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Disclaimer This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership, copyrights and intellectual property of Dungeons and Dragons and any affiliated works. Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and prior art. Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them. Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members. Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing. If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will remove your works from this PDF. Now that I have covered my backside, on with the list.

This PDF is a part of fan site work. It makes no ... · Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing

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Page 1: This PDF is a part of fan site work. It makes no ... · Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing

Disclaimer

This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership,

copyrights and intellectual property of Dungeons and Dragons and any affiliated works.

Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and

prior art.

Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them.

Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members.

Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo

Publishing.

If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will

remove your works from this PDF.

Now that I have covered my backside, on with the list.

Page 2: This PDF is a part of fan site work. It makes no ... · Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing

Druid Spell List1st Level Spells: Page #:

Animal Summoning I (QuantumEFX) 04Detect Totem (GAZ-14) 04Easy Stride (QuantumEFX) 04Entangle (QuantumEFX) 05Hawkeye (QuantumEFX) 05Heat Air (Champions of Mystara) 05Mystical Buckler (QuantumEFX) 05Night Lights (QuantumEFX) 05Night Sight (QuantumEFX) 06Snare (QuantumEFX) 06Snuff Natural Fires (QuantumEFX) 06Sounds In The Night (QuantumEFX) 06Summon Critters (QuantumEFX) 07Tread Slowly (QuantumEFX) 07Track (QuantumEFX) 07

2nd Level Spells:

Animal Charm (GAZ-14) 08Animal Summoning II (QuantumEFX) 08Chameleon (QuantumEFX) 08Clear The Path (QuantumEFX) 09Douse Flame (QuantumEFX) 09Eagle Eye (QuantumEFX) 09Enchant Weapon (PC-03) 09Leather Skin (QuantumEFX) 09Locate Totem (GAZ-14) 10Infravision (QuantumEFX) 10Pass Without A Trace (QuantumEFX) 10Protection From Normal Missile, 15' radius (QuantumEFX) 10Sleepwell (QuantumEFX) 11Shrink Plants (QuantumEFX) 11Spider's Web (QuantumEFX) 11Swim (QuantumEFX) 11Wall of Earth (QuantumEFX) 12Waterwalk (QuantumEFX) 12Wings (QuantumEFX) 12

3rd Level Spells:

Animal Summoning III (QuantumEFX) 13Bark Skin (QuantumEFX) 13Bear Strength (QuantumEFX) 13

3rd Level Spells: Page #:

Call Totem (GAZ-14) 14Douse All Flames (QuantumEFX) 14Eyes in the Sky (QuantumEFX) 14Fire Bow (GAZ-14) 14Fly (QuantumEFX) 14Growth of Plants (QuantumEFX) 15Heal Animals (QuantumEFX) 15Move Rocks (PC-03) 15Speak ... (QuantumEFX) 15Thunder Drum (GAZ-14) 16Wall of Wood (QuantumEFX) 16Water Breathing (QuantumEFX) 16

4th Level Spells:

Animal Summoning IV (QuantumEFX) 17Bind Totem* 17Bridge (QuantumEFX) 17Conjure Elemental (QuantumEFX) 18Deadwood Blade (Carl Q ) 18Enlarge (QuantumEFX) 18Fire Gate (GAZ-14) 19Protection From Fire (QuantumEFX) 19Sanctify (GAZ-14) 19Shrink (QuantumEFX) 19Snake Speed (QuantumEFX) 20Stone Skin (QuantumEFX) 20Wall of Stone (QuantumEFX) 20Woodform (QuantumEFX) 20

5th Level Spells:

Animal Summoning V (QuantumEFX) 21Eye of the Eagle (GAZ-14) 21Iron Skin (QuantumEFX) 21Ironwood (Dragon Magazine January 1992 Page 48 ) 22Lower Water (QuantumEFX) 22Raise Water (QuantumEFX) 22Remove Air (QuantumEFX) 22Totem Mastery (GAZ-14) 23

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6th Level Spells: Page #:

Advanced Conjure Elemental (QuantumEFX) 24Animal Form (QuantumEFX) 24Animal Summoning VI (QuantumEFX) 24Calm Wind (Champions of Mystara) 25Crystal Skin (QuantumEFX) 25Flesh to Stone (QuantumEFX) 25Infusion (GAZ-14) 25Local Lore (QuantumEFX) 25Nature's Gift (QuantumEFX) 26Purify Air (QuantumEFX) 26Reincarnation (QuantumEFX) 26Seasons (Dragon Magazine January 1992 Pages 48 & 49) 27Stone to Flesh (QuantumEFX) 28Summon Actaeon (QuantumEFX) 28Summon Helion (QuantumEFX) 28Summon Kryst (QuantumEFX) 28Summon Undine (QuantumEFX) 29Watery Home (QuantumEFX) 29Wrath of Atruaghin (GAZ-14) 29

7th Level Spells:

Animal Summoning VII (QuantumEFX) 30Elemental Vortex (QuantumEFX) 30Fire's Friend (QuantumEFX) 31Primal Form (QuantumEFX) 31Statue (QuantumEFX) 31Summon Horde (QuantumEFX) 32Summon Hydrax (QuantumEFX) 32Transport Through Earth (QuantumEFX) 32 Volcano (QuantumEFX) 33

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Druid Spells

1st Level SpellsAnimal Summoning I (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 2 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 10th level Druid would be able to summon up to 5 – 2 HD insect swarms or 10 spitting cobras or a combination of the two.

Unintelligent animals (Int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past.

This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

Detect Totem (GAZ-14) Range: Caster Duration: Permanent Effect: Detects the spirit totem associated with a specific individual.

The caster casts this spell and then meditates for 1d4 hours. When complete the caster looks upon a specific person and will see that person's totem spirit.

Easy Stride (QuantumEFX) Range: Touch Duration: 1 turn per caster level Effect: Allows normal movement rate without any terrain modifiers.

This spell allows the affected to travel on land at their normal or encumbered, rate without the need of terrain modifiers. For example those affected can walk at normal speeds through swamps, forests or snow as if they were walking over grasslands. While movement is aided, this isn't a map or water walking spell. The affected seems to know where the best spots to step are, not which path to take.

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Entangle (QuantumEFX) Range: 30' Duration: 1 round per caster level Effect: Controls ropes

As per 2nd level magic user spell.

Hawkeye (QuantumEFX) Range: Touch Duration: 2 turns + 2 turns per caster level Effect: Increases normal vision range

This spell allows 1 living creature to increase it's range of sight by 5 times. 60' becomes 300' & 120' becomes 600'. Infravision, Night Sight and Truesight are affected as well.

