NOD #2 Now Available For Sale! Really!

NOD #2 is available for sale on Lulu today! I fixed the issues I was having with Lulu – well mostly. The book is $9, the PDF download $4.00. You can click the cover image in the upper right hand corner of this blog to get to my Lulu storefront.

Here’s a peek at what you’ll find inside …

Ophir, a Fantasy City With More Than 60 Encounters

Ideas on Running Urban and Wilderness Adventures

An Easy to Use Naval Combat System (see below, some art to the right)

Thieves & Assassins

Alternate Treasures (with an adventuring merchant class called The Venturer)

A Preview of Pars Fortuna – three strange race-classes

Weapons for Fantasy Games

14 Magic Candles

The Scientist Class – with several sample inventions

The Elan – a race-class of cosmic psychic warriors

And a bit of George MacDonald’s classic fantasy novel Phantastes. I’ll be serializing it in NOD and adding to it some sidebars with stats for using things from the story in your games. MacDonald was a major inspiration of C. S. Lewis and Tolkein, and he was Lewis Carroll’s mentor.

The naval combat system is one I originally designed for C&C, revamped for S&W. It is a mostly narrative system, meaning you don’t need miniatures and you don’t need to know anything about naval combat to play it.

Each ship has a short stat block. The meat of it comes down to maneuverability, attacks and targets.

Maneuverability is like initiative. The ship that gets it can choose to distance itself from the other ship or close with it. It also determines who attacks first.

The attacks are based on the ship’s weapons – ballistae, archers, crossbowmen, cannon, etc. Each attack for has a strength associated with it – essentially an attack bonus.

The targets are things like the sails, the hull, the crew and the other ship’s weapons. Each target has an Armor Class. Beat the Armor Class and you destroy or disable the target. Come close to beating the Armor Class, and you score a hit. Hits make future attacks against a target easier, and might cause some collateral damage as well.

There are also guidelines on how far ships can travel in a day, repairs and how spells work within the system. Hopefully it will prove useful – if I can ever get NOD #2 into circulation.

JMS

The Gods of Nabu – Part Two

Continuing yesterday’s post. The spells detailed below are Open Game Content.

Nefertum
Also called Water-lily of the Sun
Deity of youth, beauty, perfume, luck
Wields a staff
Served by angels
Symbolized by a blue water-lily
Aligned with Law
Clerics learn Charm Person

Nefertum is the god of youth, beauty, perfume and luck. Small statuettes of him are carried by people as a good luck charm. Nefertum is the son of Ptah and Bast. He is usually depicted as a beautiful youth with blue water-lily flowers around his head. As the son of Bast, he sometimes is given the head of a feline. He is associated with the scent of the blue water-lily as well as its narcotic effect.

Neith
Also called Water, Weaver, Nurse of Crocodiles
Deity of hunting
Wields a short bow
Served by the fey
Symbolized by crossed arrows over a shield
Aligned with Neutrality
Clerics are permitted to use bows (but not crossbows) in combat

Neith is a goddess of war and hunting. She is said to make the weapons of warriors and to guard their bodies when they die. Neith is also associated with weaving and water. As a weaver, she is promoter of the domestic arts and guardian of marriage, as well as the weaver of the bandages and shrouds worn by the mummified dead. She is often depicted as a woman with a weaver’s shuttle atop her head and carrying a bow and arrows in her hand. She might also be depicted with the head of a lioness, snake or cow. Sometimes she is depicted nursing a baby crocodile. Neith is the mother of Ra, Apophis and Suchos and the wife of Khnum.

Nephthys
Also called Queen of the Embalmer’s Shop
Deity of the afterlife, mummification
Wields a staff
Served by angels
Symbolized by a phoenix
Aligned with Law
Clerics can detect invisible creatures (as detect evil) 1/day

Nephthys is the twin sister of Isis and brother of Serapis. She is the wife of Seth, and represents the transitional death experience. She is a protector of the dead, and often depicted as a falcon or with the wings of a falcon. Nephthys is a great goddess of the magic needed to proceed through the afterlife. With her sister, she is seen as a primary force keeping chaos at bay. As a patron of embalmers, she is also associated with Anubis, sometimes being named as his mother. Nephthys is depicted as youthful, nubile and exceedingly beautiful. She is regarded as more unpredictable than her sister. Her rites mandate the consumption of considerable amounts of beer. Her primary domain is darkness, especially on the border between civilization and wilderness. She is also a protector of the bennu bird and phoenix.

Nu
Also called Abyss
Deity of the primordial, watery abyss
Wields a staff
Served by ogdoads
Symbolized by a blue frog
Aligned with Chaos
Clerics learn Water Breathing

Nu is the deification of the primordial, watery abyss that preceded creation, and one of the Ogdoad. Nu is andro-gynous, its female form called Naunet. Nu’s male form is depicted as a frog or frog-headed man and his female form as a snake or snake-headed woman. His male form is also depicted as a crouching, bearded man with blue-green skin. In this form, he sometimes holds aloft a sun-barque occupied by eight deities, with Khepri standing in the middle. Nu is worshiped at underground streams.

Nut
Also called Mistress of All, She who holds 1,000 souls
Deity of night and the sky
Wields a staff
Served by fey and air elementals
Symbolized by a ladder
Aligned with Neutrality
Druids can turn monsters (as a cleric turns undead) 1/day
Druid sacred animals are the owl, swine and lioness

Nut is the deification of night, but also the goddess of the sky. Nut is a barrier separating chaos from the ordered cosmos. She is depicted as a cow whose body forms the heavens, a sycamore tree or as a giant sow suckling many piglets (representing the stars). She is the daughter of Tefnut and Shu and the sister-wife of Geb. Nut and Geb are the parents of Isis, Serapis and Nephthys.

