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New Spells

Blessing of the Earth

Range: Touch
Duration: 1 turn/level

The caster touches a creature, granting it a +1 bonus to saving throws for the duration, representing the protective favor of the land spirits.


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.


Calm Animal

Range: 60 ft
Duration: 1 turn/level

Causes a single animal (up to 4 HD) to become non-hostile and calm towards the caster and her allies.  The animal will not attack unless directly harmed.  A successful save versus spells negates.


Commune with Ancestors/Spirits

Range: Self
Duration: Instantaneous

The caster contacts a powerful, ancient ancestral spirit or a significant land spirit (DM‘s discretion on who is available).  The caster 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.


Commune with Greater Spirit

Range: Self
Duration: Instantaneous

The caster contacts a powerful, ancient spirit of the land or a revered ancestral spirit (DM‘s discretion on who is available).  The caster 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 (Minor)

Range: 120 ft
Target: 1 creature
Duration: 1d6 rounds

The caster lays a minor curse upon a creature.  The target must make a Wisdom saving throw (DC 14) or suffer a -1 penalty to all attack rolls or saving throws for the duration.


Curse of Ill Fortune

Range: 120 ft
Target: 1 creature
Duration: 1 turn/level

The caster places a minor curse on a creature.  The target must make a save versus magic 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.


Force of Nature

Range: 90 ft
Area: 20 ft cone or 10 ft radius burst
Damage: 3d6
Duration: Instantaneous

The caster can call upon a localized burst of natural force, such as a gust of razor-sharp ice, a torrent of crashing water, or a tremor of earth.  Creatures in the area make a save versus spells for half damage.


Heal Minor Wounds

Range: Touch
Duration: Instantaneous

The caster touches a creature, channeling restorative energy.  The target heals 1d4 hit points of damage.  This spell has no effect on undead or constructs.


Ice Path/Snow Bridge

Range: 60 ft
Area: 10 ft wide, 60 ft long
Duration: 1 turn/level

The caster 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.


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.


Obscure Vision

Range: 60 ft
Area: 20 ft cube
Duration: 1d6 rounds

Creates a localized cloud of mist, shimmering heat haze, or illusory distortions, reducing visibility to 10 feet within the area.  Creatures attempting to make ranged attacks into, out of, or through the area suffer a -2 penalty to attack rolls.


Pathfinding

Range: Self
Duration: 1 turn/level

The caster gains an intuitive sense of the easiest or safest route through natural terrain (e.g., a swamp, dense forest, treacherous mountain pass).  This grants a +2 bonus to any wilderness navigation or survival checks.


Raise Dead (Limited)

Range: Touch
Duration: Instantaneous

The caster can attempt to restore life to a creature that has died no more than 24 hours ago.  This spell is incredibly taxing; the caster 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 caster 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 caster 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.


Sense Omens

Range: Self
Duration: Instantaneous

The caster gains an intuitive hunch or a brief, symbolic vision regarding an immediate situation or course of action (e.g., “The path ahead is ill-favored,” “A betrayal is near,” “Good fortune awaits at the river”).  The GM provides a truthful but concise hint.  Can be used once per day in addition to normal spell slots.


Speak with Spirits (Minor)

Range: 10 ft
Duration: 1 turn/level

The caster can communicate with very weak or lingering spirits (e.g., faint echoes of the recently deceased, minor nature wights).  These spirits can only respond with basic, fragmented answers (yes/no, single words, images) and may not be reliable.


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 pave vs. paralysis are slowed to half movement for the duration.


Spirit Call (Summon Guardian)

Range: 90 ft
Duration: 5 turns

The caster calls forth a powerful protective spirit (e.g., a spirit wolf, a frost elemental minor, a protective ancestral ghost, GM‘s discretion).  This guardian has 4-6 HD, acts on the caster’s initiative, and will defend the caster and her allies.  It vanishes when its duration expires, it is reduced to 0 HP, or the caster loses concentration.


Spirit Lore

Range: Self
Duration: 2 turns

The caster’s mind opens to the echoes of past events tied to an area or object.  They gain a vague sense of significant historical events (within the last century, DM‘s discretion) or powerful emotions associated with a specific place or item.


Spirit Walk

Range: Self
Duration: 1 turn/level

The caster can temporarily shift partially into the spirit world, becoming ethereal.  While ethereal, the caster is invisible and incorporeal to creatures on the Material Plane, but can see and hear them.  The caster can move through solid objects but cannot affect or be affected by physical objects or attacks on the Material Plane.  The caster is visible and corporeal to creatures in the Ethereal Plane.


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 caster 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 caster’s simple commands.  They vanish when the duration expires or they are reduced to 0 HP.


Visions of Truth

Range: Self
Duration: Instantaneous

The caster gains a powerful vision, revealing a significant past event, a crucial current truth, or a likely future scenario with greater clarity than Sense Omens.  The GM provides a detailed descriptive scene or a direct answer to a single question.  Can be cast once per day.


Whisper of the Wind

Range: 1 mile
Duration: Instantaneous

The caster 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.


That which does not kill you gives you XP