Heat Air (Champions of Mystara) Range: 120' Duration: 3 turns per level of caster Effect: Heats 100' diameter sphere of air.

This spell heats a 100' diameter of air enough to provide lighter-than-air lift. The spell can be designated to be on or off for set periods of time. Thus a spell which is turned off for half the time would effectively last twice as long.

Mystical Buckler (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Creates a mystical buckler shield for the caster reducing his/her Ac by 2 points or more at higher levels.

This spell creates a glowing magical field in the shape of a buckler shield on the caster's arm. This shield acts as a +1 shield improving the caster's AC by 2 points. At the end of the spell's duration, the magical shield simply disappears.

For every full 5 level above the 10th (15, 20, 25, 30, 35), the mystical strength of the shield increases by 1 point. Thus a 35th level PC/NPC casting this spell has his/her AC reduced by 7 points.

Like normal shields, the AC reduction is cumulative with other armour, spells and magical item

Night Lights (QuantumEFX) Range: 60' Duration: 2 turns per level of caster Effect: Summons a sufficient number of glowing bugs to see by.

The natural equivalent of a magic user's light spell, the druid can summon a small army of flying insects. There is enough light to adequately light a sphere 30' in diameter. This sphere must stay within 60' of the druid. So if he/she/it moves, so will the light.

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Night Sight (QuantumEFX) Range: Touch Duration: 2 turns + 2 turns per caster level Effect: enhanced night vision

This spell grants limited low light seeing ability. Not thermal (infravision) vision but more like a cat's low light ability. In some light (i.e. Moonlight or torch light) vision is as good as if outside on a sunny day. In very low light (new moon or a torch far off) this spell reduces the “blind” penalties to -2 to hit and +1 on AC.

Snare (QuantumEFX) Range: 30' Duration: 1 turn per level of caster Effect: Sets a trap to capture one creature of small or medium size.

With this spell, the druid can set a magical snare that captures any one creature. If needed for survival the druid may capture an animal for food, but this spell is mostly used to capture any small or medium sized opponent. A detect danger spell, thieves find trap ability, a clerical find trap spell or a detect magic spell will reveal the trap, but otherwise they are undetectable till sprung. Natural materials sufficient to make a comparable non-magical snare must be part of the spell. The spell ensures that the snare will work and be undetectable, it does not magically snare its victims (like a web spell).

Snuff Natural Fires (Flames) (QuantumEFX) Range: 60' + 20' per level of caster Duration: Instantaneous Effect: Puts out all natural fire within range

This spell allows the druid to put out all natural fires within range. Magical fire and light sources aren't affected and the fuel (wood, oil, etc.) isn't ruined. Originally developed to put out small forest fires and the like, adventurous druids have utilized this spell to extinguish all natural fires, such as enemy camp fires, before a raid.

Sounds In The Night (QuantumEFX) Range: 60' radius + 20' per caster level Duration: 1 turn per caster level Effect; Causes random loud sounds to sporadically occur during the duration of the spell.

Used more to harass an enemy, this spell causes random nature sounds to occur at sporadic. This may be twigs snapping, animal sounds, trees falling, total silence of all nearby nature sounds (deadly silence), large murders of crows cawing, wind howling, etc. The range of this spell increases with the level of caster, so a large area outside and enemy camp can be affected. Given the random effects and occurrence times, it makes it difficult for the enemy to track down what's going on. If a detect magic is used, the entire affected area will light up.

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Summon Critters (QuantumEFX) Range: 240' Duration: 4 turns Effect: Fills a 5' by 5' area (per level of caster) with bugs and bees.

This spell summons a large amount of bug and bee life. While they won't actually harm anyone in the filled volume, it will slow and annoy them. All the bugs and bees seem to avoid getting hit and if an area effect spell is used against them, they will scatter before being affected. Movement through this area is halved, as vision is reduced and the bugs and bees must be constantly swatted at.

Tread Slowly (QuantumEFX) Range: Touch Duration: 2 turns + 2 turns per level of caster Effect: Makes terrain difficult to transverse

This spell temporarily increases the difficulty of land movement. Fields are full of ruts, snow is loosely packed, forests are covered with broken branches, hills have loose stones on the path, etc. Movement is halved unless they go around the affected area.

The area depends on the level of the caster. 480' x caster level by 480' x caster level can be affected per spell. So at level 11, 1 square mile can be affected, 4 square miles at 22 and 9 square miles at 33.

Track (QuantumEFX) Range: 30' Duration: 1 turn per caster level Effect: Track a creature or group through the wilderness

This spell allows the unerring tracking of any creature or group of creatures through any non-urban terrain. No matter how well they cover their tracks, this spell will easily reveal which way the creatures passed, what direction and approximate speed (+/- 25%). Only Pass Without A Trace, teleport or non-land movement (swimming or flying) can defeat this spell. While this spell will reveal the path taken, it won't reveal any traps or ambushes set.

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2nd Level SpellsAnimal Charm (GAZ-14) Range: 60' Duration: 1 hour Effect: Charms any non-magical creature

The creature is allowed a save vs. magic to avoid being charmed. The caster may charm an individual animal of HD equal to the caster's level. If the caster has a spirit totem, he/she/it may charm that type of animal with twice the caster's level in HD

Animal Summoning II (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 4 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 12th level Druid would be able to summon up to 3 – 4 HD insect swarms or 6 - 2HD animals or a combination of the two.

Unintelligent animals (Int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past.

This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

Chameleon (QuantumEFX) Range: Touch Duration: 2 turns + 2 turns per caster level Effect: Allows visual blending with the local environment

This spell allows the recipient to perfectly blend in, visually at least, with his/her/its surroundings. Normal and infravision won't reveal their presence, true sight or detect magic will though. To blend in they must stay perfectly still and remain generally quiet (the spell will cloak minor sounds like breathing and heart beats), as large sounds (talking) will give their presence away. This spell won't prevent being tracked by smell, spell or skill though. Obvious precautions must be taken to blend in, lying down in short grass, curing up in stony areas, standing against or climbing up a tree, etc.

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Clear The Path (QuantumEFX) Range: 30' Duration: 3 Turns per caster level Effects: Allows normal movement rate without any terrain modifiers to recipient and those within 240' of him/her/it.

All creatures within 240' of the spell's recipient can travel on land at their normal, or encumbered, rate without the need of terrain modifiers. All terrain is considered flat clear grasslands for movement rates while the spell is in effect.

Douse Flame (QuantumEFX) Range: 60' + 20' per level of caster Duration: Instantaneous Effect: Puts out all natural fires within range and ruins their fuel source.

