Range: 0
Duration: 6 Turns
Effect: Like Mirror Image
This has the same effects and duration as the 2nd level magic user spell Mirror Image, save that 2-5 (1D4+1) images are created, and the blurring of the windsinger is such that all attacks upon him are made at -2.
Heat Metal
Duration: 7 rounds
Effect: Warms one metal object
This spell causes one object to slowly heat and then cool. it will affect one metal item weighing up to one-half pound (5cn) per level of the caster. A 12th level druid, for example, can heat up to 6 pounds (60 cn – a normal sword, for instance), while a 20th level druid can heat 10 pounds (100 cn – for example, a two handed sword).
The heat causes no damage to magical items. Normal weapons or other items may be severely damaged, especially if made of both wood and metal (as a normal lance), as the wood will burn away at the point of contact with metal.
If the object is being held when heated, the heat causes damage to the holder: 1 point of damage during the first round, 2 points in the second, 4 points the third, 8 points in the fourth, and then decreasing at the same rate (for a total of 22 points of heat damage over seven rounds). In the fourth round, the searing heat will cause leather, wood, paper, and other flammable objects in contact with metal to catch fire.
The holder gets no saving throw, but fire resistance negates all damage. The character can drop the item at any time, of course, and creatures of low intelligence are 80% likely to do so (check each round).
Once the spell has been cast, the druid no longer needs to concentrate; the heating and cooling proceed automatically. A Dispel Magic can stop the effect, but normal means (immersion in water, etc.) will not.
If the spell is used on an item embedded in an opponent (such as an arrow or dagger), the opponent may remove the item but loses initiative for that round (and takes the appropriate heat damage for the round as well).
Heat damage disrupts concentration; the victim cannot cast spells during any round in which he sustains damage from this spell.
Obscure
Duration: 1 Turn/level
Effect: Creates Huge Misty Cloud
This spell creates a cold, dense cloud of mist around the caster, 1’ high per level of the caster and 10’ radius per level of the caster.
The mist has no effect other than to completely obscure vision within it including the Heatvision of some demihumans. Only the caster and creatures able to see invisible things can see through the mist.
Produce Fire
Duration: 2 turns/level
Effect: Creates Fire in Hand
This spell causes a small ball of flame to appear in the caster’s hand. The flame sheds light as a torch, and does not burn the caster.
The caster can cause the flame to disappear or reappear by concentrating for a round at any time during the duration of the spell.
The fire can be thrown up to 30’ by the caster and will set fire to particularly flammable objects that it hits or do 1d4 damage to a creature.
In either case, the flame will then disappear, although the caster can make it r-appear again (back in their hand) as normal.
Warp Wood
Duration: Permanent
Effect: Warps One or more wooden weapons
The spell will affect one arrow per level of the caster. Spears, javelins or magical wands count as two arrows each, and clubs, bows, axe or mace shafts, or staffs count as four arrows each.
Weapons wielded by creatures will be unaffected if their holders make a saving throw vs Spells. Weapons merely carried by creatures get no such saving throw.