, and barbarians all make excellent win- driders because they can easily accumulate the prerequi- sites. Hit Die: d10. Requirements To become a windrider, a character must fulfill the fol- lowing criteria. Base Attack Bonus: +5. Skills: Handle Animal 8 ranks, Knowledge (nature) 6 ranks, Ride 8 ranks. Feats: Mounted Combat. Special: Must have a mount. Class Skills The windrider’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (any) (Int),  Diplomacy  (Cha),  Handle  Animal  (Cha),  Heal (Wis), Jump (Str), Knowledge (nature), Profession (any) (Wis), and Ride (Dex). See Chapter 4 of the Player’s Hand- book for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the windrider prestige class. For the abilities described below, a mount is a crea- ture that fits the criteria in the What’s a Mount? section below. Weapon and Armor Proficiency: Windriders are proficient with all simple and martial weapons, all types of armor, and shields. Spells per Day: A windrider can cast a small number of divine spells. Her spells are based on Wisdom, so cast- ing any given spell requires a Wisdom score of at least 10 + the spell’s level. The DC for saving throws against these spells is 10 + spell level + the windrider’s Wisdom modi- fier. When the table indicates that the windrider is enti- tled to 0 spells of a given level (such as 0 1st-level spells at 1st level), she gets only those bonus spells that her Wisdom score allows. A windrider prepares and casts spells just like a druid does, but she must choose them from the spell list, below. Appraise Mount (Ex): At 1st level, a windrider can compare two mounts of the same kind and tell at a glance which one is superior (stronger, faster, more intelligent, better stamina, and so on). If desired, the windrider can also conduct a point-by-point comparison of two mounts. By spending 1 round examining both, she can determine which has the higher score in any single ability of her choice. After a second round of study, a windrider famil- iar with that kind of creature can also determine whether each mount’s score in that ability is average, above aver- age, or below average for the species. After a third round of study, the windrider can tell how extreme that ability score is—that is, whether the modifier it generates is more than 4 points higher or lower than the average tor that species. The appraise mount ability never produces a numerical rating; DMs must describe the windrider’s findings. Table 5–20: The Windrider Class Base Fort Ref Will        Spells per Day Level    Attack Bonus Save Save Save Special 1st 2nd 3rd 4th 1st +1 +2 +0 +2 Appraise mount, chosen mount, 0 empathic link, mount proficiency 4 HD 2nd +2 +3 +0 +3 Mount assistance, mount feat 1 1 3rd +3 +3 +1 +3 Bonus feat, mount healing 1 0 4th +4 +4 +1 +4 Mount proficiency 8 HD 1 1 5th +5 +4 +1 +4 Mount feat 2, mount friendship 1 1 0 6th +6 +5 +2 +5 Mount proficiency 12 HD 1 1 1 7th +7 +5 +2 +5 Bonus feat, mount link 2 1 1 0 8th +8 +6 +2 +6 Mount proficiency 16 HD 2 1 1 1 9th +9 +6 +3 +6 Mount feat 3, mount luck 2 2 1 1 10th +10 +7 +3 +7 Mount proficiency (all) 2 2 2 1 CHAPTER 5: PRESTIGE CLASSES
78 Chosen Mount: The windrider may designate any one mount she has previously ridden as her chosen mount. This creature may not be a bonded companion (such as a familiar, paladin’s mount, or animal compan- ion) to anyone else at the time, and if its Intelligence score is 3 or higher, it must also agree to this relation- ship. The windrider can use any means desired to obtain this agreement—the Diplomacy skill, bribery, or even magical persuasion—but the creature must be willing. The windrider must spend a minimum of three days training her chosen mount before any benefits accrue. Thereafter, the creature gains the advantages listed on Table 5–21 based on the windrider’s level. The creature retains its own type and gains no abilities other than those listed, though it is considered a bonded compan- ion for the unbond ability (see the blighter prestige class earlier in this chapter). Table 5–21: The Windrider’s Mount Windrider Bonus Natural Strength Level Hit Dice Armor Bonus Adjustment 1–3 +2 +4 +2 4–6 +4 +6 +2 7–9 +6 +8 +4 10 +8 +10 +4 Windrider  Level: The character’s windrider levels only. If the mount suffers a level drain, treat the creature as the mount of a lower-level windrider. Bonus  Hit  Dice:  These  are  extra  eight-sided  (d8)  Hit  Dice, each  of  which  provides  a  Constitution  modifier,  as  normal. Remember  that  extra  Hit  Dice  also  improve  the  mount’s  base attack and base save bonuses. Natural  Armor: The amount by which the creature’s natural armor bonus is increased. Strength  Adjustment:  Add  this  figure  to  the  mount’s Strength The windrider may have only one chosen mount at a time, and either party may sever this relationship at any time without penalty. Once it ends, the mount loses the benefits it gained according to Table 5–21. If the chosen mount is a paladin’s warhorse, the rules in the Paladin’s Mount sidebar in the Player’s Handbook supersede those given here. Empathic Link (Su): The windrider has an empathic link with her chosen mount. This ability works like the empathic link that a paladin has with her mount (see Pal- adin in Chapter 3 of the Player’s Handbook). Mount Proficiency: At 1st level, the windrider gains a +2 competence bonus on any check to avoid being un- seated while riding her chosen mount. In addition, she can ride any mount with 4 Hit Dice or less at the full ben- efit of her Ride skill, suffering neither the –2 penalty for riding similar mounts nor the –5 penalty for riding dis- similar mounts. The Hit Dice of the mounts to which this latter benefit applies increase with windrider level: 8 Hit Dice at 4th level, 12 Hit Dice at 6th level, 16 Hit Dice at 8th level, and any mount at 10th level. Mount Assistance (Ex): At 2nd level, the windrider can assist any mount she is riding in one of two ways per use of the ability. First, she can use the cooperation and aid another rules (Chapter 4 and Chapter 8 respec- tively of the Player’s Handbook) to provide a +4 bonus (double the usual amount) to her mount’s Armor Class or on any single attack roll or any skill or ability check the mount attempts. Alternatively, she can provide her mount  a  +10  competence  bonus  to  speed  for  1  full round. Mount assistance is usable once per round and requires a standard action. Mount Feat: At 2nd level, a windrider can grant her chosen mount one bonus feat from the Mount Feats list, below. This feat does not count against the creature’s normal feat capacity, though it must still meet all prereq- uisites for it, as noted in the appropriate feat description in this book or Chapter 5 of the  Player’s Handbook. To grant a bonus feat, the windrider must spend one month training the mount. The windrider can bestow a second bonus feat on the same mount at 5th level, and a third at 9th level. These additional bonus feats require the same training time as the first. The windrider can train only one mount at a time. Bonus Feat: At 3rd and again at 7th level, a wind- rider may take a bonus feat from the windrider bonus feats list below. This feat does not count against the windrider’s normal feat capacity, though she must still meet all prerequisites for it, as noted in the appropriate feat description in this book or Chapter 5 of the Player’s Handbook. Mount Healing  (Ex):  At  3rd  level,  A  windrider gains a +4 competence bonus on any Heal checks she makes on a creature of the same species as her current mount and a +2 bonus on any Heal checks made on other creatures capable of serving her as mounts (see sidebar). Mount Friendship: At 5th level, the windrider gains a +4 circumstance bonus on Animal Empathy and Diplo- CHAPTER 5: PRESTIGE CLASSES