Similar to the 1st level spell, snuff flame, this small allows the druid o put out all natural fires within range. Magical fire or light isn't affected by this spell and the fuel not in contact with the fire isn't affected (i.e. Jars of oil in a backpack or a unlit pile of wood). However, the fuel used in the fire is ruined, torches become soggy and fall apart, lanterns have their oil and wicks gummed up, logs become too wet to burn, etc. While new torches and lanterns can be used, camp fires will have to be rebuilt from dry stock & kindling.

Eagle Eye (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: Increases the target's accuracy with missile weapons

This spell contributes a +2 to the target PC/NPC's missile attack ability, thus decreasing the THAC0 of missile weapons by 2. This spell doesn't make the arrow or bow magical, so the weapon is still treated as a normal attack. While the spell is in effect the target will glow slightly in a pale yellow colour.

Enchant Weapon (PC-03) Range: Touch Duration: 1 turns per level Effect: Creates a magical weapon

Normal weapons that the caster touches becomes temporarily magical. Caster level 01 to 06 results in a +1 weapon, 07 - 12 +2, 13 - 18 +3, 19 - 24 +4, 25- 30 +5, 31+ +6.

Leather Skin (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Thickens and hardens the caster's skin while improving his/her AC.

Upon casting of this spell the caster's skin thickens, hardens and takes on the complexion of tanned leather. While the spell is in effect the caster's AC improves by 2 points. When the spell ends the caster's skin quickly returns to normal. This increase is in addition to any spell, shield or armour he/she is currently wearing. Only one “skin” spell can be active at any time.

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Locate Totem (GAZ-14) Range: Touch Duration: 1 hour Effect: Identifies location of a totem animal

When cast upon someone with a totem spirit known to the caster, the recipient will learn of the distance and direction to the nearest example of that totem animal.

Infravision (QuantumEFX) Range: Touch Duration: 1 Day Effect: 1 living creature

As per 3rd level Magic User spell.

Pass Without A Trace (QuantumEFX) Range: 30' radius Duration: 1 turn per level of caster Effect: Allows the passage through the wilderness without leaving any signs.

This spell allows one creature to pass through any wilderness area without leaving ny signs. No tracking, magical or natural, is possible. Spells may be able to detect where the creature is now, but nothing short of a wish will reveal the path it took to get there. Footprints, smells, broken branches, etc. are all magically restores as the creature passes. Even a detect magic spell won't reveal anything because as once the creatures passes 30' from the area the magic is gone. This spel won't make passing through the are any easier, it just ensures no traces are left behind.

Protection From Normal Missile, 15' radius (QuantumEFX) Range: Touch Duration: 2 rounds per caster level Effect: All living or once living non-magical missiles miss their target.

All living or once living (i.e. Wood) based missiles aimed at the spell recipient or those within 15' of him/her/it, are harmlessly deflected away. Magical missiles (i.e. Arrow +2) are not affected, nor are non-living missiles such as stones or throwing daggers.

Page 11: This PDF is a part of fan site work. It makes no ... · Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing

Sleepwell (QuantumEFX) Range: Caster Duration: 8 hours Effects: Will automatically sound an alarm i anything enters a 300' radius of the druid.

This spell is an early alarm system. Any creature of ½ HD or larger that enters within 300' of the druid will set off a magical alarm that will wake either just the druid or all the PCs (caster's choice). Small creatures, less than ½ HD won't set off the alarm but larger ones will. This is not a detect evil spell though. A wandering deer will set off the alarm just as quickly as an orc raiding part. Sleepwell also won't reveal who or what set off the alarm, only that something at one point in time came within range. Creatures already within the 300' range won't set off the alarm, unless they leave the area and return.

The maximum area covered by the alarm is a 300' radius + 20' per caster level, but a smaller range can be selected if desired. The druid must remain within the original area while the spell is active or it dispels. While this spell will detect invisible creatures, it won't detect ethereal, creatures that teleport or have gated past the spell's boundary.

Shrink Plants (QuantumEFX) Range: 120' Duration: Special Effect: Shrinks 3,000 square feet of plants

As per the reversed 4th level magic user spell.

Spider's Web (QuantumEFX) Range: 60' Duration: 2 turns per caster level Effect: A volume of stick webbing fills a selected area.

Similar to the 3rd level magic user spell “web”, this spell creates a volume of sticky strange that are all but impossible to destroy. It takes 40 strength turns to rip a passage through (Str 8 takes 5 turns, Str 16 takes 3 turns), with less than full turns counting as a full turn. Flames can destroy the webbing in only 1 turn but anything in the webbing will take 1d6+1 points of damage with no save.

Swim (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: One creature 's water movement is greatly increased.

This spell allows the target to better deal with swimming and general aquatic movement. The target can swim through the water at three times their land speed rate given their current encumbrance level. So a lightly equipped PC who could travel 120'(40') on land, could swim at up to 360'(120').

This spell doesn't prevent drowning or grant water breathing but it does reduce the basic underwater combat penalty from -4 to -2 on attack rolls. Hand-to-hand weapons still only do half damage but the -10 to hit penalty is reduced to only -4.

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Wall of Earth (QuantumEFX) Range: 60' Duration: 2 turns per caster level Effect: Creates 1,000 cubic feet of earth

This spell creates a vertical wall of earth (dirt, sand, stone & mud) exactly 4' thick in a shape the caster chooses but never more then 250 square feet. The wall must be within 60' of the caster and either be resting on the ground or an appropriate structural support system. The wall lasts the lesser of 2 turns per caster level, until it is dispelled or until it is physically broken. The wall is treated as having an AC of 09 with 100hp for structural purposes.

Waterwalk (QuantumEFX) Range: Touch Duration: 2 turns + 2 turns per level of caster Effect: Allows an individual to walk on water

This spell allows the recipient to walk on calm (slow flowing or still) water, at their normal; land movement rate. Those affected only sink 1/16” into the water then hit a flat solid surface that they can then walk on. Fast flowing water or white water cannot be transversed with the spell, but most rivers and lakes can.

Wings (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: One creature grows a set of wings and can fly.

This spell causes the target to temporarily grow a set of wings out of his/her/its back and fly. The target can fly in any direction at speeds of up to 180' (60') by just thinking about the desired direction and speed. The spell also allows the target to hover and stop with little or no thought. At the end of the duration, the wings merely drop off and disappear once they hit the ground.

Any armour will have to be modified to fit the wings. If cast one someone with armour that won't allow the wings, the spell will fail.

