Anti-Plant Shell
Duration: 1 Round/Level
Effect: Personal Barrier
This spell creates an invisible barrier around the druid’s body (less than an inch away). The barrier stops all attacks by plants and plant-like
monsters, so that they can inflict no damage. If the caster pushes through normal but dense growth while protected, he will open a path that others can pass through. While protected, the druid cannot attack plants except by spells; the plants are protected from the druid’s physical attacks, just as the druid is protected from theirs.
Control Winds
Range: 10′ Radius per level (centered on caster)
Duration: 1 Turn/Level
Effect: Calms or increases winds
With this spell, the druid can cause all the air within range to behave as desired, either increasing to gale force or slowing to a dead calm. The druid must concentrate for one full turn of concentration (can’t move or attack) to change the wind completely (calm to gale, for example). Any higher-level spellcaster using the same spell can easily counter the spell. The effect moves with the caster.
If the spell is cast against an air creature (such as an elemental), the victim can make a saving throw vs. spells. If the victim fails its roll, the druid can slay or control the air creature by proper use of the wind force. The creature will only obey as long as the druid maintains concentration and while the spell is active; if the druid’s concentration is broken or the spell’s duration lapses, the creature will attack the druid.
Dissolve
Range: 240′
Duration: 3-18 Days
Effect: Liquifies 3000′ square feet
Nearly identical to the 5th level magic-user spell of the same name, this effect changes a volume of soil or rock (but not a construction) to a morass of mud. An area up to 10′ deep or thick is affected, and may have up to 3,000 square feet of surface area. The druid may choose the exact width and length (20′ x 150′, 30′ x 100′, etc.), but the entire area of effect must be within 240′ of the caster. Creatures moving through the mud are slowed to 10% of their normal movement rate at best, and may become stuck (at the DM’s discretion, a victim must make saving throw vs. spells to avoid becoming stuck).
Pass Plant
Range: 0
Duration: Instantaneous
Effect:
With this spell, the druid can enter one tree, teleport, and immediately step out of another tree of the same type. The trees must be large
enough to enclose the druid. The range a druid can teleport varies by the type of tree, as follows.
Oak 600 yards
Ash, Elm, Linden, Yew 360 yards
Evergreen trees 240 yards
Other trees 300 yards
Song of the Whirlwind
Range:
Duration:
Effect:
This song summons a greater air elemental, as if you had cast Summon Nature’s Ally VII. The elemental’s whirlwind attack automatically inflicts damage on creatures that it contacts; no Reflex save is allowed to avoid the listed damage. A Reflex save must still be made to avoid being picked up by the whirlwind.