This is an old revision of the document!


New Spells

Body of Snow

Range:  self
Duration:  1 minute/level

This spell is as Body of Sand, except the user appears more pale after casting and their skin has a crystalized, snow-like appearance.


Nature’s Balm

Range: Touch
Duration: Instantaneous

The caster touches a creature and channels minor restorative energy from the land or spirits.  The target heals 1d4 hit points of damage.  This spell has no effect on undead or constructs.

Commune with Greater Spirit: (Range: Self; Duration: Instantaneous) The Völva contacts a powerful, ancient spirit of the land or a revered ancestral spirit (GM‘s discretion on who is available). She can ask up to three questions, and the spirit will respond with truthful, but potentially enigmatic or grand-scale, answers. This spell is mentally exhausting and can only be cast once per week.

Curse of Ill Fortune: (Range: 120 ft; Target: 1 creature; Duration: 1 turn/level) The Völva places a minor curse on a creature. The target must make a Wisdom saving throw (DC 15) or suffer a -2 penalty to all attack rolls, saving throws, and ability checks for the duration. This curse does not stack with other penalizing effects.

Ice Path/Snow Bridge: (Range: 60 ft; Area: 10 ft wide, 60 ft long; Duration: 1 turn/level) The Völva can cause ice or compacted snow to form a stable, traversable path over gaps, thin ice, or dangerous terrain (e.g., a crevasse, a small river). The path is sturdy enough to support a party of adventurers and their mounts.

Raise Dead (Limited): (Range: Touch; Duration: Instantaneous) The Völva can attempt to restore life to a creature that has died no more than 24 hours ago. This spell is incredibly taxing; the Völva loses 1 point of Constitution permanently after casting. The revived creature returns with 1 HP and is weak (all stats halved for 1d4 days). Only works on creatures with a soul (GM‘s discretion); cannot affect those who died of old age or whose bodies are completely destroyed. Can only be cast once per month.

Sense Animals: (Range: Self (60 ft radius); Duration: 2 turns) The Völva can detect the presence, number, and general type of non-magical animals within range. This does not reveal their exact location but gives a strong sense of their direction and quantity.

Sense Hidden Secrets: (Range: Self (60 ft radius/level); Duration: 1 turn) The Völva becomes supernaturally aware of hidden things in the environment. She can perceive invisible creatures (though not perfectly clearly), hidden doors, secret passages, and major illusions within range. This does not automatically reveal magical traps, but might make their presence felt.

Spike Growth (Minor): (Range: 60 ft; Area: 20 ft square; Duration: 1d4 rounds) Causes the ground to sprout sharpened, stiff growths (ice, rock shards, thorny roots). Creatures moving through the area take 1d4 damage per round of movement. Those who fail a Save vs. Paralysis (DC 13) are slowed to half movement for the duration.

Spirit Ward: (Range: 30 ft; Area: 10 ft radius; Duration: 1 turn/level) Creates a protective ward that causes non-corporeal spirits (ghosts, spectres, wraiths, but not standard corporeal undead like zombies/skeletons) to become uneasy and reluctant to enter. Spirits attempting to enter the area suffer a -1 penalty to attack rolls while within it.

Summon Animal (1d4): (Range: 90 ft; Duration: 3 turns) The Völva calls forth 1d4 normal animals (e.g., wolves, bears, large birds, depending on environment; up to 3 HD each). They appear in 1 round and obey the Völva’s simple commands. They vanish when the duration expires or they are reduced to 0 HP.

Whisper of the Wind: (Range: 1 mile; Duration: Instantaneous) The Völva can send a short, audible message (up to 10 words) to any creature she has seen before. The message travels instantly on the wind and is only heard by the intended recipient.


Fumble!  You lose your grip on your weapon and reality.