Onuris
Also called Slayer of Enemies, Sky Bearer
Deity of war
Wields a spear
Served by angels
Symbolized by four ostrich plumes
Aligned with Law
Clerics are +1 to hit in combat

Onuris was a foreign war god adopted by the Egyptians. He was depicted as a bearded man wearing a robe or kilt and headdress with four ostrich feathers, holding a spear. He was sometimes depicted with the head of a lion. Onuris was a patron of the army and soldiers. Mock battles are staged at festivals honoring him. The Egyptians believed him to be a savior deity, as they believed war was the source of freedom and victory.

Ptah
Also called Opener of the mouth
Deity of creation
Wields a staff
Served by angels
Symbolized by an ankh and djed
Aligned with Law
Clerics learn the druid spell Stone Shape

Ptah called the world into being, having dreamed creation in his heart and speaking it. Atum was created by Ptah to sit on the primordial mound. He is depicted as a mummified man wearing a skull cap, holding in his hands an ankh and djed, the symbols of life, power and stability. He also manifests himself as the Apis bull. Because he called creation into being, Ptah is the patron of craftsmen, particularly masons. He is also associated with both reincarnation and fate.

Ra
Also called His Majesty, Sun, Creation, Father of Kings
Deity of the sun
Wields a sun beam
Served by angels
Symbolized by a sun disc
Celebrated at the Receiving of Ra (May 26)
Aligned with Law
Clerics can cast light at will

Ra (pronounced ‘ray’) is the sun god, specifically identified with the mid-day sun. He is the husband or father of Hathor and king of the gods. Some stories say he fathered Shu and Tefnut as well. Ra is the creator of Sacmis. Ra is usually associated with the falcon, and depicted as a falcon-headed man crowned with a sun disc. Ra is also believed to be embodied in a bull. Ra is believed to sail a sun barque, the barque protecting the sun from the primordial waters of night. He sails with other deities, including Seth, who protect the boat from the monsters of chaos, including Apophis. Worship of Ra included hymns, prayers and spells meant to help Ra overcome Apophis. His most important holiday, the “Receiving of Ra”, was celebrated on May 26.

Sacmis
Also called Mistress of Dread, Lady of Slaughter, Scarlet Lady, Avenger of Wrongs, Lady of Fire
Deity of the fire, war, death
Wields a sickle-sword
Served by angels
Symbolized by a lioness
Aligned with Law
Clerics can go berserk in combat (+2 to hit, -2 to AC)

Sacmis is the warrior goddess of Upper Egypt. She is depicted as a lioness, the fiercest hunter known to the Egyptians. It is said that death and destruction are balm to her warrior heart and that the hot desert wind is her breath. Sacmis is also a goddess of disease and the curing of disease, making her priests practiced physicians. Sacmis is the daughter of Ra. She was unleashed by Ra to destroy her enemies and in her blood-lust nearly destroyed all mankind before being tricked into drinking beer disguised as blood. The intoxication finally pacified her and ended her rampage. Sacmis is believed to protect kings in battle, stalking the land and destroying his enemies with arrows of fire. Her temples contain one statue of her for every day of the year, all coated with poison to protect them from vandals and thieves. To placate Sacmis’ wrath, her priestesses must perform a ritual before a different statue of the goddess each day of the year. At the beginning of each year, a festival of intoxication is held. The participants play music and dance and serve beer to Sacmis’ priestesses to the point of excess.

Selchis
Also called She who tightens the throat
Deity of poison, healing
Wields a dagger
Served by demons
Symbolized by a black scorpion
Aligned with Chaos
Clerics save vs. poison at +2

Selchis is the goddess of healing poisonous stings and bites. She is the deification of the scorpion. She is depicted as a scorpion or a woman with a scorpion on her head. She is worshiped by many priests, but has no temples. Selchis is a protector of kings and the dead and a patron of healers.

Serapis
Also called Lord of Love, Lord of Silence
Deity of fertility, love, rebirth
Wields a flail
Served by demons
Symbolized by a crook and flail
Aligned with Neutrality
Druids can turn undead 1/day
Druid sacred animals include the crocodile, hippopotamus and ram

Serapis is the god of rebirth and vegetation. Stories tell us that he was killed by his brother Seth, cut into fourteen pieces, and scattered over the earth. Serapis’ sisters Isis and Nephthys gathered these pieces, reconstructed him and eventually brought him back to life. His son and avenger is Horus. He is commonly depicted as a man with skin that is green (symbolizing rebirth) or black (symbolizing fertility) wearing a white crown and holding a crook and flail and wrapped like a mummy. His soul, in the form of a ram, is also worshiped as a separate entity. A living, sacred ram is sometimes kept in his temple.

Seshat
Also called She who scrivens, Mistress of the House of Books
Deity of wisdom, knowledge, history and writing
Wields a dagger
Served by angels
Symbolized by a papyrus plant
Aligned with Law
Clerics can legend lore as a bard

Seshat is the goddess of wisdom, knowledge, history and writing. She is the scribe and record keeper of the gods and is credited with inventing writing. Seshat is also associated with architecture, astronomy, astrology, building, mathematics and surveying. She is depicted as a woman with a papyrus plant above her head and holding a palm stem. She is usually dressed in a leopard or cheetah hide, a symbol of funerary priests. Seshat is the wife of Thoth.

Seth
Also called His Majesty, One who dazzles, Pillar of Stability
Deity of wisdom, knowledge, history and writing
Wields a sickle-sword
Served by devils
Symbolized by a Typhonic beast
Aligned with Chaos
Clerics learn the spell Summon Minion (see below)

Seth is the god of the desert, storms, chaos and darkness. He is depicted as an unknown animal called the Typhonic beast with a curved snout, square ears, forked tail and canine body, essentially a composite of three desert animals, the donkey, aardvark and jackal. He is also depicted as a man with the head of a Typhonic beast or a greyhound. The Power Scepter (Was) also depicts elements of the Typhonic beast. These scepters are carried by gods, kings and priests and give them power of chaos.