79 Table 5–22: Handle Animal DCs for Training Mounts Creature Is... Example T ask C ounts as... Handle Animal DC Domestic animal of a kind typically used for riding Horse Teach an animal tasks 15 Domestic animal of a kind not typically used for riding Dog Teach an animal unusual tasks 20 Wild animal Tiger Train a wild animal 20 + creature’s HD Beast Tyrannosaurus Train a beast 25 + creature’s HD Any other creature of Intelligence 2 or lower* Carrion crawler Train a beast 25 + creature’s HD *Windrider only macy checks when dealing with creatures of the same species as her current mount and a +2 bonus when deal- ing with any other creatures capable of serving her as mounts (see sidebar). Mount Link (Su): At 7th level, the windrider can es- tablish an empathic link (see above) with any mount that she rides for at least 1 hour, as long as its Intelligence score is at least 1. She can maintain only one such .link at a time with a mount other than her chosen one. Mount Luck (Su): At 9th level, the windrider can, as a free  action,  confer  a  luck  bonus  equivalent  to  her Charisma  bonus  on  the  saving  throw  of  any  mount within 60 feet with which she has an empathic link. Windrider Bonus Feats List The following bonus feats are available to mounts and windriders. Mount feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Dragon’sToughness**, Dwarf’sToughness*’””, En- durance, Flyby Attack**, Giant’s Toughness**, Great For- titude, Hover*, Improved Critical*, Improved Flight*”, Improved Initiative, Iron Will, Lightning Reflexes, Mul- tiattack**, Power Attack, Run, Snatch**, Toughness**, Weapon Finesse*, Weapon Focus*, Wingover**. Windrider Feats:  Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Expertise, Improved Critical*, Improved Initiative, Improved Un- armed  Strike,  Mounted  Combat,  Point  Blank  Shot, Power Attack, Quick Draw, Weapon Finesse*, Weapon Focus*. *This feat may be taken more than once, but for a dif- ferent kind ot weapon each rime. **Described in Chapter 2 of this book. Windrider Spell List Windriders choose their spells from the following list. 1st Levelalarm,  animal trick, calm  animals,  detect poison, endure elements, know direction, remove fear, resistance, speak with animals, 2nd Levelbottle  of smoke, delay poison, endurance, resist elements, magic fang, mage armor, nature’s favor, protec- tion from arrows, shield other. 3rd Levelheal mount,  neutralize poison, pass without trace, phantom steed, protection from elements. 4th Levelfreedom  of  movement,  greater  magic  fang, greater magic weapon, repel vermin. New spell described in Chapter 6 of this book. Ex-Windriders A windrider who intentionally mistreats any mount she has ridden loses all windrider prestige class abilities, and her chosen mount immediately terminates that relation- ship. Until she atones (see the atonement spell descrip- tion  in  the  Player’s  Handbook), creatures  of  the  same species as her last chosen mount treat her with enmity, which manifests as a –4 racial penalty on interactions with creatures of the same species as that mount and a –2 racial penalty on interactions with any other creature ca- pable of serving her as a mount. What’s a Mount? You can’t just hop on and ride any creature, even if you have the Ride skill for that creature type. A mount must have all the following characteristics. •   Be able and willing to carry its rider in a typical fash- ion. (A camel trained with the Handle Animal skill to bear a rider is able and willing. A tiger might be able but not willing. A giant might be willing but not truly able. An intelligent creature whose alignment differs  significantly  from  yours  is unlikely to be willing.) •   Be at least one size category larger than you. Also, a flying mount can carry no more than its maximum light load aloft. (This  is  a  change  from  the  Monster Manual, which says that a flying crea- ture’s carrying capacity is equal to its medium load limit.) •   Have a CR no higher than your charac- ter level –3. If the mount can fly, its CR can be no higher than your character level –4. Any animal or beast can be trained to bear a rider with the Handle Animal skill, as described in the appropriate skill description in the Player’s Handbook. In addition, the windrider can use this skill to train a creature of any other type that has an In- telligence score of 2 or below to bear a rider. The category of the task and its Handle Animal DC are as given on Table 5–22. Any creature not of the animal type counts as a beast for this check, regardless of its actual type. Any of these forms of training requires two months, as noted in the skill description. Any creature with an Intelligence score of 3 or higher needs no Handle Animal check to learn how to bear a rider. If it is willing to serve as a mount, it can determine for itself how it must move to manage the additional weight, how to interpret its rider’s directional  com- mands, and so forth. It does, however, require at least one week of training with a rider before it can perform as a mount. Other Mount Feats The DM might decide to make additional  feats  available  to mounts. The feats given in the windrider class description are from  the  core  books  and  this book.  You  might  consider  the following as well: FromSword and Fist:   Blind- sight 5-foot Radius, Close Quar- ters  Fighting,  Dirty  Fighting, Dual Strike, Improved Overrun, Power Lunge. FromDefenders of the Faith: Extra Smiting. FromSong and Silence:   Dash, Fleet of Foot. CHAPTER 5: PRESTIGE CLASSES
80 CHAPTER 6: SPELLS “What is natural magic? What makes draids stand above those mired in civilized trinket-worship? Certainly natural magic is the ability to bend the universe to serve your will, but even a mason can force stone to serve his needs. Certainly natural magic is the power to do whal others cannot, bul any aristocrat will tell you he can do what other men cannot. No, natural magic is more than this. If is the command of the ineffable, of the earth, of the spirit, and of the elements—the command of all this through a focused mind and soul.” —Vadania A druid is a healer with mastery over weather, plants, and animals. The water you drink, the food on your table, even the air you breathe—all these are subject to the druid’s power. A neophyte druid can find the lost mem- bers of a herd (detect animals or plants), repair damaged pots and clothes (mending), and soothe a wild animal (calm animals). Yet, unlike the typical good cleric, she is more than just a civil servant. Before long, she can repel her enemies with spells such as heat metal, produce flame, and summon nature’s ally. As a druid grows in power, her mastery of the natural world increases. She can speak with, and soon control, ani- mals and even plants. Foes foolish enough to cross her path may find themselves poisoned, diseased, or plagued with swarms of insects. Meanwhile, she  can walk bravely through the harshest of environments and easily resist mag- ical attacks of cold and fire. Then, at 7th level, the druid gains something that the cleric never does. With reincarnate, the druid can offer anyone a new lease on life. Even the aged can be reborn into a young body through her power. A druid at the height of her career knows little in the way of limitation. She can cure any ill (heal), alter the cli- mate (control weather), and slay her foes in their tracks just by pointing (finger of death). The very earth trembles beneath her feet (earthquake). At this point, her divine spells are the most concrete manifestation of natures power in the world. This chapter includes more than fifty new spells for druids and rangers to cast. A few of these are also avail- able to other spellcasters. NEW DRUID SPELLS 0-Level Druid Spells Animal Trick. Animal companion performs a trick. Darkseed. Slow-kills plants. Dawn. Awakens sleeping creatures. Daze Animal. Animal loses one action. Fire Eyes. You see through natural fire, smoke, and fog. Scarecrow. Animal becomes shaken. 