Herein will be kept druid spells for use in the campaign. Note so far only spells researched by Amber exist, because I have had no time to write up more.
These are the spells researched by Amber. So far, there are only those researched during the time of change, but surely she will research more in her quest to become the Grand Druid.
| Range: 20y | Components: V,S |
| Duration: 2r | Casting Time: 5 |
| Area of Effect: 2 ft. wide, 60ft. long | Saving Throw: Special |
| Subtlety: | Knockdown: |
| Sensory: | Critical: |
Similar in effect to Agannazar's Scorcher, Chargelance bursts from the priest's fingertips as a bolt of electrical energy, striking the intended target or object. The charged ray inflicts 2d8+2 points of electrical damage in the first round, and an additional 2d8+2 in the second round, if the target remains within the lance's range. Furthermore, if the target fails a saving throw vs paralysation, with a penalty equal to -1 per 5 points of damage done by the spell, they are held still in a small arc of lightning. If the target is held, they take an extra 1d8 in the second round, or are throw back five feet (choosable by the priest, before damage is rolled). Note that only creatures less than, or equal to 8 feet or less are effected by the paralysing/hurling effect of this spell.
The target receives no saving throw, but other targets or objects in the lance's path suffer 2d8 damage unless they save vs spell for half. Appropriate resistances or immunities may reduce or eliminate damage. The caster need not fear the spell reflecting back at him from a non -metal obstacle - the lance stops dead at its surface.
The priest may take no other action until the spell runs its course, and if the target is moved out of range or a large lightning - proof object is placed in front of them, the lance still continues in its original direction. Flammables do not combust, nor does this spell work under water.
| Range: Touch | Components: V,S |
| Duration: P | Casting Time: 5 |
| Area of Effect: special | Saving Throw: None |
| Subtlety: | Knockdown: |
| Sensory: | Critical: |
By means of this spell, any wooden object can be repaired. If cast on a ship's hull, 1 point/4 caster levels of hull damage can be repaired. The spell lasts for a number of rounds equal to the total hull points restored in a single casting (i.e. 1 - 10 rounds). Thereafter, hullpoints restored are permanent, until the ship is damaged again.
Objects without hullpoints (tables, chairs, wooden weapons, etc) are repaired in a single round, if less than 5 cubic feet in volume. If the caster is interrupted during this time, or chooses to leave, no hull points or items are restored. The caster is required to be in contact with the object or damaged area for it to be repaired, and the ship must be made of some type of wood.
| Range: 0 | Components: V,S,M |
| Duration: Inst | Casting Time: 1r |
| Area of Effect: 20ft radius, centered on caster | Saving Throw: 1/2 |
| Subtlety: | Knockdown: |
| Sensory: | Critical: |
When the priest casts this spell, an expanding halo of brilliant light and heat energy surrounds her boby, sweeping outward in a 20 ft. radius circle to engulf foes - and allies - alike (Hence, caution must be used when casting this spell!).
While the caster is immune to the spell's effects, targets roll saving throws vs spell, a pass indicating half damage. Those that fail suffer full effects - although resistances and immunities to fire may reduce or negate damage inflicted.
This spell inflicts 1d8/level (from level 5), to a maximum of 15d8 at level 19. Against undead, this spell inflicts a further +2 damage per die (maximum of +30), and a -2 penalty to their saving throws.
The material component of this spell is a handful of diamond dust (200gp value) thrown in a circle around the priest during the casting, and it may only be cast in wildspace - it automatically fails if cast in the flow.
| Range: 0 | Components: V,S,M |
| Duration: 1r/lv | Casting Time: 9 |
| Area of Effect: 3ft long swordlike ray | Saving Throw: None |
| Subtlety: | Knockdown: |
| Sensory: | Critical: |
Nebula Blade creates a thin swordlike ray of red, orange, yellow, green, and blue flames, 3 ft. long and wielded like a scimitar. This magical blade is treated as a +3 weapon in respect to attack and damage rolls, but it can also strike creatures normally affected by weapons of +4 or better enchantment, if the caster is 15th level or higher.
Nebula Blade is a incorporeal weapon, and as such it can pass through obstacles such as walls, shields and armor; Thus when calculating AC vs this weapon, only dexterity, magic bonuses of armor and shields, and bracers, rings or cloaks if any are worn, count toward the target's armor class. Upon a successful hit, the target suffers 2d6 points of damage (plus magic bonus of the weapon, but strength does not count). Undead receive an additional 1d6, and magic bonuses are doubled.
The material component of this spell is the caster's holy symbol, which must have passed through a Nebulae at some stage.