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3rd Level Spells

Animal Summoning III (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 6 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 12th level Druid would be able to summon up to 2 – 6 HD animals or 12 – 1 HD animals or a combination of the two.

Unintelligent animals (Int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past.

This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

Bark Skin (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Thickens and hardens the caster's skin while improving his/her AC.

Upon casting this spell the skin of the druid thickens and takes on the colour and texture of tree bark. While the change is insufficient to affect the caster's dexterity or initiative, it does reduce his/her charisma to non-woodland creatures by 2 points while the spell is in effect.

This spell improves the caster's AC by 3 points, in addition to any shield, spell or armour he/she is currently wearing. Only one “skin” spell can be active at any time.

Bear Strength (QuantumEFX) Range: Touch Duration: 2 turns per caster level

This spell increases the strength of the target. PC/NPCs have their strength statistic increased by 3 points for the duration of this spell. Animals and non-PC/NPCs have the damage from their attacks increased by +2.

While the spell is in effect, the target will have a faint glow in a slightly pale brown / tan colour.

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Call Totem (GAZ-14) Range: Touch Duration: Special Effect: Calls a totem animal.

When cast the caster touches the character. If that character has a spirit totem, the spell will compel that animal, if it's within 1 mile, to come to the character. If the animal shows before the time limit, the caster may ask the animal to perform one command that fall within the animal's abilities.

Douse All Flames (QuantumEFX) Range: 60' + 20' per level of caster Duration: Instantaneous Effect: Puts out all natural fires within range and ruins their fuel source.

Similar to the 1st level spell, snuff flame, this small allows the druid o put out all natural fires within range. Magical fire or light isn't affected by this spell and the fuel not in contact with the fire isn't affected (i.e. Jars of oil in a backpack or a unlit pile of wood). However, the fuel used in the fire is ruined, torches become soggy and fall apart, lanterns have their oil and wicks gummed up, logs become too wet to burn, etc. While new torches and lanterns can be used, camp fires will have to be rebuilt from dry stock & kindling.

Eyes in the Sky (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Allows the caster to “see” through the eyes of any natural flying creature and have limited control over that animal.

This spell allows the druid to control the flight path of any one natural flying animal (i.e. Birds) and see through its eyes. The animal must initially be in the line of sight of the druid but may leave it after the spell has been cast. Intelligent animals (Int:03+) are allowed a save vs. spells to resist the effects. This is the natural version of clairvoyance.

Fire Bow (GAZ-14) Range: Caster Duration: 1 arrow per caster level Effect: Creates a magical bow that shoots flaming arrows.

When cast upon a wood bow, it enchantes the bow, giving it the ability to shoot flaming magical arrows that do 1d8 points of damage. There is a 10% non-cumulative chance that flammable targets will catch fire.

Fly (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: One creature may magically fly.

As per the 3rd level magic user spell but for an extended duration.

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Growth of Plants (QuantumEFX) Range: 120' Duration: Special Effect: Enlarges 3,000 square feet of plants

As per the 4th level magic user spell.

Heal Animals (QuantumEFX) Range: 30' Duration: Instantaneous Effect: All injured animals are healed 1d4-1 HPs, up to their max.

A wide area healing spell that affects only non-humanoid neutral creatures. All injured animals within 30' of the druid are healed for 1d4-1 HPs, up to their normal maximum. This won't raise dead animals or fully heal large injured creatures but it does look impressive when done right.

Move Rocks (PC-03) Range: 120' Duration: 1 round Effect: Fills an area with rocks

Small rocks fill up an area 20' across. Any creature in the area takes 8d6 points of damage. Save vs. dragon breath for half damage.

Speak ... (QuantumEFX) Range: Caster Duration: 1 hour per caster level Effect: Allows the caster to speak and understand any specific unknown language.

This spell allows the caster to understand and speak any one language of any intelligent sentient language using prime material plane based race. The caster may pick any one qualified creature that is within 120' and for the duration of this spell, the caster will be able to understand and speak to any creature that understands the selected creature's language (or any other language the druid knows). If the caster wishes to speak another language he/she/it re-casts this spell loosing the 1st language but gaining the new one. It should be noted that this spell doesn't grant the ability to read or write the language or to “speak” any language that is physically impossible for the caster, such as telepathic based languages.

If the PCs are using skills, then the DM may want to allow the following. Every time the druid casts this spell roll a d100. On a 00 result, the druid permanently retains fragment of the knowledge. He/she gets to speak and understand the language at his/her Intelligence statistic less 6 points. Each time this bonus happens for the same language add 1 point to the skill base score. For example, if a druid gets this bonus for centaur and he/she/it has an Intelligence statistic of 11, he/she/it will get speak/understand centaur at 5 (d20) or 25% if you use a d100 base for skills. The next bonus will increase the ability to 6 (d20) or 30%.

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Thunder Drum (GAZ-14) Range: 120' Duration: 1 round Effect: Creates a drum of panic

When cast on a percussion instrument, those within range but beyond 10' of the item become subject to fear. Those with less HD / levels than the caster must flee for 2d6 rounds. Those with the same HD / levels save. vs magic to avoid the panic and those with more HD / levels save vs. magic with a +4 bonus. All creatures within range, but outside the 10' safe zone take 1 HP damage per level of caster.

Wall of Wood (QuantumEFX) Range: 60' Duration: 2 turns per caster level Effect: Creates 1,000 cubic feet of wood and timber

This spell creates a vertical wall of wood (or timber) exactly 2' thick in a shape the caster chooses but never more then 500 square feet. The wall must be within 60' of the caster and either be resting on the ground or an appropriate structural support system. The wall lasts the lesser of 2 turns per caster level, until it is dispelled or until it is physically broken. The wall is treated as having an AC of 06 with 120hp for structural purposes.

Water Breathing (QuantumEFX) Range: Touch Duration 1d4+1 hours per caster level Effect: Allows one creature to breath underwater

This spell allows those affected to breathe while underwater in addition to normal air. Movement and combat abilities are not affected but they aren't affected by the increased underwater pressure.

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4th Level Spells

Animal Summoning IV (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 8 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 16th level Druid would be able to summon up to 2 – 8 HD animals or 16 – 1 HD animals or a combination of the two.

Unintelligent animals (int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past.

This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

Bind Totem* (GAZ-14)Range: 60' Duration: Permanent Effect: Binds an animal to an individual who has it as a totem spirit.

This spell binds a specific animal to an individual who has that type of animal as a spirit totem. The animal will follow commands that it is capable of following.