1st-Level Druid Spells Camouflage. Grants +10 on Hide checks. Hawkeye. Increases range increments. Power Sight. Determines a creature’s HD or level. Regenerate Light Wounds. Target heals 1 hp/round. Sandblast. Creates a brief sandstorm in an arc. Wood Wose. Summon minor nature spirit. 2nd-Level Druid Spells Adrenaline Surge. Grants each of your summoned crea- tures +4 Str. Animal Reduction. Animal shrinks in size. Body of the Sun. Fire and light extend 5 ft. from caster’s body. Briar Web. As entangle, but thorns deal damage each round. Creeping Cold.  Deals progressive damage from cold (+1d6/round). Decomposition. Wounded creatures suffer 1 extra hp/ round. Green Blockade. Creates a wall of vegetable matter. Might of the Oak. Grants +4 Str, –2 Dex. Persistence of the Waves. Grants +4 Con, –2 Str. Regenerate Moderate Wounds. Target heals 2 hp/ round. Speed of the Wind. Grants +4 Dex, –2 Con. 3rd-Level Druid Spells Bottle of Smoke. Creates a steed made of smoke. Countermoon. Stops lycanthropic shapechanging for 12 hours. Embrace the Wild. The caster gains an animal’s senses and skills. False Bravado. Causes false barbarian rage. Nature’s Favor. Target animal gains attack and damage bonus of +1/two levels. Regenerate Ring. One creature/two levels heals 1 hp/ round. Standing Wave. Transports across water. 4th-Level Druid Spells Beget Bogun. Creates natural homunculus. Blight. Deals 1d6/level to a plant creature, or blights a 100-ft. spread. Feathers. Polymorphs willing creature into bird. Forestfold.  Grants  +20  on  Hide  and  Move Silently checks. Languor. Causes short-term Strength loss and slowing. Last Breath. Creature killed within 1 round returns to 0 hp. Mass Calm. As calm animals, but affects any number of targets. Miasma. Gas cloud suffocates target. Regenerate Serious Wounds. Target heals 3 hp/round. Waterball. Splash does subdual damage. 5th-Level Druid Spells Big Sky. Sky spirits cause tear. Cloak of the Sea. Bestows  water breathing, freedom of movement, and invisibility  in water. Druid Grove. Trees store spells for 24 hours. Kiss of Death. Creates reusable poison, delivered by touch attack. Mass Trance. As animal trance, but affects any number of targets. Regenerate Critical Wounds. Target heals 4 hp/round. CHAPTER 6: SPELLS
81 6th-Level Druid Spells Contagious Touch. Infects one touched creature/round with chosen disease. Greater Call Lightning. As call lightning, but produces twice as many bolts. Mandragora. Deafens those who fail Will saves, grants true seeing to others. Protection from All Elements. Reduces the effects of all elemental spells. Regenerate Circle. One creature/two levels heals 3 hp/ round. 7th-Level Druid Spells Cloudwalkers.  Clouds  support  creatures,  allowing flight. Greater Creeping Cold. As creeping cold, but has a high- er damage cap. Slime Wave. Creates a 15-ft. spread of green slime. 8th-Level Druid Spells Mass Awaken. One animal or tree/three levels gains human intellect. Speak with Anything. Allows conversation with any creature or object. 9th-Level Druid Spells Epidemic. Infects subject with chosen disease, and sub- ject can infect others. Invulnerability to Elements.  Grants  immunity  to energy damage. Lookingglass. Connects two mirrored surfaces for clair- voyance and transport. Nature’s Avatar. Target animal gains +10 attack and damage bonus, haste, and +1d8 temporary hit points/ level. Thunderswarm. Deals 16d8 points of lightning dam- age, plus bursts. True Reincarnate.  As reincarnate, plus remains aren’t needed and some choice of form exists. NEW RANGER SPELLS 1st-Level Ranger Spells Animal Trick. Target animal companion performs a trick. Bloodhound. Grants extra checks when tracking. Camouflage. Grants +10 on Hide checks. Dawn. Awakens sleeping creatures. Hawkeye. Increases range increments. 2nd-Level Ranger Spells Bottle of Smoke. Creates a steed made of smoke. Briar Web. As en (angle, but thorns deal damage each round. Nature’s Favor. Target animal gains attack and damage bonus of +1/two levels. 3rd-Level Ranger Spells Animal Reduction. Animal shrinks in size. Detect Favored Enemy. Reveals favored enemies. Embrace the Wild. The caster gains an animal’s senses and skills. Forestfold.  Grants  +20  on  Hide  and  Move  Silently checks. NEW CLERIC SPELLS 1st-Level Cleric Spells Regenerate Light Wounds. Target heals 1 hp/round. 3rd-Level Cleric Spells Regenerate Moderate Wounds. Target heals 2 hp/round. 5th-Level Cleric Spells Blight. Deals 1d6/level to a plant creature, or blights a 100-ft. spread. Regenerate Serious Wounds.  Target heals 3 hp/round. 6th-Level Cleric Spells Regenerate Critical Wounds. Target heals 4 hp/round. 7th-Level Cleric Spells Slime Wave. Creates a 15-ft. spread of green slime. NEW SORCERER/ WIZARD SPELLS 2nd-Level Sorcerer/Wizard Spells Adrenaline Surge. Grants each of your summoned creatures +4 Str. Body of the Sun. Fire and light extend 5 ft. from caster’s body. 5th-Level Sorcerer/Wizard Spells Cloak of the Sea. Bestows water breathing, freedom of movement, and invisibility in water. NEW SPELLS “Zyok  was  moving  in  on  the  little  goblin  girl  when  she snapped  this  talisman  off  her  junklace.  Next  thing  I  saw, Zyok’s skin was streaked with ice. His scar-paint smeared and twisted under the ice that kept shattering and growing . . . shattering and growing. Bud Zyok kept fighting. Now that goblin was really in for it! At least she would have been, 'cepl Zyok's skin started bleeding. . . and bleeding, until I couldn’t see where the blood ended and the ice began. That’s when Zyok fell and the goblin won the Challenge. A goblin winning a Challenge! Phah!” —A boyhood memory of Krusk, seeing the effects of creeping cold More Spells For Adepts The  adept  as  presented  in  the DUNGEON  MASTERS   Guide    is primarily   a   spellcaster   for tribal  societies,  especially  bes- tial  humanoids  such  as  orcs and  gnolls  and  giant  species such  as  ogres.  Several  of  the spells  presented  in  this  book and  in  other  accessories  are also  appropriate  for  the  adept. If  you  wish,  you  can  add  the following  spells  to  the  adept’s spell  list.  The  spells  marked with  an  asterisk(*)  are  from Defenders  of  the  Faith,    and those  marked  with  a  dagger (†)  are  fromTome  and  Blood. The  remaining  spells  are  from this chapter. 0 Level—dawn 1st  Level—hawkeye,  lesser cold orb  , scarecrow 2nd Level—choke  , decompo- sition, owl’s wisdom   3rd  Level—beastmask*,  em- brace the wild, enhance familiar   4th Level—false bravado, lan- guor, weather eye* 5th  Level —big  sky,  ghost- form   CHAPTER 6: SPELLS