Seth was the brother of Serapis. Jealous, Seth murdered his brother, who was subsequently resurrected by his twin sisters, Isis and Nephthys. This puts Seth at odds with Horus, the avenging son of Serapis. Seth is also depicted as a voyager on and protector of Ra’s sun barque. Notable wives of Seth are Nephthys, Neith (with whom he fathered Suchos), Amtcheret (with whom he fathered Upuat, the wolf-headed patron of scouts), Thoeris and the foreign goddesses Anat and Astarte. As god of the desert wilderness, Seth’s temples are often placed on the outskirts of town alongside those of Nephthys.

SUMMON MINION (Cleric Level 6)
Range: 10 ft
Duration: 1 hour/cleric level

This spell summons one minion of Seth. A minion of Seth appears as a 6th level fighting-man in black platemail armor wielding a shield and long sword. The minion can assume the shape of a giant cobra or giant scorpion. The minion will serve for 1 hour/cleric level.

Shu
Also called Dryness, He who rises up
Deity of air
Wields a staff
Served by air elementals
Symbolized by an ostrich feather
Aligned with Neutrality
Druids learn the magic-user spell Gaseous Form
Druid sacred animals are the ostrich, eagle and serpent

Shu is the deification of air and one of the primal gods. He was created by Atum from his breath. With his sister, Tefnut, he is the father of Nut and Geb. Shu is believed to be a calming influence. He is depicted as a man wearing 1d4 ostrich feathers and carrying an ankh.

Socharis
Also called Great Lord with two wings spread
Deity of death
Wields a staff
Served by powerful undead, demons
Symbolized by a black falcon
Aligned with Chaos
Clerics are immune to life and level drain at 4th level

Socharis is the deification of the act of separating the soul from the body. He is depicted as a falcon-headed, mummified man with green skin (symbolizing rebirth). He is worshiped as a the patron god of the necropolis and also the patron of jewelers, armorers and other metal workers. His domain is among the shifting sands of the desert and always cloaked in blackness. One can only reach Socharis’ domain in the fourth and fifth hours of night. It is reserved for the wicked dead and populated with terrible serpents and dragons. Socharis himself dwells in hidden chambers beneath his domain, and is rarely seen. He is represented by eight demi-gods charged with the final destruction of the bodies of the damned with liquid fire emitted from their mouths.

Suchos
Also called Repairer of evil already done
Deity of rivers, fertility, crocodiles
Wields a mace
Served by water elementals
Symbolized by a crocodile
Aligned with Neutrality
Druids can increase their strength to 18 1/day for 1 rd/level
Druid sacred animals are the crocodile, snapping turtle and serpent

Suchos is the god of the river, its products and the fertility it brings. He is believed to be the first creature to emerge from the primordial waters of chaos to create the world. As a representation of strength and power, he is also a patron of the army. Suchos is a primal god, calling on other deities rather than interacting with humans directly. In this regard, he is sometimes seen as an avatar of Ammon. Suchos is depicted as a crocodile or crocodile-headed man carrying an uraeus (rod of authority) and ankh. Sailors invoke him as protection from crocodiles. His temples are located near the river and usually keep pampered crocodiles in sacred pools.

Thoeris
Also called Mistress of the horizon, She who is great
Deity of rivers, fertility, crocodiles
Wields a staff
Served by demons and water elementals
Symbolized by a hippopotamus
Aligned with Neutrality
Druids can go berserk in combat (+2 to hit, -2 to armor class)
Druid sacred animals are the hippopotamus, lion and crocodile

Thoeris is the consort of Apophis and a representation of the northern nighttime sky. As a demon queen, she is depicted as a combination of all things the Egyptian’s feared; the major part of her is the hippopotamus with the arms and legs of a lioness and the back of a crocodile. Despite her association with evil, Thoeris is also a protector of childbirth and children. Pregnant women wear amulets with her name and likeness to protect their pregnancies. Her image can also be found on knives made from hippopotamus ivory, which were used in rituals to drive evil spirits away from mothers and children.

Thoth (Trismegistus)
Also called Prometheus, Thrice Great, Lord of divine words
Deity of magic, writing, science and judgment
Wields a staff
Served by the fey
Symbolized by an ibis
Aligned with Neutrality
Druids learn the spell Balance (see below)
Druid sacred animals are the ibis, wild dog and giant baboon

Thoth is the heart and tongue of Ra and the means by which Ra’s will is translated into speech. He is invoked in arbitration, magic, writing, science and the judgment of the dead. Thoth is also a moon god. He is usually depicted as a man with the head of an ibis or as an ibis itself. He is also depicted as a dog- or baboon-faced man when he is the god of equilibrium. Thoth is a mediator between good and evil. He is the master of physical and moral law. He is credited with making the calculations that established the structure of the universe. He is believed to be the author of all knowledge.

BALANCE (Druid Level 6)
Range: 30 ft
Duration: 1 encounter

This spell creates balance between two designated opponents for 10 minutes, giving them the average of their hit dice or levels. For example, a combat between a 4th level fighting-man and a 10th level cleric would result in both combatants fighting as though they were 7th level in their respective classes. The combatants will temporarily gain or lose abilities as their new level dictates, but they will not gain or lose hit points. Spell-casters who are temporarily reduced in level may lose access to their higher level spells, but the preparation will not be negated. Spell-casters who gain access to higher level spells will not suddenly have those spells prepared, and thus will not be able to cast them.

The Gods of Nabu – Part One

I was going to have NOD #2 ready for download and sale today, but Lulu decided to be a pain the butt. So, I have some time to post part one of The Gods of Nabu – aka the Egyptian pantheon.

The spells below are all Open Game Content.

Ammon
Also called Bull of his mother, King of the Gods
Deity of creation, hidden knowledge, charity
Wields a staff
Served by angels
Symbolized by a ram
Aligned with Law
Clerics can learn the spell Breath of Life (see below)

Ammon represents the essential and hidden, rather than revealed divinity. His is the creator par excellence, champion of the poor and central to personal piety. Ammon is self-created, motherless and fatherless, the ultimate transcendent deity. Ammon is associated with the breath of life. Ammon is often paired with the mother goddess Mut (his wife) and Monthu (his son), a lesser war god. Ammon can be depicted in human form, enthroned, wearing on his head a plain, deep circlet from which arise two parallel plumes or as a ram-headed fertility god.