Bridge (QuantumEFX) Range: 360' Duration 1 turn per caster level Effect: Creates a bridge out of surrounding natural material

This spell creates a bridge with a maximum span of 360' and a maximum width of 20' out of the surrounding natural material. Forests result in a wood/tree bridge, jungles result in a rope bridge, mountains & fields result in stone and earth bridges. Other areas just “Stretch” the surrounding ground to make a temporary span. When the duration is over, the material returns back to the way it was, leaving no trace.

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Conjure Elemental (QuantumEFX) Range: 240' Duration Concentration Effect: Summons one 8HD elemental

This spell is effectively the same as the 5th level Magic User spell but the conjured elemental is of lesser power (AC:02 HD:08 Damage:1d8), as if conjured by a staff and not a spell

Deadwood Blade (Carl Q )Range: touchDuration: permanentEffect: 1 piece of wood

This spell was designed to enable a Forester to rearm himself in the forest should he be deprived of his weapons. The spell reshapes any single piece of dead wood (a broken branch, a plank, etc) into a bladed weapon. The size of the weapon is dependent on the amount of wood available; a longsword requires more wood than a dagger, for example. Excess quantities of wood are consumed during the transformation. The Deadwood Blade is equal to a normal bladed weapon of metal, but against an enchanted weapon, a Save vs. Crushing damage must be made after the first blow; a failure means the Deadwood Blade has shattered. A Deadwood Blade may receive further temporary, or even permanent, enchantment - an Enchanted Blade spell, for example - and will remain usable until destroyed. Living wood, or wood especially cut from a tree for the purpose, cannot be transformed by this spell. A 4th level Druidic version of this spell is also available.

Enlarge (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: One creature increases in size

This spell increases the size of one animal (normal, prehistoric or giant), low-life or humanoid by 50%. It should be noted that the animal changes but not any possessions, armour or weapons.

Statistics for any enlarged creature is calculated as follows: Height: 50% increase HD: 3 1/3 times normal, counting each “plus” as 1/2HD, non-full HD are rounded down. Movement Rate: 1.5 times normal Damage: 2 times normal +2 Save as: (Non PC/NPC) Fighter level of new HD, half fighter level rounded down if unintelligent. (PC/NPC) no change. AC: Improved by 1 Initiative: Reduced by 2 Other: Cannot cause surprise, -2 penalty to attack rolls when attacking small sized animals.

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Fire Gate (GAZ-14) Range: Caster Duration: 5 turns Effect: Fire walk

When cast on a special fire that takes 1 hour to prepare, the caster can then walk into the fire and be transported to any other man-made fire he/she/it knows of.

Protection From Fire (QuantumEFX) Range: Touch Duration: 1 turn per caster level Effect; Recipient is nearly immune to heat and fire.

This spell allows the recipient complete immunity for the duration of the spell, to natural fires and partial immunity to magical or extreme natural heat (such as lava, red dragon breath or fire elemental attacks). If a save is normally allowed for spell effects, it is cumulative with this spell. i.e. ¼ damage if saved vs. a fireball.

Sanctify (GAZ-14) Range: 10' Duration: Permanent Effect: Causes an object to present a magical aura to anyone who can detect magic.

When this spell is cast on an area, all items in the area will be detected as magical until the spell is dispelled. Sanctified weapons can do damage to creatures that can only be damaged by magical weapons.

Shrink (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: One creature decreases in size

This spell decreases the size of one animal (normal, giant, or prehistoric), low-life or humanoid by up to 50%. It should be noted that the animal changes but not any possessions, armour or weapons.

Statistics for any shrunk creature is calculated as follows: Height: 50% of normal HD/HP: The lesser of 1/8th or 1 hit point per normal HD. Each “plus” is ignored, non-full hit points are rounded up. Movement Rate: 50% of normal Damage: 50% of normal Save as: (PC/NPC) No change. (Non-PC/NPC) Fighter level for new HD, half fighter level if unintelligent. AC: +2 bonus when being attacked by large or giant sized opponents if reduced to small size. Initiative: Improved by +2 Other: Surprises on 4-6 on 1d6 if reduced to small size.

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Snake Speed (QuantumEFX) Range: Touch Duration: 2 turns per caster level Effect: Quickens target and improves their dexterity.

This spell acts in part like the 3rd level magic user spell “haste”. Those affected may move at up to twice their normal speed, make double the normal number of missile or melee attacks. Like haste this spell doesn't increase the rate at which magic works, so only one spell or item usage per round still stands.

Unlike haste, this spell also increases the target's dexterity by 3 points. This may result in an improved armour class and improved missile attack bonuses.

While the effects are similar to haste it is not completely negated by a slow spell. If the target is slowed, his / her / its movement / attack rate returns to normal but the dexterity bonus stays until dispelled or until the duration runs out.

Those effected by this spell will glow a faint pale orange colour until the duration is over.

Stone Skin (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Thickens and hardens the caster's skin while improving his/her AC.

Upon casting of this spell the caster's skin thickens, hardens and takes on the complexion of grey granite. While the spell is in effect the caster's Dex drops by 1 point, initiative is reduced by 1 point (in addition to any changes caused by the reduced dexterity) and his/her charisma is reduced by 2 points for all non-underground dwelling / stone creatures.

In exchange for these reductions the caster's AC improves by 5 points in addition to any armour, shield or spell currently in effect. Only one “skin” spell can be active at any time.

Wall of Stone (QuantumEFX) Range: 60' Duration: 2 turns per caster level Effect: Creates 1,000 cubic feet of wood and timber

Nearly identical to the 5th level magic user spell of the same name. The wall lasts the lesser of 2 turns per caster level, until it is dispelled or until it is physically broken. The wall is treated as having an AC of 06 with 200hp for structural purposes.

Woodform (QuantumEFX) Range: Touch Duration: Permanent Effect: Creates 1,000 cubic feet of wood.

As per the 5th level Magic User spell.

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5th Level Spells

Animal Summoning V (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 10 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 20th level Druid would be able to summon up to 2 – 10 HD animals or 20 – 1 HD animals or a combination of the two.

Unintelligent animals (int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past.

This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

Eye of the Eagle (GAZ-14) Range: Touch Duration: 1 day Effect: Auto hits with missile weapons.

When cast on an individual at the moment of sunrise, that individual will auto hit any creature with a missile weapon until sunset. No to hit rolls are needed, only damage. If the maximum damage is rolled, the character rolls again adding the two values. If the maximum is rolled again this process continues until less than maximum is rolled.

Iron Skin (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Thickens and hardens the caster's skin while improving his/her AC.

