Call Lightning

Range: 360′

Duration: 1 Turn/Level
Effect: Calls Lightning Bolts from a Storm

This spell cannot be used unless a storm of some (any) type is within range of the druid. (This does not mean that he must be within the
spell’s range of the storm cloud, but only that the stormy weather be taking place within 360′ of him.)

If a storm is present, the druid may call 1 lightning bolt per turn (10 minutes) to strike at any point within range. The lightning boh descends
from the sky, hitting an area 20′ across.

Each victim within that area takes 8d6 (8-48) points of electrical damage, but may make a saving throw vs. spells to take half damage. The
druid need not call the lightning every turn unless desired; it remains available until the spell duration (or the storm) ends.

Hold Animal

Range: 180′

Duration: 1 Turn/Level
Effect: Paralyzes several animals

This spell will affect any normal or giant-sized animal, but will not affect any fantastic creature, nor one of greater than animal intelligence (2). Each victim must make a saving throw vs. spells or be paralyzed for the duration of the spell.
The druid can affect 1 Hit Die of animals for each level of experience, ignoring “pluses” to Hit Dice. For example, a 20th level druid could
cast the spell at 10 giant toads (which have 2 + 2 Hit Dice each). Note that the spell can affect summoned, conjured, or controlled animals.

Protection from Poison

Range: Touch

Duration: 1 Turn/Level
Effect: Immunity to All Poison

For the duration of this spell, the recipient is completely immune to the effects of poisons of all types, including gas traps and cloudkill spells. This protection extends to items carried (thus protecting against a spirit’s poisonous presence, for example). Furthermore, the recipient gains a + 4 bonus on saving throws vs. poisonous breath weapons (such as green dragon breath), but not petrification breath (such as a gorgon’s).

Song of Will and Iron

Range: Earshot

Duration: 2 rounds/level
Effect: Like Bless

Song of Will and Iron: This song inspires all allies, providing a +2 morale bonus to armour class and Will saves, and a +1 morale bonus to attacks and damage. To be affected, an ally must be able to hear you sing. The effect lasts as long as the ally hears you sing and for 5 rounds thereafter. You may maintain this song by singing and concentrating, for up to two rounds per windsinger level.

Water Breathing

Range: 30′

Duration: 1 Day
Effect: Breath Water

This spell allows the recipient to breathe while under water (at any depth). It does not affect movement in any way, nor does it interfere with the breathing of air.