BREATH OF LIFE (Cleric Level 2)
Range: Touch
Duration: 1 hour/cleric level

By breathing into the mouth of a dead humanoid, the cleric returns it to life for 1 hour/level. The creature awakens with 1d8 hit points and cannot be healed further until truly raised from the dead.

Anubis
Also called He who is upon his mountain
Deity of death, protection, mummification
Wields a staff
Served by angels
Symbolized by a jackal
Aligned with Law
Clerics can detect undead (as the detect evil spell) at will

Anubis is the jackal-headed god of death and mummification. He is the protector of the dead in the afterlife. Anubis’ black skin represents rotting flesh and fertile, black soil. Anubis is the son of Serapis and Nephthys. His wife is Kebechet, the goddess of purification of body organs placed in canopic jars during mummification. As Hermanubis he is a god of alchemy.

Apophis
Also called Enemy of Ra, World Encircler
Deity of darkness and chaos
Wields his coils and fangs
Served by demons and shadows
Symbolized by a black serpent
Aligned with Chaos
At 4th level, clerics can take the form of a giant cobra 1/day for 1 minute

Apophis is a serpentine god of darkness and chaos, and thus the opponent of light and Ma’at and Ra. He is depicted as a giant crocodile, serpent or dragon 48 feet in length and with a head made of flint. Apophis can hypnotize with his gaze. Apophis lurks in the Tenth Region of the Night, a demi-plane of shadow. He is rarely worshipped, and actively opposed by most people.

Atum
Also called Completeness
Deity of creation and destruction
Wields a staff
Served by angels
Symbolized by a white bull
Aligned with Law
Clerics learn the spell Lord of Creation (see below)

Atum is worshipped as the hermaphroditic creator and destroyer of the world, raising it from and returning it to watery chaos. He is sometimes shown as a serpent, lion, mongoose, bull, lizard or ape. Some stories recount his creation of Shu and Tefnut by spitting or breathing. It is believed that Atum lifts the souls of kings into heaven.

LORD OF CREATION (Cleric Level 4)
Range: 60 ft
Duration: 1 hour

The cleric can attempt to command any one sort of creature, not including humanoids, by making a turn undead roll. All the creatures to be affected must have the same number of hit dice. The cleric can control a number of hit dice worth of creatures equal to double his level.

Bast
Also called Lady of Flame, Eye of Ra, Perfumed Protector
Deity of the sun, war, perfume, protection
Wields a staff
Served by angels
Symbolized by a cat or lioness
Aligned with Law
Clerics can increase their dexterity to 18 once per day for 1 rd/level

Bast is an ancient solar and war goddess depicted as a woman with the head of a cat carrying a sacred rattle and a basket. Sometimes she is depicted holding a ceremonial sistrum in one hand and an aegis (resembling a gorget emblazoned with a lioness head) in the other. Bast (as Bastet) is also a goddess of perfumes and aromatic herbs. She is sometimes regarded as the wife of Anubis and the sister of Horus.

Bes
Also called Protector
Deity of good luck, fortune and happiness
Wields a staff
Served by angels
Symbolized by a mask
Aligned with Law
Clerics can grant a +1 bonus to a saving throw 1/day

Bes is a cosmic dwarf god that brings good luck and happiness to his worshipers. He is associated with lions. As a household protector, he is responsible for killing snakes, fighting off evil spirits, watching after children and aiding women in labor. As dispeller of evil, he is associated with the good things in life, such as music, dance and sex. He is thus associated with fertility and healing. Masks of Bes are worn by performers and tattoos of the god are worn on the thighs of dancers, musicians and servant girls.

Geb
Also called Lame One, Father of Snakes
Deity of the earth
Wields a staff
Served by earth elementals
Symbolized by a ram
Aligned with Neutrality
Druids can turn water elemental creatures as a cleric turns undead
Druid sacred animals are the ram, bull and crocodile

Geb is the god of Earth. He is sometimes depicted as a ram, bull or crocodile. He is sometimes called the father of the snakes. As the earth, he is the imprisoner of the unworthy dead. He is the husband of Nut, the sky goddess and the son of Tefnut (moisture) and Shu (air). Geb and Nut are the parents of Serapis, Seth, Isis and Nephthys. As a chthonic deity, he is associated with vegetation, the underworld and royalty.

Hathor
Also called Lady of the House of Jubilation
Deity of love, motherhood and joy
Wields a staff
Served by angels and benevolent fey
Symbolized by a cow
Aligned with Law
Clerics can cast charm person 1/day

Hathor personifies the principles of feminine love, motherhood and joy. She is worshiped by commoner and royalty alike. Hathor welcomes the dead into the next life and is also a goddess of music, dance, foreign lands and fertility. She is often depicted as a cow goddess with head horns in which is set a sun disk with Uraeus. She is the mother, daughter and wife of Ra or the wife of Thoth, depending on the story.

Horus (Harpocrates)
Also called Distant One, Great Black One, Savior
Deity of the sky, war, vengeance
Wields a sickle-sword (hand axe)
Served by angels
Symbolized by the Eye of Horus
Aligned with Law
Clerics learn the spell Avenging Light (see below)

Horus is the god of sky and war, son (and avenger) of Serapis and Isis. Hathor is sometimes regarded as his wife and mother. He is the protector of the people from Seth, the god of desert, storms and chaos. In his battles with Seth, the god of evil lost a testicle, explaining why the desert is infertile.

AVENGING LIGHT (Cleric Level 3)
Range: 60 ft
Duration: Instant

You project a beam of light from your open palm. A creature struck by this ray of light takes 1d4 points of damage per two caster levels. An undead creature takes double damage.