82 Adrenaline Surge Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 fr./2 levels) Area: Your summoned creatures within a spherical ema- nation with a radius equal to the range, centered on you Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Each of your summoned creatures within the area re- ceives  a  +4  enhancement  bonus  to  Strength. This effect lasts until the spell ends or the creature leaves the area. Animal Reduction Transmutation Level: Drd 2, Rgr 3 Components: V, S Casting Time: 1 action Range: Touch Target: One willing animal of size Small, Medium-size, Large, or Huge Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes You reduce the target animal’s size by one category. For example, a Large tiger affected by this spell becomes a Medium-size  tiger. This  decrease  in  size  allows  the animal to fit better into tight spaces, such as the typical dungeon  room  or  subterranean  passage. The  size change also has a number of other effects, as given in the Monster Manual  and summarized below. If this spell would cause any ability score to drop to 0 or below, that score instead becomes 1 while all other effects apply normally. Huge to Large: The subject loses 8 points of Strength, 4 points of Constitution, and 3 points of natural armor, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls. Overall, this change results in a –3 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a –4 penalty on melee damage rolls, a –1 penalty to AC, and –2 hit points per Hit Die. The subject’s lace/reach becomes 5 feet by 10 feet/5 feet. Large to Medium-Size: The subject loses 8 points of Strength, 4 points of Constitution, and 2 points of natu- ral armor, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls. Overall, this change results in a –3 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a –4 penalty on melee damage rolls, no change to AC, and –2 hit points per Hit Die. The subject’s reach becomes 5 feet by 5 feet/5 feet. Medium-Size to Small: The subject loses 4 points of Strength and 2 points of Constitution, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls. Overall, this change results in a –1 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a –2 penalty on melee damage rolls, a +2 bonus to AC, and –1 hit point per Hit Die. The subject’s face/reach be- comes 5 feet by 5 feet/5 feet. Small to Tiny: The subject loses 4 points of Strength while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls. Overall, this change re- sults in a –1 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a –2 penalty on melee damage rolls, a +2 bonus to AC, and no change to  hit points. The subject’s face/reach becomes 2 1/2 feet by 2 1/2 feet/0 feet. Animal Trick Transmutation Level: Drd 0, Rgr 1 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One animal companion bonded to you by an ani- mal friendship effect Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Your animal companion performs a trick of your choos- ing that it does not already know. This trick can be any of those listed in the Animal Companions sidebar in Chap- ter 2 of the DUNGEON  MASTERS  Guide or in Chapter 2 of this book. The animal retains no knowledge of the trick after performing it. Beget Bogun Conjuration (Creation) Level: Drd 1 Components: V, S, M, XP Casting Time: 1 action Range: Touch Effect: Tiny construct Duration: Instantaneous Saving Throw: None Spell Resistance: No Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter. This is the final spell in the process of creating a bogun. See the bogun’s description for further details. Material Component: The mannequin from which the bogun is created. XP Cost: 25 XP. BOGUN Tiny Construct Hit Dice: 2d10(11 hp) Initiative: +3 Speed: 20 ft., fly 50 ft. (good) AC: 15 (+3 Dex, +2 size) Attacks: Nettles +1 melee Damage: Nettles 1d4–2 and poison Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Attacks: Poison Special Qualities: Construct traits Saves: Fort +0, Ref +3, Will +1 Abilities: Str 7, Dex 16, Con —, Int 8, Wis 13, Cha 10 CHAPTER 6: SPELLS
83 Climate/Terrain: Any (typically forest) Organization: Solitary Challenge Rating: 1 Treasure: None Alignment:  Any neutral (always the same as the cre- ator) Advancement: 3–6 HD (Tiny) A begun is a small nature servant created by a druid. Like a homunculus, it is an extension of its creator, sharing the same alignment and link to nature. A bogun does not fight particularly well, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window. For the most part, a bogun simply carries out its creator’s instructions. Because it is self-aware and somewhat willful, however, its behavior is not entirely predictable. On rare occasions (5% of the time),  the bogun may refuse to perform a particular task. In that case, the creator must make a Diplomacy check (DC 11) to convince the creature to cooperate. Success  means  the  bogun  performs  the  task  as  re- quested; failure indicates that it either does exactly the opposite or refuses to do anything at  all tor one day (DM’s option as to which). A bogun cannot speak, but  the process of creating one links it  telepathically with  its creator. It knows what its creator knows and can convey to him or her everything it sees and hears, up to a range of 500 yards. A  bogun  never  travels  beyond  this  range  willingly, though it can be removed forcibly. In that case, it does everything    in    its    power    to regain contact with its creator. An attack that destroys a bogun also deals its creator 2d10 points of damage. If the creator is slain, the bogun also dies, and its body collapses into a heap of rotting vegetation. A bogun looks like a vaguely humanoid mound of compost.The creator determines its precise features, but the typical bogun stands about 18 inches tall and has a wingspan of about 2 feet. Its skin is covered with nettles and branches. COMBAT A bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison. Poison (Ex): Nettles, Fort save (DC 11); initial and sec- ondary damage  1d6 temporary Dex. The creator of a bogun is immune to its poison. Construct Traits: Immune  to  mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Although it is made of vegetable matter, a bogun is not a plant and is therefore is not subject to spells that affect only plants. CONSTRUCTION Unlike a homunculus, a bogun is created from natural materials available in any torcst. Thus, there is no gold piece cost for its creation. All materials used become per- manent parts of the bogun. The creator must be at least 7th level and possess the Craft Wondrous Item feat to make a bogun. Before cast- ing any spells, a physical form must be woven out of living (or once-living) vegetable matter to hold the mag- ical energy. A bit of the creator’s own body, such as a few strands of hair or a drop of blood, must also be incorpo- rated into this crude mannequin. The creator may assem- ble  the body personally or hire someone else to do it. Creating the mannequin requires a Craft (basketweaving or weaving) check (DC 12). Once the body is finished, the creator must animate it through an extended magical ritual that requires a week to complete. The creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic. If the creator is personally weaving the creature’s body,  that  process  and  the  ritual can  be  performed together. When not actively working on the ritual, the creator must rest and can perform no other  activities except eating, sleeping, or talking. Missing even one day causes the  process  to  fail. At  that point,  the ritual must  be started anew, though the previously crafted body and the grove can be reused. On the final day of the ritual, the creator must person- ally cast control plants, wood shape, and beget bogun. These spells can come from outside sources, such as scrolls, rather than being prepared, if the creator prefers. Big Sky Enchantment (Compulsion) [Fear, Mind-Affecting] Level: Drd 5 Components: V, S, DF Casting Time: 1 action CHAPTER 6: SPELLS
