Control Temperature 10 ft Radius
Duration: 1 Turn/Level
Effect: AC within 10′
This spell allows the druid to alter the temperature within an area 20′ across. The maximum or cooler. The change occurs immediately, and
the effect moves with the druid. The druid may change the temperature simply by concentrating for 1 round, and the temperature will remain changed as long as the spell lasts. The spell is useful for resisting cold or heat so the caster may survive temperature extremes.
Plant Door
Duration: 1 Turn/Level
Effect: Opens a path through growth
allow the druid to pass. The druid can freely carry equipment while moving through such barriers, but no other creature can use the passage. Note that a druid can hide inside a large tree after casting this spell. The druid cannot see
what is happening while he is in the tree.
Protection from Lightning
Duration: 1 Turn/Level
Effect:
Any recipient of this spell is immune to a given amount of electrical damage. The druid’s experience level determines the amount of damage: for each level of experience, one die (1d6) of damage is negated. Subtract the number of dice from the number of dice of damage that would be done to him.
Example: A 20th level druid casts this spell. He is protected against 20d6 lightning damage. For example, this would negate the effects of two full call lightning attacks (of 8 dice each)on him, plus half of a third (8 + 8 + 4 = 20). The third call lightning inflicts 4d6 points of damage on him (but he does get his saving throw against it), and any subsequent call lightning attacks made against him will do full damage.
Song of Dispelling
Duration:
Effect:
This song functions similar to a Dispel Magic effect, but the area of effect is a 30-foot burst centred on you. You may shape the spell effect freely to exclude any square that you choose (including those occupied by yourself or allies) from the area of effect.
Song of the Icestorm
Duration:
Effect:
Using this song allows you to create either an Ice Storm effect or a Cone of Cold effect as desired, as a sorcerer of a level equal to your character level. This effect may not be improved with metamagic, or counterspelled by an enemy.
This spell may be cast in either of two ways: either as an icy blast, ice storm, or wall of ice.
An ice storm fills a 20’x 20′ x 20’cube. If cast in a smaller area, it will remain 20′ long at most. The storm inflicts 1d6 points of cold damage per level of the caster to every creature in the area. Each victim may make a saving throw vs. spells; if he is successful, he takes only half damage. Fire-type creatures (red dragons, flame salamanders, etc.) have a -4 penalty on their saving throws, but cold-type creatures (frost giant, frost salamander, etc.) are not affected by the spell.
Summon Animal
Duration: 3 Turns
Effect: Calls and Befriends normal animals
With this spell, the druid can summon any or all normal animals within range. Only normal, affected, including mammals, reptiles, amphibians, etc. The spell does not affect insects, arthropods, humans, and demihumans. The druid may choose one or more known animals, may call for specific types, or may summon everything within range. The total Hit Dice of the animals responding will equal the level of the druid. Treat normal small creatures (frogs, mic, squirrels, small birds, etc.) as 1/10 Hit Die each.
Animals affected will come at their fastest movement rate, and will understand the druid’s speech while the spell is in effect. They will befriend and help the druid, to the limit of their abilities. If harmed in any way, a summoned animal will normally flee, the spell broken for that animal. However, if the druid is being attacked when a summoned animal arrives, the animal will immediately attack the opponent, fleeing only if it fails a morale check. This spell may also be used to calm hostile animals encountered while adventuring.