Huh
Also called Endlessness
Deity of eternity
Wields a staff
Served by the ogdoad* and time elementals
Symbolized by a palm stem
Aligned with Chaos
Clerics learn the spell Slippery Time (see below)

Huh is the deification of eternity, and one of the ogdoad. Huh is androgynous, its female form called Hauhet. Kuk’s male form is depicted as a frog or frog-headed man and his female form as a snake or snake-headed woman. He is also depicted as a crouching man holding a palm stem in each hand.

SLIPPERY TIME (Cleric Level 3)
Range: 20 ft
Duration: 1d6 rounds

This spell jumbles time for every creature within 20 ft of the cleric, not including the cleric himself. Each creature affected must roll on the following table each round:

Roll Result
1 Creature moves backward through time; undo last action
2-3 Creature’s action is delayed until next round
4-5 Creature performs two actions this round
6 Creature skips ahead through time; ends up 3d4 feet away facing in a random direction

Isis
Also called Lady of Bread and Beer, Queen of Heaven
Deity of motherhood, fertility, magic
Wields a staff
Served by angels
Symbolized by an ankh
Aligned with Law
Clerics can lay on hands as a paladin of equal level (i.e. 2 hp healing/level per day)

Isis is goddess of motherhood and fertility, the ideal mother, wife, matron of nature and magic. She is the friend of slaves, sinners, artisans and downtrodden, but also listens to the prayers of the wealthy, maidens, aristocrats and rulers. She is the goddess of simplicity, protector of the dead, lady of bread, beer and green fields and guardian of children. Isis is the wife of Serapis and instrumental in his resurrection. She is the mother of Horus and the sister of Nephthys.

Khnum
Also called Divine Potter
Deity of water, craftsmanship, creation
Wields a staff
Served by earth and water elementals
Symbolized by a potter’s wheel
Aligned with Neutrality
Clerics learn the spell Feet of Clay (see below)

Khnum is the god of the source of the Nile River, but also the creator of the bodies of human children. He makes these bodies at the potter’s wheel with clay and places them in their mother’s wombs. He is the husband of Satis and father of Anuket. He is depicted as a bull-headed man at a potter’s wheel with recently created children standing on the wheel. He also appears holding a jug from which pours a stream.

FEET OF CLAY (Druid Level 4)
Range: 10 ft
Duration: 1 round/druid level

You cause one creature’s feet to turn to clay, becoming heavy and almost immovable. The creatures movement rate is reduced to 3 and his armor class is penalized by -2.

Khonsu
Also called Pathfinder, Traveler, Defender
Deity of the moon, travelers
Wields a staff
Served by the fey
Symbolized by a sun disc and crescent moon
Aligned with Neutrality
Druids learn the spell Moonlight (see below)
Druid sacred animals are the lion, eagle and cat

Khonsu is the god of the moon and protector of travelers. With Thoth, he is in charge of marking the passage of time. He is variously regarded the son of Ammon and Mut or Hathor and Suchos. Khonsu is depicted as a mummy wearing a sidelock of hair, a symbol of childhood, and a menat necklace, and holding a crook and flail. He might also be depicted with the head of a falcon or as a great serpent responsible for fertilizing the cosmic egg. As a god of light in the night, he is invoked for protection from wild animals and for healing.

MOONLIGHT (Druid Level 3)
Range: 30 ft diameter sphere
Duration: 1 hour

This spell creates an aura of pale, white light 30 feet in diameter. The light keeps normal animals at bay and forces monsters with fewer than 6 hit dice to succeed at a saving throw to enter the light.

Kuk
Also called Darkness, Bringer-in of light
Deity of primordial darkness
Wields a staff
Served by the ogdoad
Symbolized by a black frog
Aligned with Chaos
Clerics can hide in shadows as a thief of equal level

Kuk is the deification of the primordial darkness that preceded creation, and one of the Ogdoad. Kuk is androgynous, its female form called Keket. Kuk’s male form is depicted as a frog or frog-headed man and his female form as a snake or snake-headed woman.

Mayet
Also called Order
Deity of truth, balance, order, law, morality, justice
Wields a staff
Served by angels
Symbolized by a scepter
Aligned with Law
Clerics can detect lies at will

Mayet is the concept of truth, balance, order, law, morality and justice. She regulates the stars, seasons and actions of man and god. Mayet also weighs the souls of the dead, determining whether they will reach paradise. She is paired with Thoth and considered the daughter of Ra. Mayet is a patron of judges, her husband Thoth the patron of scribes. Mayet is depicted as a young woman holding a scepter in one hand and an ankh in the other.

Meretseger
Also called She who loves silence
Deity of royal tombs
Wields a staff
Served by cherubim
Symbolized by a cobra
Aligned with Law
Clerics learn the spell Summon Iron Cobra (see below)

Meretseger was the cobra-headed goddess of the royal tombs. As a cobra, she spat at those who would vandalize or rob the tombs. She was also the patron of the workers who built the tombs, bringing them sweet breezes and helping them forget their exhaustion, pain and sickness. She is depicted as a cobra-headed woman, a coiled cobra or as a triple-headed cobra, with the heads of a woman, cobra and vulture.

SUMMON IRON COBRA (Cleric Level 6)
Range: 10 feet
Duration: Permanent

You summon one iron cobra for every three cleric levels you possess. You must assign the iron cobras a place to guard and they will exist until slain.

Min
Also called Maker of gods and men
Deity of fertility
Wields a flail
Served by the fey
Symbolized by a white bull
Aligned with Neutrality
Druids learn the magic-user spell Uncontrollable Dance
Druid sacred animals are the bull, ram and antelope

Min is the god of male fertility. Min is depicted as a black-skinned man with an erection and holding a flail. His shrines were decorated with bull’s horns. The Greeks associated him with Pan due to his cult’s orgiastic rites. His rituals involve the use of wild prickly lettuce, which has aphrodesiac and opiate qualities. At his annual festival, the king is expected to sow his seed and people celebrate by climbing tent poles.

