Creeping Doom
Range: 120′
Duration: 1 round/level
Effect: brings the bugs
This spell magically creates a huge swarm of 1,000 creeping insects, appearing anywhere within 120′ of the druid (as chosen by the caster). They fill an area at least 20′ x 20′, and can be ordered to fill any area up to a maximum of 60′ x 60′.
The creeping doom can move at up to 60′(20′) if the caster remains within 120′ of any part of the swarm. They vanish after the duration ends, or whenever the druid is more than 120′ away.
The insects always attack everyone and everything in their path, inflicting 1 point of damage per 10 insects, a total of 100 points per round to each creature caught in the effect (no saving throw). Normal attacks (such as fire) can damage the horde slightly, but even a fireball spell will only slay 100 of them (reducing the damage accordingly).
The creeping doom can be destroyed by a dispel magic spell (at normal chances for success), but it can penetrate a protection from
evil effect, and can move over most obstacles at the normal movement rate.
Metal to Wood
Range: 12‘
Duration: Permanent
Effect: Stupid spell
This spell can be used to change any metal item or items into wood. The spell can transmute five pounds (50 cn weight) per level of the caster. Any magical metal item is 90% resistant to the magic. The effect is permanent, and the affected metal cannot be changed back with a dispel magic spell. Any armor changed to wood falls off the wearer and any weapons affected turn to nonmagical wooden clubs.
Song of Triumph
Range:
Duration:
Effect:
This powerful but draining song rallies the singer’s friends and confers great fighting ability on them.
After the song has been sung for two rounds, all faenare within 100′ of the singer gain the following benefits: +2 morale, Hit and Damage rolls; +2 to all saving throws; +1 additional full Hit Dice. For each additional round that the Windsinger continues to sing, the following effects accumulate:
(1) Faenare within the area of effect can regain one spell level per round of singing, so that cast spells become available once more and can be re-used.
(2) Faenare become enveloped in shimmering auras which confer an AC bonus of -1, per round, up to a maximum of -4.
These further effects only apply to faenare. However, the Windsinger must make an Ability Check each round against Constitution, at first witha -2 bonus applied to the dice roll; then with a -1 bonus; then a straight roll; then with a +1 penalty; and so on until the Ability Check is finally failed. Each Turn of use reduces ALL a character’s Attributes by 1d4 points. If any Attribute is reduced to zero or less, the character slumps into unconsciousness. After six hours of rest, the characetr regains 50% of the points (rounded up) in each of his Attributes. The remainder are regained at the rate of 1 point (in all Attributes) per day thereafter.
Song of the Invisible Sun
Duration:
Effect:
Song of Internal Flame
Range:
Duration:
Effect:
Custom?
Song of triumph
This powerful and draining song provides several useful effects to those who hear it:
– All your allies gain three (8-sided) bonus HD, a commensurate number of temporary HP (including Con bonuses, if applicable), a +2 competence bonus to attacks, and a +1 competence bonus to all saves. Characters also receive a +4 morale bonus to damage. These effects last as long as the allies can hear the song.
– All allies with a flight speed increase their maneuverability by one step (from clumsy to poor, poor to average, and so on). This lasts as long as allies can hear the song.
– All faenare spellcasters within 60′ of you may freely apply up to two levels’ worth of metamagic to spells that they cast. This effect does not change the casting time of the spell. Casters must have appropriate feats for the metamagic effects that they apply to spells.
– All characters within 60′ of you are immune to effects that cause possession or mental control. Effects of this sort can target characters, but are suppressed while the song is in effect.
As soon as the Song of Triumph ends, you becomes immediately fatigued. You may maintain this song by singing and concentrating, for up to 1 round per windsinger level.
Summon Elemental
Range: 240′
Duration: 6 turns
Effect: Summon 16 HD elemental
This spell allows the caster to summon any one elemental per spell (see Chapter 14). The druid
may only summon one of each type of elemental (air, earth, fire, water) in one day. The elemental
will understand the druid’s spoken commands and will perform any tasks within its power (carrying,
attacking, etc.) as directed by the caster. Unlike the magic-user’s version of the spell, the druid does not need to concentrate to control
the creature. The caster may send it back to its own plane with a simple command, and someone
else may send it back by the use of a dispel magic or dispel evil spell.
Weather Control
Range: 0
Duration: Concentration
Effect:
This spell allows the druid to create one special weather condition in the surrounding area
(within a 240 yard radius). The caster may select the weather condition. The spell only works outdoors,
and the weather will affect all creatures in the area (including the caster). The effects last as
long as the caster concentrates, without moving; if the caster is being moved (for example, aboard
a ship), the effect moves also. The spell’s effects vary, but the following results are typical:
Rain: -2 penalty to attack rolls applies to all missile fire. After three turns, the ground becomes
muddy, reducing movement to half the normal rate.
Snow: Visibility (the distance a creature can see) is reduced to 20′; movement is reduced to
half the normal rate. Rivers and streams may freeze over. Mud remains after the snow thaws,
for the same movement penalty.
Fog: 20′ visibility, half normal movement. Those within the fog might become lost, moving
in the wrong direction.
Clear: This cancels bad weather (rain, snow, fog) but not secondary effects (such as mud).
Intense Heat: Movement reduced to half normal. Excess water (from rain, snow, mud transmuted
from rock, etc.) dries up.
High Winds: No missile fire or flying is possible. Movement reduced to half normal. At sea,
ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm, for
half normal movement and 20′ visibility.
Tornado: This creates a whirlwind under the druid control, attacking and moving as if it was a
12 HD air elemental. At sea, treat the tornado as a storm or gale.