Changes Made to the Druid Spell List

Level 0
Assess Creature

Level 1
Sunscorch

Level 2
Giant Insects

Level 3
Infestation of Maggots

Level 4
Mass Camouflage
Vitrolic Sphere

Level 5
Baleful Polymorph
Explosion
Trollish Fortitude

Level 6
Nature's Beauty
Stonehold

Level 7
Creeping Doom
True Seeing

Level 8
Word of Recall



Assess Creature

Divination
Level: Brd 1, Clr 0, Drd 0, Rgr 1, Pal 1, Wiz / Sorc 0
Components: S
Range: Close
Target: One Creature
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes

You determine the Hit Die of one creature. This spell is foiled by any type of magical disguise, polymorph, or shapechagne (they provide complete spell resistance to assess creature)



Sunscorch

Evocation
Level: Clr 1, Drd 1
Components: V, S
Range: Short
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex (half), Fortitude
Spell Resistance: Yes

When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The victim is allowed a reflex saving throw to take half damage. Any creature struck by the ray sustains 1d6 + 1/level of fire damage. Also, if they fail the save they must make a fortitude save or be blinded. Undead creatures take additonal damage.



Giant Insects

Conjuration
Level: Drd 2
Components: V, S
Range: Medium
Target: N/A
Duration: 1 Hour / Level
Saving Throw: N/A
Spell Resistance: No

With this spell the druid summons several tiny insects and then transforms them into much bigger counterparts. Their powers increase with the druid, so a level 20 druid will call stronger and bigger insects than a level 10 would.



Infestation of Maggots

Necromancy [Disease]
Level: Drd 3
Components: V, S
Range: Touch
Target: Creature Touched
Duration: 1 Round / 2 Levels
Saving Throw: Fortitude Negates
Spell Resistance: Yes

With but a touch, you infest a target with maggot-like creatures. They deal 1d4 points of temporary Constitution damage reach round. Each round the subject makes an ew Fortitude save. The spell ends if the target succeeds at its saving throw.



Mass Camouflage

Transmutation
Level: Drd 4, Rgr 4
Components: Verbal, Somatic
Range: Long
Target: Colossal
Duration: 10 Turns / Level
Saving Throw: None
Spell Resistance: No

All allies in the area of effect gain a +10 bonus to their hide skill.



Vitrolic Sphere

Evocation
Level: Drd 4, Sor/Wiz 4
Components: V
Range: Medium
Target: One Target, 10ft. Radius
Duration: 1 Round / Level
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell conjures a sphere of glowing emerald acid, that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in porent acid. The victim suffers 1d4 per caster level of acid damage. To a maximum of 12d4 at level 12.

Any creature within the splash radius must make a save or be dealt 1D4 acid damage for every five levels of the caster, only the innate target gets a continuing acid damage.



Baleful Polymorph

Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Range: Close
Target: One Creature
Duration: Permanent
Saving Throw: Fortitude Negates
Spell Resistance: Yes

As Polymorph, except that you change the subject into a small or smaller animal of no more than 1 HD (Such as a dog, lizard, monkey, or toad). If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish or a flying target into a toad), the subject gets a +4 bonus on the save.



Explosion

Transmutation [Fire]
Level: Drd 5
Components: V, S
Range: Short
Target: Single
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: Yes

The caster causes a target to ignite into flames. Each round the target will suffer 2d6 poitns of fire damage.



Trollish Fortitude

Transmutation
Level: Brd 6, Clr 6, Drd 5, Sor/Wiz 6
Components: V, S
Range: Personal
Target: Caster
Duration: 2 Turns
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round for 2 turns.



Nature's Beauty

Enchantment
Level: Drd 6
Components: V, S
Range: Medium
Target: Self
Duration: 1 Round/Level
Saving Throw: Will
Spell Resistance: Yes

Creatures in the caster's vicinity must roll a will save or die due to their current unearthly ugliness/beauty.



Stonehold

Conjuration [Paralyse]
Level: Drd 6
Components: V, S
Range: Medium
Target: Huge
Duration: 1 Round/Level
Saving Throw: Will Negates
Spell Resistance: Yes

Creates a cloud that paralyes any creatures inside of it, encasing them in stone for 1d6 rounds.



Creeping Doom

Conjuration
Level: Drd 7
Components: V, S
Range: Medium
Target: Large
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

The caster summons a mass of biting and stinging insects which causes 1d6 points of damage. For every subsequent round that a creature remains within the area of effect, the damage inflicted is increased by an increment of 1d6 (1e. 1d6 for the first round, 2d6 for the second, 4d6 for the third, 7d6 for the fourth, and so on.) The spell deals damage until its duration expires or it deals 1,000 points of damage.



True Seeing

Transmutation
Level: Clr 5, Drd 7, Sor/Wiz 6, Knowledge 5
Components: V, S, M
Range: Touch
Target: Creature Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You confer upon the target the ability to see things with extreme clarity. The target gains both Ultravision and See Invisibility, in addition to a +25 bonus to Spot checks for the duration of the spell. This spell allows the target to see through magical disguises, but not mundane disguises. Natural shapechangers are treated as having the Nondetection spell with respect to True Seeing. For more information on Natural Shapechangers and True Seeing, click here.



Word of Recall

Tranmutation [Teleportation]
Level: Clr 6, Drd 8
Components: V
Range: Unlimited
Target: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Word of Recall teleports you instantly back to your sanctuary when the word is uttered. You must deisgnate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane, but cannot travel between planes.

The word of recall is "Kal Ort Por"

[Note: In-Game Description says you can transfer willing creatures totalling up to 50 lbs/level as well. However, you can really only transport yourself]