84 Range: 30 ft. Area: You and all allies and enemies within a 30-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Will negates (see text) Spell Resistance: Yes This spell creates the sensation that the sky is filled with invisible nature spirits and sussurating voices. This effect is a boon to you and your allies and a bane to your ene- mies. You gain a +2 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear effects for the  duration of the spell, as does each of your allies within the area. Each of your enemies within the area who fails a Will save behaves as if affected by a fear spell. Each round, every affected enemy gets a new Will save to shake off the effects of this spell. An enemy who makes a successful save need not make any more saving throws for the duration of the spell. Creatures immune to fear are immune to both aspects of this spell. Blight Necromancy Level: Clr 5, Drd 4 Components: V S, DF Casting Time: 1 action Range: See text Area or Target: See text Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell has two versions. To cast either version, you must touch a plant and breathe on it. Blight Area: When you center this spell on a single normal plant, all normal plants within a 100-foot spread (includingthe one on which the spell was centered) im- mediately die. Flowers wilt, leaves fall to the ground, and foliage withers. This spell has no effect on the soil, so new growth can replace the dead plants. This effect allows no saving throw. Blight Plant Creature: When targeted on a single mobile or intelligent plant, such as a shambling mound or a treant, this spell deals 1d6 points of damage per caster level, to a maximum of 15d6. The plant receives a Forti- tude save for halt damage. Bloodhound Divination Level: Rgr 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1hour/level If you fail a Wilderness Lore check to track a creature whilethis spell (unctions, you can immediately attempt another roll against the same DC to establish the trail. It the reroll fails, you must search tor the trail for 30 min- utes (if outdoors) or 5 minutes (if indoors) before trying again. Body of the Sun Transmutation [Fire] Level: Drd 2, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 action Range: 5 ft. Area: 5-ft.-radius emanation centered on you Duration: 1 round/level By drawing on the power of the sun, you cause your body to emanate fire. This fire extends 5 feet in all directions from your body, illuminating the area and doing 1d4+1 points of fire damage (Reflex save for half) to any crea- ture it touches except you. Bottle of Smoke Conjuration (Creation) Level: Drd 4, Rgr 3 Components: V, S, F Casting Time: 10 minutes Range: Touch Effect: One smoky, horselike creature Duration: 1 hour/level Saving Throw: None Spell Resistance: No You use a tire source to create a plume of smoke, which you capture in a  special bottle you’re  holding.  It the bottle is thereafter opened before the spell duration ex- pires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke. It makes no sound, and anything that touches it simply passes through it. To mount this smoke horse, the would-be rider must make a successful Ride check (DC 10) while holding the bottle in one hand. Anyone attempting to mount with- out the bottle simply passes through the horse’s form Letting go of the bottle after mounting causes the rider to fall through the horses smoky form; he or she cannot thereafter remount without the intact bottle in hand. It the bottle is broken, the spell ends immediately and the rider (if mounted.) falls to the ground. The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet. It can send smoke bil- lowing  out  behind  it  at  the  rider’s  behest,  leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves. A wind that is at least severe (31+ mph, or magical wind of any kind, disperses the horse (and any smoke it has produced; instantly. Otherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down. Starting or stopping the smoke trail is a free action. The mount and the smoke trail it produces give one-half concealment (.20%  miss  chance)  to  anyone behind them. The mount is immune to all damage and other attacks because material objects and spells simply pass through it. It cannot attack. The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncork- ingit (a move-equivalent action) and stoppering it again (another move-equivalent action) in the next round after the horse is inside. If the bottle is reopened later, the spell reactivates with its remaining duration intact. CHAPTER 6: SPELLS
85 Regardless of how much duration remains unused, the spell ceases functioning one day after it is cast. If dispelled at any time while the bottle is corked, the spell ends. Focus: An ornate, corked bottle worth at Least 50 gp. Briar Web Transmutation Level: Drd 2, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Plants in a 40-tt.-radius spread Duration: 1 minute/level Saving Throw: See text Spell Resistance: No This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about creatures in the area, holding them fast. Creatures that stand still are entangled but experience no other effects and take no damage. A creature attempting an action (attack, cast a spell with a somatic component, move, or the like) takes thorn damage of 1d4 points +1 additional point per caster level and must make a successful Reflex save  or  be  entangled (–2  penalty on  attack rolls,  –4 penalty  to  effective Dexterity, and unable  to  move). Anyone trying to cast a spell within the area must also make  a  Concentration  check  (DC  15  + spell level  + damage taken) or lose the spell. An entangled creature can try to break free and move at half normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20). A nonentangled creature can move through the area at half speed, taking damage as described above. Each round nonentangled creatures remain in the area, the plants at- tempt to entangle them. The plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an oppo- nent—one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more. The DM may alter the effects of the spell somewhat, based on the nature of the available plants. Camouflage Transmutation Level: Drd 1, Rgr 1 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level You change your coloring to match your environ- ment, gaining a +10 competence bonus on Hide checks. Material Component: Mud painted on your face. Cloak of the Sea Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched that is in contact with water Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject retains his or her form, but appears to be com- posed of water. While underwater, the subject functions as if affected by blur, freedom of movement, and water breath- ing and doesn’t suffer subdual damage from water pres- sure or hypothermia for the duration of the spell. Outside (or even partially outside) of water, the subject gains none of these advantages except water breathing. He or she may leave and reenter water without ending the spell. Cloudwalkers Transmutation Level: Drd 7 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 hour/level (D) Saving Throw: Reflex negates (harmless) Spell Resistance: Yes (harmless) You create gaseous pads of cloudstuff on the subjects’ feet, allowing them to walk on the clouds. These pads CHAPTER 6: SPELLS