Upon casting of this spell the caster's skin thickens, hardens and takes on the complexion of grey pig iron. While the spell is in effect the caster's dexterity and charisma drops by 2 points. In exchange for these reductions the caster's AC improves by 5 points in addition to any armour, shield or spell currently in effect. In addition the caster only takes half damage from heat and fire based magical and non-magical attacks. Only one “skin” spell can be active at any time.

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Ironwood (Dragon Magazine January 1992 Page 48 ) Range: Touch Duration: Permanent Effect: Wooden Objects

Wood, of up to 1,000cn, gains the strength and flexibility of metal. Typically used with the spell “warp wood” to create armour or weapons for druids.

Lower Water (QuantumEFX) Range: 240' Duration: 10 turns Effect: Cuts the depth of an area of water to half normal.

As per the 6th level Magic User spell.

Raise Water (QuantumEFX) Range: 240' Duration: 10 turns Effect: Increases depth of an area of water to double normal

The reverse of the 6th level Magic User spell “Lower Water”. This spell causes a body of water to raise to double it's normal depth. Up to 10,000 square feet can be affected per spell. If cast on a constantly renewing source of water (i.e. A river) the affected area raises but the rest doesn't.

If cast on a boat, it will raise as well, becoming unstuck if it was grounded. At the end of the spell, the water level will suddenly drop. This will knock those standing down, and inflict 3d8 point of hull damage.

This spell can cause a river to become impassible, a pond to flood its surrounding area or even clean off / destroy bridges (2d8 HP damage to structures – auto hit – no save).

Remove Air (QuantumEFX) Range: 240' Duration: Concentration Effect: Removes all air from a 8,000 cubic foot area.

This spell allows the druid/MU to drain all the air from a ,000 cubic foot area (i.e. 20'x20'x20'). All creatures that need to breath must save vs. death ray or suffocate to death. Flying creatures in the area will fall to the ground and take normal falling damage (no save). If cast at water, this will drain all the air from the water. Again all creatures in it must save vs. death ray or suffocate.

Optional Rule: Creatures that are suffocating fall unconscious in the 1st round and loose 1 HD/level per subsequent round. When they reach 0 HD/level, they are assumed to be dead. If the air is returned (via a create air spell or by loss of concentration) unconscious creatures will re-awaken in 1d4 rounds.

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Totem Mastery (GAZ-14) Range: 240' Duration: 1 turn per level Effect: Effects on an individual's totem animal is transferred to the individual.

The caster must capture the totem animal of the intended victim. Once this spell is cast on that animal, any effects put on that animal, such as sleep or poison, is also felt by the individual.

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6th Level SpellsAdvanced Conjure Elemental (QuantumEFX) Range: 240' Duration: Concentration: Effect: Summons 1d3+1 8HD elementals

This spell is effectively the same as the 5th level Magic User spell but the conjured elementals are of lesser power (AC:02 HD:08 Damage:1d8), as if conjured by a staff and not a spell. This spell also allows 1d3+1 elementals to be conjured and not just one.

Animal Form (QuantumEFX) Range: Caster Duration: 3 turns per caster level Effect: Caster shape changes into an animal

This spell allows the caster to shape change into any normal animal (or giant / prehistoric), low-life or normal monster form. The HD of the new form must be equal or less than the level of the caster or the spell will fail.

The caster's hit points, saving throw, intelligence, wisdom and spell casting abilities does not change but unlike the 4th level magic user spell polymorph self, the caster does get the new form's AC, attack rolls, special abilities and special immunities. The caster may also cast spells in the new animal form.

The spell lasts up to the listed duration, until dispelled, until the caster is killed or until the caster decided to end the spell. This spell will not enable the caster to take the form of a specific individual though.

Animal Summoning VI (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 12 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 24th level Druid would be able to summon up to 2 – 12 HD animals or 24 – 1 HD animals or a combination of the two. Unintelligent animals (Int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past. This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

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Calm Wind (Champions of Mystara) Range: 360 yards Duration: 1 turn per level of the caster Effect: Calms Winds

This spell reduces mundane gale-force winds, or less, to a slight breeze within the area of effect.

Crystal Skin (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Turns the caster's skin into an opaque crystalline structure, while improving his/her AC.

Upon casting of this spell, the caster's skin takes on the appearance of carved but strangely flexible opaque crystal. The colour of the crystal is left to the caster's mood but it has to be one colour only and opaque. This spell reduces the caster's dexterity and charisma by 1 point while the spell is in effect. In exchange the caster's AC is improved by 5 points and the caster only takes half damage from heat, fire, cold, ice and electrical based magical and non-magical attacks.

Flesh to Stone (QuantumEFX) Range: 120' Duration: Permanent Effect: One creature or object

As per the reversed 6th level magic user spell “stone to flesh”.

Infusion (GAZ-14) Range: Touch Duration: Permanent Effect: Auto pass on save throw.

Blesses up to 1 person per level of the caster with the effect of automatically passing their next saving throw.

Local Lore (QuantumEFX) Range: Caster Duration: Permanent Effect: Reveals details about a location

Similar to the 7th level magic user “lore” spell, this spell allows the caster to discover details about his/her a specific location. The only limitations are that it is on the prime material plane and that a specific time frame must be stated.

General details like a current “map” that allows the caster to find a major point of interest only takes 1d4 turns to complete. The more specific the information requested, the farther back in time the information is about or the larger the volume of information needed the longer and more abstract the revealed information will be. A detailed city map from 1,000 years before may take the spell 1d20x100 days to complete and provide incomplete information as the rest of the details have been “lost” to the ravages of time.

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Nature's Gift (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Heals the caster

When this spell is cast, the caster lays down on the ground and allows the spell to begin. The caster is lowered 1d4 feet plus the caster's level into the ground. To others it appears as he/she/it has been absorbed by the ground but the caster is perfectly fine. The caster needs no air, water or sustenance while “embraced”, taking strength from nature itself. At this point nothing short of a wish can affect the caster.

For every turn the caster is embraced, he/she/it heals 1d6 hit points (up to his/her/its normal maximum). Once the caster is fully healed, he/she can return to the surface at will or decide to stay embraced until the duration is over. If the caster decides to stay the full duration, any poison, disease, curse, feeble mind or other non-wish/artefact caused negative condition is also removed. This is a very powerful spell but unfortunately slow acting as well.

Purify Air (QuantumEFX) Range: Caster Duration: Instantaneous Effect: Removes all toxic, poisonous or noxious items from the air.

This spell cleans the air within a 300' radius of the caster, from all natural or magical based impurities. This may include poisons, gasses, smoke, cloudkill, explosive clouds, etc. Natural causes have no save, magical spells are dispelled as if hit by a dispel magic spell cast by a magic user at the druid's level.