UNCONTROLLABLE DANCE (Magic-User X)

Monthu
Also called That which is ordained
Deity of war, nomads
Wields a spear
Served by the angels
Symbolized by a falcon or sun disc
Aligned with Law
Clerics learn the druid spell Scorching Ray (see below)

Monthu is a war god, patron of nomads and deification of the burning heat of the Sun. Monthu is depicted as a falcon-headed or bull-headed man wearing a sun disc and two plumes. He may be depicted holding scimitars, bows and arrows. He can also appear as a white bull with a black face. Monthu was the son of Ammon and Mut.

SCORCHING RAY (Druid Level 2)
Range: 30 ft
Duration: Instant

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged attack to hit and deals 4d6 points of fire damage. The rays have a maximum range of 30 feet.

Mut
Also called World-Mother, Lady of Heaven
Deity of nature
Wields a staff
Served by angels
Symbolized by a white vulture
Aligned with Law
Clerics and Druids learn the magic-user spell Suggestion
Druid sacred animals are cobra, lion and white vulture

Mut is the primordial mother goddess. She is depicted as a crowned woman with the wings of a white vulture, holding an ankh and wearing a dress of bright red or blue. She can also be depicted as a cobra, cat, cow, lioness or white vulture. She is worshiped in daily rituals by kings and priestesses, the queen being the high priestess of her temple. Her rituals included music and drinking.

* The odgoad were Claudio Pozas’ clever open game content version of everyone’s favorite chaotic frog-dudes from another dimension.

Druid Spells – Level 6 and 7

The following is Open Game Content.

Druid Spell List

Level 6
1. Animal Summoning VI
2. Antilife Shell
3. Find the Path*
4. Fire Seeds
5. Move Earth
6. Spellstaff
7. Stone Tell
8. Wall of Stone **

Level 7
1. Animal Summoning VII
2. Animate Plants
3. Control Weather*
4. Earthquake*
5. Fire Storm
6. Part Water*
7. Sunburst
8. Transmute Metal to Wood
9. Whirlwind
10. Wind Walk*

* As cleric spell of same name
** As magic-user spell of the same name

Animal Summoning VI
Spell Level: Druid, 6th Level
Range: 90 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

1 Bear, Grizzly
2 Crocodile, Giant
3 Leech, Giant (5 HD)
4 Skunk, Giant
5 Snake, Giant, Viper or Cobra
6 Wasp, Giant

Animal Summoning VII
Spell Level: Druid, 7th Level
Range: 90 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

1 Bear, Prehistoric or Polar
2 Hippopotamus
3 Komodo Dragon, Giant
4 Rhinoceros
5 Snake, Giant, Constrictor
6 Tiger
7 Tiger, Sabre-Tooth
8 Wolverine, Giant

Animate Plants
Spell Level: Druid, 7th Level
Range: 60 ft
Duration: 1 round per level

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then attacks whomever or whatever you designate. You may animate one large or smaller plant, or an equivalent number of larger plants, per three caster levels. You can change the designated target or targets as you wish. This spell does not affect plant creatures or nonliving vegetable matter.

Small Plant: HD 1d4, AC 7 [12]; Atk 1 slam (1d2); Move 6; Save 18; CL/XP A/5; Special: None.

Medium Plant: HD 2; AC 4 [15]; Atk 1 slam (1d4); Move 9; Save 16; CL/XP 2/30; Special: None.

Large Plant: HD 4; AC 1 [18]; Atk 1 slam (1d8); Move 12; Save 13; CL/XP 4/120; Special: None.

Antilife Shell
Spell Level: Druid, 6th Level
Range: 10 ft
Duration: 10 minutes per level

You bring into being a mobile, hemispherical field that prevents the entrance of most types of living creatures. The effect does not work against creatures from beyond the Material Plane, the undead or constructed creatures like golems or living statues.

Fire Seeds
Spell Level: Druid, 6th Level
Range: Touch
Duration: 10 minutes per level

This spell turns acorns or holly berries into weapons that detonate on your command. As many as four acorns turn into special weapons that can be hurled as far as 100 feet. A ranged attack roll against an AC 9 [10] is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level, divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of damage per die to creatures within 5 feet of the target and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

You can also turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius and igniting any combustible materials within 5 feet. A creature in the area that makes a successful saving throw takes only half damage.

Fire Storm
Spell Level: Druid, 7th Level
Range: 150 ft
Duration: Instantaneous

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level.

Move Earth
Spell Level: Druid, 6th Level
Range: 600 ft
Duration: Instantaneous

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. It cannot collapse or move rock formations. For every 150-square feet (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.

Spellstaff
Spell Level: Druid, 6th Level
Range: Touch
Duration: Permanent until discharged

You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day.

Stone Tell
Spell Level: Druid, 6th Level
Range: Personal
Duration: 1 minute per level

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.

Sunburst
Spell Level: Druid, 7th Level
Range: 600 ft
Duration: Instantaneous

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful saving throw negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level, or half damage if a saving throw is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.

Transmute Metal to Wood
Spell Level: Druid, 7th Level
Range: 600 ft
Duration: Instantaneous

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 50% against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on “to hit” and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20. Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.

Whirlwind
Spell Level: Druid, 7th Level
Range: 600 ft
Duration: 1 round per level

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. You can’t regain control of the cyclone, even if comes back within range. Any creature that comes in contact with the spell effect must succeed on a saving throw or take 3d6 points of damage. A human-sized or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Done with the druid!

Next post will detail the Gods of Nabu (i.e. Egyptian deities). After that, I begin with my next set of sandbox posts in the lands of Venatia – knights, peasants, thick woods full of fairies and dragons and foreboding mountains filled with giants and ogres.

Druid Spells – Level 4 to 5

The following is Open Game Content.