86 allow each subject to move straight up or down at a speed of up to 30 feet or laterally with a fly speed of 60 feet  (perfect),  as  desired.  (Lateral  movement  is  pos- sible only for a subject who is already at least 90 feet off  the  ground.) To  touch  the  earth  again,  a  subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature.  You may dis- miss the spell, but only for all subjects at once—an act that  can  have  significant  consequences  for  subjects already in the air. Contagious Touch Necromancy Level: Drd 6 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Dis- ease in Chapter 3 of the DUNGEON  MASTER S  Guide for de- scriptions). Any living creature you hit with a melee touch attack during the spell’s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round. Countermoon Abjuration Level: Drd 3 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + S ft./2 levels) Target: One lycanthrope Duration: 12 hours Saving Throw: Will negates (D) Spell Resistance: Yes This spell stops a lycanthrope from changing form, pre- venting both voluntary shapechanging via the alternate form ability and involuntary shapechanging because of lycanthropy. The subject retains whatever form he or she had when the spell was cast for the duration; even death does not cause reversion to normal form until the spell ends. Natural lycanthropes gain a +4 competence bonus on the saving throw against this spell. Material Component: Hair, scale, or other castoff from the creature to be affected. Creeping Cold Transmutation [Cold] Level: Drd 2 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 3 rounds Saving Throw: Fortitude half Spell Resistance: Yes You turn the subject’s sweat to ice, creating blisters as the ice forms on and inside the skin. The spell deals 1d6 cu- mulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round. Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water. Darkseed Transmutation Level: Drd 0 Components: V, DF Casting Time: 1 action Range: Close (25 ft.+ 5 ft/2 levels) Target: One normal plant or plant creature Duration: 1 day Saving Throw: Reflex negates Spell Resistance: Yes If  the  target  fails  its  Reflex  save,  it  takes  1  point  of damage when the spell is cast and another every hour while it is in effect. Hardness is ignored for damage from darkseed. It would take weeks to kill a large tree with suc- cessive applications of this spell, but a small plant would die in a matter of hours. Darkseed does not affect plant creatures with Wisdom and Charisma scorcs. Dawn Abjuration Level: Drd 0, Rgr 1 Components: V Casting Time: 1 action Range: Personal Target: All creatures within a 15-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes All sleeping creatures in the area awaken. Those who are unconscious because of subdual damage wake up and become staggered (see Subdual Damage in Chapter 8 of the  Player’s  Handbook). This spell does not affect dying creatures. Daze Animal Enchantment [Compulsion, Mind-Affecting] Level: Drd 0 Components: V, S, DF Casting Time: 1 action Components: V, S Range: Close (25 ft. + 5 ft./2 levels) Target: One Medium-size or smaller animal with less than 5 HD Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes CHAPTER 6: SPELLS
87 This enchantment clouds the target animal’s mind. The subject is not stunned, so attackers get no special advan- tage against it, but it cannot move or attack. Decomposition Necromancy Level: Drd 2 Components: V, S, DF Casting Time: 1 action Range: 50 ft. Area: All enemies within a 50-ft.-radius emanation cen- tered on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes Whenever an enemy within the area suffers normal (not subdual) damage, that wound festers for an additional 1 point of damage per round thereafter for the duration of the spell. A successful Heal check (DC 15) or the appli- cation of any cure spell or other healing magic(heal, heal- ing circle, and so on) stops the festering. Only one wound festers at a time; additional wounds suffered while the first is still festering are not subject to this effect. Once festering has been stopped, however, any new wound suffered while the subject is within the area (before the spell expires) begins the process anew. For example, a subject who takes 6 points of damage from an attack while within the area of a  decomposition spell suffers 1 point of damage from festering the next round, and another 1 point on the round after that. On the following round, that subject receives 4 points of healing from a  cure light wounds spell, so the festering stops and the subject takes no festering damage that round. The next round, the subject remains within the emanation and takes another  3  points  of  damage  in battle. The festering begins again, inflicting 1 point of festering damage on the next round. Detect Favored Enemy Divination Level: Rgr 3 Components: V, S, DF Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No You  can sense  the  presence of a favored enemy. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of a favored enemy in the area. 2nd Round: Types of favored enemies in the area and the number of each type. 3rd  Round: The location and HD of each individual present, as though revealed by a power sight effect. Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Druid Grove Transmutation Level: Drd 5 Components: V, S Casting Time: At least 10 minutes (see text) Range: Close (25 ft. + 5 ft/2 levels) Target: One or more trees Duration: 1 day/level or until discharged Saving Throw: None Spell Resistance: No By casting druid grove, you reshape a living tree so that it can contain a spell. Thereafter, you can access this stored spell at any rime, as if the tree were a very large, immo- bile scroll. In conjunction with druid grove,  you can cast druid spells totaling no more than one-third of your caster level (rounded down, maximum 6th). Instead of taking effect, these companion spells are stored in trees within the area. Each tree can hold only one spell. Druid grove and the companion spells must all be cast during the same uninterrupted ritual. The 10-minute casting time noted above is the minimum for the entire ritual, if any of the companion spells take longer than 10 minutes to cast, use the actual total casting time instead. By touching the tree that contains a companion spell (a standard action), you can activate that spell instanta- neously. You must make any decisions about its effect (such as targeting and direction) upon touching the tree. You may have only one druid grove in effect at a time. If you cast a second druid grove before the first expires or is fully discharged, the first is dispelled. A tree affected by druid grove detects as magical, but the detection process does not harm the tree in any way. Embrace the Wild Transmutation Level: Drd 3, Rgr 3 Components: V, F Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level This spell allows you to adopt the nature and some abili- ties of a wild animal. You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, as well as its skill ranks (though these do not stack with any ranks you already have in the same skills), for the duration of the spell. Thus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills. Embrace the wild does not grant you the animal’s natural attacks, methods of lo- comotion, feats, or nonsensory extraordinary abilities, such as trample or improved grab. Focus: Hide, skin, or feathers of the selected animal, or an item or component of its lair. You must have obtained the focus from the animal yourself. CHAPTER 6: SPELLS