Reincarnation (QuantumEFX) Range: 30' Effect: Creates a new body

Details as per the 6th level magic user spell with different results tables.

Reincarnation Results

Type of Body Appearing (roll 1d10)01 Human 02 Dwarf03 Elf04 Halfling05 Original Race06 Monster (See Below)

07 - 10 Animal (See Below)

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Type of Monster Body (Roll 1d6 based on original alignment)Lawful Neutral Chaotic

01 Treant Centaur Manticore02 Blink Dog Dryad Wooddrake03 Faerie (Lawful) Actaeon Colddrake04 Helion Basilisk Faerie (Chaotic)05 Pegasus Cockatrice Hill Giant06 Unicorn Owl Bear Gremlin

Type of Animal Body (Roll 1d6 based on original alignment)Lawful Neutral Chaotic

01 Giant Owl White Ape Snow Ape02 Sasquatch Rock Baboon Tarantella03 Tiger Beetle Grizzle Bear Rock Python04 Moose Cave Bear Giant Slug (9HD)05 Elephant Tiger Rust Monster06 Small Roc Giant Boar Giant Rate

Seasons (Dragon Magazine January 1992 Pages 48 & 49) Range: Touch Duration: 1 Turn Effect: Undead is within 60' radius if indoors or 180' radius if outdoors

A spell to neutralize or destroy undead. Spell effect based on the season in which it is cast.

Spring: Causes 1d8 points of damage per round to all undead (no save). Undead reaching 0 HPs are raised at their lowest possible experience level with no memories of their past life. They then become servants of the druid as if charmed.

Summer: Creates blinding natural sunlight which burns undead for 1d8 points of damage per round (no save). Vampires will automatically flee and not return until fully healed.

Autumn: Undead must save each round vs magic. If they fail part of their body is destroyed and they loose one quarter of their original hit points.

Winter: Undead must make a save vs. spells each round. If they fail, they are put into a form of suspended animation until the next full moon. While suspended they cannot be harmed by mortal magic or weapons.

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Stone to Flesh (QuantumEFX) Range: 120' Duration: Permanent Effect: One creature or object

As per the 6th level magic user spell

Summon Actaeon (QuantumEFX) Range: 120' Duration: Instantaneous Effect: Summons one Actaeon

When this spell is cast from non-woodland terrain an Actaeon will materialize within 120' of the druid. The druid may state his/her/its case and the Actaeon may or may not decide to help. If the Actaeon decided to help it will stay for up to 2 turns per caster level then it will just disappear. If it decided not to help, it will disappear immediately. If the druid is being attacked at the time of the casting, the Actaeon will help defend the druid for up to 1 turn per caster level and then it will disappear.

If cast in a woodland terrain, the Actaeon will help the druid, limited by its own desires and alignment, for up to 2 turns per caster level and then it will fade back into the woodland.

Summon Helion (QuantumEFX) Range: 240' Duration: 1 turn per caster level Effect: Summons one Helion

This spell enables the caster to summon a Helion. The Helion will perform any task within its power as long as its a request consistent with its alignment. At the end of the duration, if negated by a dispel magic, or at the caster's desire, the Helion will instantly return to the elemental plane of fire.

Unlike the magic user spell “conjure elemental” the caster doesn't have to maintain concentration to control the Helion and may even cast spells during additional rounds.

Summon Kryst (QuantumEFX) Range: 240' Duration: 1 turn per caster level Effect: Summons one Kryst

This spell enables the caster to summon a Kryst. The Kryst will perform any task within its power as long as its a request consistent with its lawful alignment. At the end of the duration, if negated by a dispel magic, or at the caster's desire, the Kryst will instantly return to the elemental plane of earth.

Unlike the magic user spell “conjure elemental” the caster doesn't have to maintain concentration to control the Kryst and may even cast spells during additional rounds.

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Summon Undine (QuantumEFX) Range: 240' Duration: 1 turn per caster level Effect: Summons one undine

This spell enables the caster to summon an undine. The undine will perform any task within its power as long as its request consistent with its alignment. At the end of the duration, if negated by a dispel spell, or at the caster's desire, the undine will instantly return to the elemental plane of water.

Unlike the magic user spell conjure elemental, the caster doesn't have to maintain concentration to control the undine and may cast spells during additional rounds.

Watery Home (QuantumEFX) Range: Touch Duration: 1 hour per caster level Effect: One creature adapts fully to underwater survival

This spell grants the ability to breath underwater, see regardless of visibility and light at up to 240', survive the crushing pressures of deep water, function with no penalty / damage reduction from underwater combat and swim at speeds of up to 3 times their normal land speed rate.

Wrath of Atruaghin (GAZ-14) Range: 240' Duration: Instantaneous Effect: Mass damage

This spell allows the caster to bring divine retribution down on the victims. The caster may cause up to 1d8 points of damage per level (up to 20d8). The damage may be placed on one victim or spread out across multiple victims within range.

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7th Level Spells

Animal Summoning VII (QuantumEFX) Range: 300' Duration: 2 turns per caster level Effect: Summons low level animals

When this spell is cast, the druid can magically summon up to his/her level in total HD of animals with 14 or less HD. Ignoring any *'s and treating any +'s as the next higher HD. So a 28th level Druid would be able to summon up to 2 – 14 HD animals or 28 – 1 HD animals or a combination of the two.

Unintelligent animals (int 2 or less) are under the Druid's control. More intelligent animals (Int 3+) will show but they are allowed a save vs. spells to see if they are controlled or wild. Uncontrolled animals may or may not help the Druid depending upon the action requested, at the DM's discretion.

This spell magically brings the animal to within 300 feet of the Druid. When the spell ends, the animal is magically returned to where it came from. This spell summons a random animal(s) that qualifies given the Druid's HD request. If a specific animal is desired, the druid must roll a successful WIS check. Failure means the spell fails to summon the desired animal.

Animals don't have to be native to the area or even from the current time period, but they do have to be native to that planet and/or its past.

This spell cannot summon magical monsters, planar monsters, dragons, etc. Only normal animals (also giant and prehistoric) or low life animals can be summoned.

Elemental Vortex (QuantumEFX) Range: 30' Duration: 1d20x10 turns or 1 turn Effect: Opens a portal to an elemental plane

When the druid initially casts this spell he/she must name the elemental plane of choice and a powerful resident (immortal, power, exalted, elemental prince, etc.) that dwells in that plane. The spell then generates a vortex / wormhole to that plane at or near that creature's domain.