Druid Spell List

Level 4
1. Air Walk
2. Animal Summoning IV
3. Blight
4. Control Water
5. Cure Serious Wounds*
6. Ice Storm
7. Reincarnation**
8. Scrying

Level 5
1. Animal Growth
2. Animal Summoning V
3. Baleful Polymorph
4. Commune with Nature
5. Insect Plague*
6. Stoneskin
7. Transmute Rock to Mud
8. Wall of Thorns

* As cleric spell
** As magic-user spell

Air Walk
Spell Level: Druid, 4th Level
Range: Touch
Duration: 10 minutes per level

The subject of this spell can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal movement. A strong wind can push the subject along or hold it back. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking falling damage as normal.

Animal Growth
Spell Level: Druid, 5th Level
Range: 200 feet
Duration: 1 minute per level

A number of animals grow to twice their normal size and eight times their normal weight. This alteration essentially doubles each animal’s Hit Dice and improved its Armor Class by 1. The animal deals +1 damage with its attacks. Its movement remains the same. The enlarged animal can only be harmed by silver or magical weapons and attacks.

Animal Summoning IV
Spell Level: Druid, 4th Level
Range: 60 ft
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Roll Summoned Animal
1 Ant, Giant Warrior
2 Ape, Gorilla
3 Black Bear
4 Boar, Wild
5 Eagle, Giant
6 Eel, Giant Electric or Giant Moray *
7 Komodo Dragon
8 Leopard
9 Raven, Giant
10 Seahorse, Giant *
11 Stag, Giant
12 Wolverine

Animal Summoning V
Spell Level: Druid, 5th Level
Range: 60 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Roll Summoned Animal
1 Bat, Giant
2 Hyena, Giant
3 Lamprey, Giant
4 Lion
5 Macaw, Giant
6 Owl, Giant
7 Rock Weasel, Giant
8 Weasel, Giant

Baleful Polymorph
Spell Level: Druid, 5th Level
Range: 50 feet
Duration: Permanent

This spell works like the magic-user spell polymorph, except that the druid changes the subject into a small animal of no more than 1 HD. The new form cannot prove fatal to the creature (i.e. turning someone into a fish in the desert). The subject of the spell gets a saving throw to negate the effect. If the spell succeeds, the subject must make a second saving throw. If this second save fails, the creature loses any spell casting or magical abilities it had and gains the special abilities and Intelligence of its new form in place of its own. Incorporeal or gaseous creatures are immune to being polymorphed, and a shapechanger can revert to its natural form on its next turn.

Blight
Spell Level: Druid, 4th Level
Range: Touch
Duration: Instantaneous

This spell withers a single plant of any size. An affected plant monster takes 1d6 points of damage per druid level and may attempt a saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.

Commune with Nature
Spell Level: Druid, 5th Level
Range: Personal
Duration: Instantaneous

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Control Water
Spell Level: Druid, 4th Level
Range: 800 feet
Duration: 10 minutes per level

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level to a minimum depth of 1 inch. The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Ice Storm
Spell Level: Druid, 4th Level
Range: 800 feet
Duration: 1 round

Great magical hailstones pound down for 1 round, dealing 3d6 points of damage plus 2d6 points of freezing damage to every creature in the area. All land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects other than the damage dealt.

Scrying
Spell Level: Druid, 4th Level
Range: See text
Duration: 1 minute per level

Using a natural pool of water, you can see and hear some creature, which may be at any distance. If the subject succeeds on a saving throw, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +3 bonus on its saving throw.

Knowledge or Connection
None: +5
Secondhand (you have heard of the subject): +3
Firsthand (you have met the subject): +0
Familiar (you know the subject well): –3
Own a likeness or picture: –1
Own a possession or garment: –2
Own a body part, lock of hair, bit of nail, etc.: –5

If the save fails, you can see and hear the subject and the subject’s immediate surroundings. If the subject moves, the sensor follows. The sensor has your full visual acuity, including any magical effects.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Stoneskin
Spell Level: Druid, 5th Level
Range: Touch
Duration: 10 minutes per level

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject take only one quarter damage from non-magical weapons, and full damage from magical weapons. Once the spell has prevented a total of 5 points of damage per caster level it is discharged.

Transmute Rock to Mud
Spell Level: Druid, 5th Level
Range: 200 ft.
Duration: Permanent (see text)

This spell turns natural, uncut rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature stuck in the mud has its movement reduced to 3 and suffers a -2 penalty to hit and to its Armor Class. If cast upon the ceiling of a cavern or tunnel, the ensuing cave-in deals 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed on a saving throw. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance, but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days.

The reverse of this spell turns mud or quicksand into sandstone. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone.

Wall of Thorns
Spell Level: Druid, 5th Level
Range: 200 ft.
Duration: 10 minutes per level

This spell creates a barrier of tangled, needle-sharp thorn bushes. The wall covers a number of 10x10x5 foot blocks equal to twice the druid’s level. Any creature moving through a wall of thorns takes damage each round equal to 25 minus the creature’s AC. Forcing one’s way through the thorns requires an open doors check to move 5 feet. One can chop through a foot of the thorns with 10 minutes work. Normal fire has no effect on the thorns, but magic fire burns it away in 10 minutes.

Travelers from Space

Travelers of Space was a sci-fi anthology published in 1951. Today, Golden Age Comic Book Stories presented a collection of aliens that were illustrated in that work. My two favorites are “Slot Eyes” and “Beminbra”. Slot Eyes looks like a dashing alien philosopher-knight, or perhaps his planet’s equivalent of Evil Knievel. Beminbra is who I would cast for a pulp make-over of the Star Wars franchise. These guys are begging for stats, so I might have to come up with something – completely divorced from the stories in which they appear, of course, since I’ve never read them. You could really build a campaign involving alien adventurers in a fantasy setting, trying to figure out the strange and unwholesome customs of the humans while bashing heads and gathering coins so they can repair their starship.


Slot Eyes and Beminbra

Druid Spells – Level 1 to 3

The following is Open Game Content.