88 Epidemic Necromancy Level: Drd 9 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Dis- ease in Chapter 3 of the DUNGEON  MASTER Guide for de- scriptions). The touched creature contracts the disease you have selected immediately (no incubation period) unless it makes a successful Fortitude save. Unlike a creature affected by contagion, the subject of an epidemic spell becomes a powerful vector for spreading the disease. As long as the subject is afflicted with the disease, any living creature (except the caster) within 30 feet of him or her must make a Fortitude save or imme- diately contract the disease, regardless of its usual incu- bation  period  or  method  of  transmission.  Anyone infected in this manner also becomes a vector for the disease and can spread it in the same manner. The save DC drops by 1 each day after the spell is cast, regardless of when any particular creature contracted it. A creature that makes a successful Fortitude save against this particular epidemic cannot contract that disease by any means for one day. Thereafter, coming within 30 feet of an infected creature requires another save, with the same consequences for failure or success. You are immune to any infection that originates from your own casting. False Bravado Enchantment (Compulsion) [Mind-Affecting] Level: Drd 3 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: 3 rounds + the subject’s Constitution modifier Saving Throw: Will negates Spell Resistance: Yes False bravado causes the subject to grow overconfident, believing that he or she has gained the full effects of a barbarian’s rage (Constitution and Strength bonuses as well as improved Will saves). In fact, however, the af- fected creature incurs all the penalties of a barbarian’s rage but gains none of its advantages. The subject suffers a –2 penalty to AC and cannot use skills or abilities that require  patience  and  concentration, such as moving silently or casting spells. At the end of the spell’s dura- tion, the creature is fatigued (–2 penalties to Strength and Dexterity, unable to charge or run) for the rest of that encounter. Focus:  A small mirror with a sigil of bravery painted upon it, worth at least 25 gp. Feathers Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One willing creatures/level Duration: 1 hour/level (D) Saving Throw: None (see text) Spell Resistance: Yes (harmless) This spell functions like polymorph other, except that you polymorph each subject into a feathered animal of Small size or smaller (your choice of species, but all subjects take the same form). Any subject may choose to resume his or her normal form (as a full-round action); doing so ends the spell for that individual alone. Otherwise, all subjects remain in the bird form until the spell expires or you dismiss it, restoring all affected creatures to normal form. Fire Eyes Transmutation Level: Drd 0 Components: V, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Fire  eyes grants the subject the  ability to see through normal smoke, fire, and fog as if they weren’t  there. While the spell functions, other creatures do not gain concealment from these effects with respect to the sub- ject. This spell does not enable a subject to see through magical fog, such as obscuring mist and fog cloud. Forestfold Transmutation Level: Drd 4, Rgr 3 This spell grants you a +20 competence bonus on Hide and Move Silently checks. It is otherwise the same as camouflage. Greater Call Lightning Evocation [Electricity] Level: Drd 6 Components: V, S Casting Time: 10 minutes, +1 action per bolt called Range: Long (400 ft. + 40 ft./level) Effect: See text Duration: 10 minutes/level Saving Throw: Reflex half Spell Resistance: Yes This spell is similar to call lightning, except that you may call down bolts every 5 minutes. To cast greater call light- ning, you must be in a stormy area—a rain shower, a tor- nado (including a whirlwind formed by a  djinn or air CHAPTER 6: SPELLS
89 elemental of 7 HD or more), clouds and wind, or even hot and cloudy conditions will do. While you are in such an area, you can call down one bolt of lightning every 5 minutes. You need not do so immediately upon cast- ing—other actions, even spellcasting, can be performed at any time during the spell’s duration. However, you must use a standard action to concentrate on the spell when you call each bolt. Each  bolt  of  lightning  flashes  down  in  a  vertical stroke, striking any target point you designate that is within range (measured from your position at the time). It takes the shortest possible unobstructed path between a nearby cloud and the target point. Any creature within a 10-foot radius of the bolt’s path or the point where it strikes is affected. Each bolt deals 1d10 points of electri- cal damage per caster level (maximum 15d10). Greater call lightning is usable only outdoors; it does not function indoors, underground, or underwater. The spell ends if you leave the stormy area. Greater Creeping Cold Transmutation [Cold] Level: Drd 7 Duration: See text This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage, if the caster is at least 15th level, it adds a fifth round at 5d6 points of damage. If the caster is at least 20th level, it adds a sixth round at 6d6 points of damage. Green Blockade Conjuration (Creation) Level: Drd 2 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: 20-ft.-long, 1-ft.-thick wall of vegetation Duration: 1 round/level Saving Throw: None Spell Resistance: No You raise a barrier of plant life before you. Any creature trying to pass through this blockade must succeed at a Strength check (DC 15) to do so; success ends its move- ment on the other side of the wall. Fire burns away the blockade in 1 round, or creatures with appropriate im- plements can chop through it in 1 minute. Hawkeye Transmutation Level: Drd 1, Rgr 1 Components: V Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level This spell gives you the ability to see accurately at long distances. Your range increment for projectile weapons increases by 50%, and you gain a +5 competence bonus on all Spot checks. Invulnerability to Elements Abjuration Level: Drd 9 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes As protection  from  all  elements, but the target creature becomes immune to damage from acid, cold, electricity, fire, and sonic damage while the spell is in effect. Kiss of Death Necromancy Level: Drd 5 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: Fortitude negates (see text) Spell Resistance: Yes (see text) Your teeth and tongue become coated with a fast-acting, virulent poison. Each round, you may make a melee touch attack to deliver the poison via a kiss. The poison deals 1d10 points of temporary Constitution damage im- mediately and another 1d10 points of temporary Consti- tution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster’s Wisdom modifier). If you fail to overcome a creature’s spell resistance, both primary and secondary damage are negated, but only for that attack, if you use this attack against that creature again while the spell is in effect, you can try again to overcome its spell resistance. Languor Transmutation Level: Drd 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell causes creatures it hits to become weak and slow. A subject who fails a Will save is slowed as the spell and  suffers  a  cumulative  enhancement  penalty  to Strength equal to 1d6–1 per two caster levels (minimum additional penalty of 0, maximum of –10) each round. If the subject’s Strength drops below 1, it is helpless. This spell does not counter haste nor it is countered by it, but a hasted creature can be brought to normal speed by lan- guor, and a creature affected by languor can be brought to normal speed by haste. CHAPTER 6: SPELLS