The gate can last 10-200 turns as a standing vortex or only 1 turn as a temporary vortex to an elemental plane. However, every 10th round after the 1st (11,21,31,etc) there is a 50% chance that something has noticed the vortex from the other side and comes to investigate. When the creature arrives, it immediately looks for the spell caster, so caution is always needed.

This spell doesn't grant the ability to survive on the targeted elemental plane, it just opens a pathway. So travelling PCs should consider how they will survive before they enter the vortex.

Unlike the magic user “gate” spell, there is no reverse spell to close a standing vortex. It either ends in 1 turn or it stays open the full 1d20x10 turns. A dispel magic spell, wish spell or immortal class spell is needed to close an undesired standing vortex.

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Fire's Friend (QuantumEFX) Range: Touch Duration: One hour per caster level Effect: Limited immunity to fire and heat effects.

Part survival and part resist fire this spell adapts those affected to fully resist all normal fire and heat on the prime or elemental planes. This spell allows those affected to breath, eat/drink, attack and move in adverse heat conditions (like a volcano) with no negative effects as long as the spell lasts.

Against magical fire those affected resist 1d4 hp times the caster level of fire and heat damage after any allowed save. Thus, at the highest levels the caster and those affected are all but immune to fire and heat based attacks. It should be noted that only the fire/heat elements of the attack are reduced. Impact damage, lightning, light and other attacks aren't affected and do full damage.

Primal Form (QuantumEFX) Range: Caster Duration: 3 turns per caster level Effect: Caster shape changes into any known creature

Similar to the 6th level animal form spell but this spell allows the caster to polymorph into any animal / creature known to the caster regardless of type (except undead or planar monsters). The HD of the new form is capped at equal or less than the level of the caster but the caster can take the form of a creature that would otherwise have more HD than the caster. This just results in the caster being “smaller” than the normal creature to reflect the lower HD.

The caster's intelligence, wisdom and spell casting abilities remain the same but all other stats / abilities adjust to the greater of the caster's original form or the new form. The spell allows the caster to use his/her spell casting abilities, and the new form's special abilities / special immunities.

The spell lasts up to the listed duration, until dispelled, until the caster is killed or until the caster decides to end the spell. This spell will not enable the caster to take the form of a specific individual.

While any form known to the caster is allowed, undead and planar monsters are the exception.

Statue (QuantumEFX) Range: Caster Duration: Up to 2 turns per caster level Effect: Allows the caster to turn to stone and back at will

As per the 7th level magic user spell “statue”.

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Summon Horde (QuantumEFX) Range: 240' Duration: 2 turn per caster level Effect: Summons one Horde with 1d6+10HD

This spell enables the caster to summon a Horde of 1d6 + 10HD. The Horde will perform any task within its power as long as its a request consistent with its alignment. At the end of the duration, if negated by a dispel magic, or at the caster's desire, the Helion will instantly return to the elemental plane of earth.

Unlike the magic user spell “conjure elemental” the caster doesn't have to maintain concentration to control the Helion and may even cast spells during additional rounds.

Summon Hydrax (QuantumEFX) Range: 240' Duration: 2 turn per caster level Effect: Summons one Hydrax with 1d6+6HD

This spell enables the caster to summon a Hydrax with 1d6 + 6HD. The Hydrax will perform any task within its power as long as its a request consistent with its alignment. At the end of the duration, if negated by a dispel magic, or at the caster's desire, the Helion will instantly return to the elemental plane of water.

Unlike the magic user spell “conjure elemental” the caster doesn't have to maintain concentration to control the Helion and may even cast spells during additional rounds.

Transport Through Earth (QuantumEFX) Range: Near Infinite Duration: Instantaneous Effect: Long-range teleportation

Like the 6th level spell “transport through plants”, this spell may be used a maximum of once per day. The caster must be standing on the earth or a stone floor directly above earthen ground. The caster them must choose a specific known point or a general location.

After casting the spell, the caster sinks into the ground and when fully engulfed raises from the ground at the new location. If a specific known point is chosen, the caster appears there. If a general location is chosen, the caster appears 36 (less the caster's level) miles away from the desired location.

The only limits are that both points must be earthen or stone on earth and that both points are in the prime material plane. Worlds and galaxies may be crossed but not dimensions. If there is no acceptable point at either end the spell fails. Otherwise, the caster immediately appear at the new location. For every 4 full levels, the caster may transport an additional willing medium/small sized creature.

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Volcano (QuantumEFX)Range: Line of sight Duration: Special Effect: Causes one mountain to become an active volcano Restrictions: This is a chaotic act. The druid that casts this spell must spend 1d4 years in meditation before he/she/it can cast druid magic again.

Arguably the most destructive spell available to a druid, and one cast only as a last resort, volcano will cause any one mountain within the line of sight of the druid to become an active, make that over active, volcano.

Once this spell is cast, various effects happen. At turn 5 an earthquake (as 7th level clerical spell) will hit everything within 5 miles of the mountain. At turn 10 smoke and toxic gas (save vs. poison or die) will rise in a cone 5,000 feet tall and 10 miles in diameter at the top. At turn 15 another earthquake will hit everything within 10 miles of the mountain and all loose rock, mud and snow will fall from the mountain. Finally at turn 20, the upper half of the mountain will explode in a pryoclastic cloud, lava will rain from the sky and toxic burning clouds of death will flow down the mountain's remains.

The cloud moves at 880' per round killing all in its way for up to 10 miles in all directions. Anything in this cloud must save vs. death ray or die instantly. Those that save take 5d20 HP in heat damage, 5d08 flying debris damage and must save every other turn while within 10 miles of the volcano vs mild poison (1d4 hp damage). Everything in the cloud is pitch black, normal & infravision won't work but true sight will at a 20' range. There is no breathable air, so a create air spell or similar is needed to survive. Buildings take 10d8+40 HP damage from the blast and the cloud (assuming the earthquake hasn't destroyed them already.

Everyone within 10 miles, but not in the cloud, of the mountain, on the ground or in the air, must save vs. death ray every turn or be hit with a 5HD fireball of molten lava (save vs spell for ½ damage).

Flying creatures must also check against getting sucked into the cloud . Any flying creatures within 1,000' of the cloud must roll under their HD on 2d6 (creatures with 13 or more HD auto save). If they fail, they get sucked into the could and take the appropriate damage.

This is a highly destructive spell. Only to be used as an absolute last resort to save an even greater area. Even then the druid must spend 1d4 years of meditation on his/her/its actions before he/she/it is able to cast any more druid spells.