Druid Spell List

Level 1
1. Animal Summoning I
2. Charm Animal
3. Cure Light Wounds*
4. Detect Poison
5. Entangle
6. Produce Flame
7. Shillelagh
8. Speak with Animals*

Level 2
1. Animal Summoning II
2. Animal Trance
3. Barkskin
4. Flame Blade
5. Fog Cloud
6. Gust of Wind
7. Resist Fire
8. Warp Wood

Level 3
1. Animal Summoning III
2. Cure Disease * / Contagion
3. Neutralize Poison * / Poison
4. Plant Growth
5. Speak with Plants *
6. Stone Shape
7. Water Breathing **
8. Wind Wall

* As cleric spell of same name
** As magic-user spell of the same name

Animal Summoning I
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: 1 round per level

This spell summons a natural creature. It appears where you designate and acts immediately. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

1 Baboon
2 Barracuda *
3 Centipede (Swarm)
4 Flying Squirrel, Carnivorous
5 Frog, Giant (Small)
6 Hyena
7 Jackal
8 Rat, Giant

* Roll again if not in an aquatic environment

Animal Summoning II
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

1 Ant, Giant Worker
2 Dolphin *
3 Frog, Giant (Medium)
4 Giant Centipede, Small (Lethal)
5 Leech, Giant
6 Lynx, Giant
7 Snake, Constrictor
8 Snake, Viper
9 Thylacine
10 Wolf

* Roll again if not in an aquatic environment

Animal Summoning III
Spell Level: Druid, 3th Level
Range: 30 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

1 Badger, Giant
2 Cattle
3 Crab, Giant
4 Crocodile
5 Goat, Giant
6 Lizard, Giant
7 Ostriches, Giant
8 Ray, Sting *
9 Sea Lion *
10 Shark, Small (3 HD) *
11 Snake, Cobra
12 Toad, Giant

Animal Trance
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: Concentration

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a non-intelligent creatures can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

Barkskin
Spell Level: Druid, 2nd Level
Range: Touch
Duration: 10 minutes per level

The recipient of this spell’s Armor Class improves by 2.

Charm Animal
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: One day per level

This spell functions like charm person, except that it affects animals instead of people.

Contagion
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

The reverse of cure disease, this spell causes the subject to contract a disease from the table below. The disease strikes immediately. With a successful saving throw, the subject is not infected. If infected, one saving throw is allowed each day to avoid damage. Two successful saving throws in a row are required to overcome the disease completely. If any character has an ability score reduced to 0, it dies. Against monsters, the Referee may rule that the spell causes a -3 penalty to hit, damage and on saving throws, and reduces the monster to half normal movement.

1 Blinding Sickness (1d4 strength damage per day)
2 Cackle Fever (1d6 wisdom damage per day)
3 Filth Fever (1d3 dexterity and 1d3 constitution damage per day)
4 Mindfire (1d4 intelligence damage)
5 Red Ache (1d6 strength damage per day)
6 Shakes (1d8 dexterity damage per day)

Detect Poison
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: Instantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous. This spell can penetrate doors, but not walls.

Entangle
Spell Level: Druid, 1st Level
Range: 400 ft.
Duration: 1 minute per level

Grasses, weeds, bushes, and trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by making a saving throw. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Flame Blade
Spell Level: Druid, 2nd Level
Range: 0 ft.
Duration: 1 minute per level

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a long sword (i.e. 1d8 damage). Since the blade is immaterial, it ignores bonuses to Armor Class from armor and shields. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater.

Fog Cloud
Spell Level: Druid, 2nd Level
Range: 120 ft.
Duration: 10 minutes per level

A bank of fog billows out from the point you designate. The fog obscures all sight beyond 5 feet. Attacking a creature within 5 feet carries a -4 penalty to hit. Attacking creatures farther away carries a -10 penalty to hit, and the attacker can’t use sight to locate the target). A strong wind disperses the fog in one round. The spell does not function underwater.

Gust of Wind
Spell Level: Druid, 2nd Level
Range: 60 ft.
Duration: 1 round

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. Very small creatures, like birds and pixies, are knocked down and rolled 30 ft, taking 2d6 points of non-lethal damage. Small creatures, like kobolds and goblins, are knocked prone by the force of the wind. Human-sized creatures are unable to move against the force of the wind. Any creature, regardless of size, takes a –4 penalty on misile attacks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

Plant Growth
Spell Level: Druid, 3rd Level
Range: See text
Duration: Instantaneous

Plant growth has different effects depending on the version chosen. Overgrowth causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.
Enrichment targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

This spell has no effect on plant creatures.

Poison
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of damage immediately and another 1d10 points of damage 1 minute later. Each instance of damage can be negated by a saving throw.

Produce Flame
Spell Level: Druid, 1st Level
Range: 0 ft.
Duration: 1 minute per level

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee attack or missile attack (up to 120 ft), ignoring armor, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

Resist Fire
Spell Level: Druid, 2nd Level
Range: Touch
Duration: 10 minutes per level

This spell grants a creature limited protection from fire. The creatures suffers half damage from fire for the duration of the spell.

Shillelagh
Spell Level: Druid, 1st Level
Range: Touch
Duration: 1 minute per level

Pronounced Shih – Lay – Lee, this spell causes a normal club or staff to become a +1 magical weapon for the duration of the spell.

Stone Shape
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 2 in 6 chance that any shape including moving parts simply does not work.

Warp Wood
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: Instantaneous

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck). A boat or ship springs a leak. Warped missile weapons are useless. A warped melee weapon is -4 to hit. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. A 2nd level druid can warp a single, small item. A level 6th level druid can warp something as large as a door. A 12th level druid can warp something as large as a ship.

Wind Wall
Spell Level: Druid, 3rd Level
Range: 120 ft.
Duration: 1 round per level

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal missile weapon passing through the wall is -6 to hit. A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. The wall is 10 ft per level long and 5 ft. per level high.

Levels 4 and 5 tomorrow …