90 Last Breath Necromancy Level: Drd 4 Components: V, S Casting Time: 1 action Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) With this spell, you can return a dead creature to 0 hit points,  provided  it  died  within  the  last  round. You suffer 1d4 points of damage per Hit Die of the creature affected, and your spell resistance cannot overcome this damage. The subject’s soul must be free and willing to return (see Bringing Back the Dead in Chapter 10 of the Player’s Handbook), if the subject’s soul is not willing to return, the spell does not work; therefore, a subject who wants to return receives no saving throw. Last breath cures enough damage to bring the subject’s current hit points to 0. Any ability scores damaged to 0 or below are raised to 1. Normal poison and normal disease are  cured,  but  magical  diseases  and  curses  are  not undone. The spell closes mortal wounds and repairs lethal damage of most kinds, but missing body parts are still missing when the creature returns to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. Coming back from the dead is an ordeal. The subject loses one level when it returns to life, just as if it had lost a level to an energy-draining creature. This level loss cannot be repaired by any spell. A subject who was pre- viously 1st level loses 1 point of Constitution instead. A character  who  died  with  spells  prepared  has  a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. Last breath has no effect on a creature that has been dead for more than 1 round. A creature that died from a death effect can’t be raised by this spell, nor can con- structs, elementals, outsiders, and undead creatures, last breath cannot bring back a creature who has died of old age. Lookingglass Transmutation Level: Drd 9 Components: V, S, DF Casting Time: 1 hour Range: Medium (100 ft. + 10 ft/level) Target: A reflective surface at least as big as a Medium- size creature Duration: 1 day/level Saving Throw: See text Spell Resistance: Yes When you cast this spell, you create one end of a path be- tween two natural mirrored surfaces, such as pools of water or clear lakes. If you cast a second lookingglass spell on a similar surface before the duration of the first ex- pires, you can look through it as if you were using clair- voyance. Within 1 minute/level of casting the second lookingglass, you and up to one other creature/level may step through as if affected by  teleport without error. This spell doesn’t provide any ability to survive in the location of either  lookingglass, so if you cast it the first spell on a lake, your allies had better be able to swim. If the spell duration of the first lookingglass spell elapses before you can complete the path with a second casting, the first spell is useless. Mandragora Enchantment (Compulsion) [Mind-Affecting] Level: Drd 6 Components: V, S, M Casting Time: 1 action Range: 15 ft. Effect: All creatures in a 15-ft. radius Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes With this spell, you can trigger the insightful and bale- ful magic of a mandrake root. When you pull it from its dark container, you and all other creatures within 15 feet must make a Will save against its scream. Those who succeed gain a true  seeing effect; those who fail behave as though affected by confusion. Both effects last until the spell ends. Material  Component:  A mandrake root worth at least 100 gp in a secure container with the same value. Mass Awaken Transmutation Level: Drd 8 Components: V, S, F, XP Casting Time: One day Range: Medium (100 ft. + 10 ft./level) Target: One animal or tree/three levels, no two of which may be more than 30 ft. apart Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes You awaken one or more trees or animals to human- like sentience. All  awakened creatures must be ot the same  kind. To  succeed,  you  must  make  a  successful Will save (DC 10 + the HD of the highest-HD target, or the HD the highest target tree has once awakened, whichever is greater). Failure indicates that the spell fails for all targets. The awakened  animal or tree is friendly toward you. You have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you commu- nicate your desires to it. An  awakened  tree has characteristics as if it were an animated object (see the Monster Manual), except that its Intelligence, Wisdom, and Charisma scores are all CHAPTER 6: SPELLS
91 3d6.  Awakened  plants  gain  the  ability  to  move  their limbs, roots,  vines,  creepers,  and  so  forth,  and  they have senses similar to a human’s. An  awakened animal has 3d6 Intelligence, a  +1d3 bonus to Charisma, and +2 HD. An awakened  tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). XP Cost: 250 XP per creature awakened. Mass Calm Enchantment [Compulsion, Mind-Affecting] Level: Drd 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target:  Any number of animals, beasts, and magical beasts with Intelligence 1 or 2, no two of which can be more than 30 ft. apart Duration: 1 minute/level Saving Throw: Will negates (see text) Spell Resistance: Yes This spell soothes and quiets the subjects, rendering them docile and harmless. Animals trained to attack or guard, dire animals, leg- endary animals, beasts, and magical beasts  are  entitled  to  saving  throws against this effect; normal animals are not. (A druid could calm a normal bear or wolf with little trouble, but it’s more difficult to affect a winter wolf, a bulette, or a trained guard dog.) The subjects remain where they are and do not attack or flee. They are not helpless, so they defend themselves normally if attacked. Any threat (fire, a hungry predator, or an immi- nent attack, for example) breaks the spell on the threatened creatures. Mass Trance Enchantment [Compulsion, Mind-Affecting] Level: Drd 5 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target:  Any number of animals, beasts, and magical beasts with Intelligence 1 or 2, no two of which may be more than 30 ft. apart Duration: Concentration Saving Throw: Will negates (see text) Spell Resistance: Yes Your swaying motions and music (or singing, or chant- ing) compel the subjects to do nothing but watch you. Animals trained to attack or guard, dire animals, leg- endary animals, beasts, and magical beasts are entitled to saving throws; normal animals are not. An affected crea- ture can be struck (with a +2 bonus on the attack roll, as if it were stunned), but such an action breaks the spell on that creature. Miasma Evocation Level: Drd 4 Components: V; S, DF Casting Time: 1 action Range: Medium (100 ft. + 10 it./level) Target: One living creature Duration: 5 rounds/level Saving Throw: See text Spell Resistance: Yes By  filling  the  subject’s  mouth  and  throat  with  un- breathable  gas,  you  prevent  him  or  her  from  doing much more than coughing and spitting. The subject can hold his or her breath for 2 rounds per point of Consti- tution  but  must  make  a  Constitution  check  (DC  10 +1 per previous success) each round there- after  to  continue  doing  so.  Failure  on any   such   check   (or   voluntary   re- sumption   of   breathing)   causes   the subject   to   fall   unconscious   (0   hp). On  the  next  round,  the  subject  drops to  –1  hit  points  and  is  dying;  on  the third round, he or she suffocates (see Suf- focation  in  Chapter  3  of  the   DUNGEON MASTERS  Guide). Might of the Oak Transmutation Level: Drd 2 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes This spell grants the     quiet strength   of   a   massive   oak   tree. The    subject    gains    a    +4    enhance - ment  bonus  to  Strength  and  suffers  a –2 enhancement penalty to Dexterity. Nature’s Avatar Evocation Level: Drd 9 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Animal touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You infuse the subject with the spirit of nature. The af- fected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste. CHAPTER 6: SPELLS