Although druids epitomize nature and venerate it in all its incarnations, there nevertheless remains one type of terrain that seems to hold special secrets and hidden power for them: the woodlands. Likewise, the majestic forests of the world often serve as the haunt of mysterious and often quite powerful fey creatures who command impressive magic. Dryads, nymphs, and satyrs are only a few such creatures. The fey and druids of the woodlands have always known that a special magic hides in the roots below and canopy above, and sometimes, they see fit to gift this magic upon particularly favored allies from outside the wooded ways. Those so gifted keep these spells as honored treasures, or they become coveted trophies by those foul enough to steal them for their own.
Acorn of Far Travel
Acorn of far travel must be cast upon an acorn that is still attached to a living oak tree. As you cast the spell, the spirit of the oak tree wells into the acorn, which detaches into your hand once the casting is complete. As long as you carry the acorn (and as long as the acorn is not stored in an extradimensional space like a bag of holding), you are considered to be standing under that oak tree's canopy (and thus within an area of forested terrain). Whenever you cast a spell that has additional effects when cast in forested terrain (such as deadfall, creaking cacophony, fey ring, or splinterbolt), you can choose to use the acorn as an additional material component for that spell. Doing so consumes the acorn immediately, but the spell's effects manifest as if you stood in forested terrain no matter what your actual location. Likewise, you can use the acorn as an oak tree for spells like tree stride or transport via plants; this also consumes the acorn.
Dryads gain an additional benefit from this spell. If a dryad spellcaster casts this spell on an acorn harvested from her bonded oak tree, she is considered to be in contact with her tree at all times, despite the actual distance between her and the tree. A dryad spellcaster can thus use this spell to travel great distances from her tree without growing sick.
You can have only one acorn of far travel spell in effect at any one time. If you cast it more than once, any acorn of far travel spells you may have already in effect immediately end. The magic of the spell is not bonded to you, though. You can pass the infused acorn to others, allowing them to gain the benefits of this spell.
Material Component: A fallen leaf taken from the oak tree from which the acorn is to be harvested.
Creaking cacophony fills the area with a cacophonous din, as if of hundreds of intertwined trees and branches rubbing and creaking together in a chaotic melody of groans and creaks. The sound from the spell is as loud as a pitched battle and is audible far beyond the spell's area. Outside the spell's area, the sound is merely loud. Inside the spell's area the sound is overwhelming and maddening. All creatures in the area that can hear must make a Will saving throw each round or become both deafened and shaken for the duration of the spell, even if they subsequently leave the spell's area. Those who successfully save against the spell merely suffer a -4 penalty on Listen checks while they're within the spell's area. All creatures in the area gain vulnerability to sonic damage and take 150% normal damage from any attack that deals sonic damage as the creaking cacophony enhances and focuses the energy.
If this spell is cast in a forested area, saving throws to resist its deafness and shaken effects suffer a -2 penalty and the spell's duration is doubled.
Deadfall creates a tangled mass of huge branches, logs, and fallen trees on the ground. The deadfall immediately collapses in on itself with terrific force and noise. Creatures and objects in the area take 1d4 points of bludgeoning damage per caster level. A successful Reflex save halves the damage done. Creatures that fail the Reflex save not only suffer full damage, but are knocked prone as well.
Once you cast the spell, a considerable volume of dead wood remains behind. This pile of brush is 5 feet high, with a 20-foot radius. It costs 2 squares of movement to move into a square the pile covers. Tumble and Move Silently check DCs increase by +2, and running or charging through the pile is impossible. The deadall provides soft cover.
If cast in a forested area, the damage done is at +1 per die, and creatures that fail the Reflex save must also make a Fortitude save or be stunned for 1 round.
By casting this spell, you cause a 5-foot-diameter ring of pale mushrooms to sprout from the ground. As soon as the spell is cast, a fey of your choice appears within the ring of mushrooms. The fey called is an average specimen, unless you know the name of a specific fey, in which case you can try to call upon that specific fey instead. If you call on a specific fey, it gains a Will save to resist the spell. A nonspecific fey does not gain a save to resist.
Once called, the fey's initial attitude depends on how different its alignment is from yours. If its alignment is identical to yours, it is friendly. If one component is different, it is indifferent. If both components are different, it is unfriendly. If the fey's alignment is opposite your own, it is hostile. When the fey appears, you immediately make an opposed Diplomacy or an Intimidate check. The DM makes the check secretly, and the check's result determines how the fey's attitude is adjusted for purposes of the spell's outcome. The result of the check plays out over the course of the next minute (or less) as noted below.
A hostile fey immediately attacks the caster (the fey acts as soon as the spell is complete). In this case, the fey ring itself withers into black sludge. Normally an attempt to influence a creature's attitude takes 1 minute, but you can break off the negotiation and take other actions beginning with your next turn after completing the spell.
An unfriendly fey mocks and insults the caster for 1 minute before returning from whence it came. During this time, you cannot act, because you are assumed to be attempting to sway the fey's attitude with your Diplomacy or Intimidate check. The fey cannot leave the confines of the fey ring unless it is attacked, in which case the fey ring withers as detailed above. If someone attacks the fey, you can break off the negotiation and take other actions beginning with your next turn after the fey was attacked.
An indifferent fey answers 1d6 questions posed to it by you before it is released from the fey ring after 1 minute. It is under no compulsion to tell the truth, but it generally doesn't lie if it has no reason to do so. During the 1 minute the fey remains in the ring, you cannot act, because you are assumed to be attempting to sway the fey's attitude with your Diplomacy or Intimidate check. The questions you ask are assumed to be part of your actions you use to change the fey's attitude.
A friendly fey agrees to serve you in any relatively safe endeavor for up to 1 hour per caster level. It answers questions, serves as a guide, casts helpful spells, and otherwise assists you as you desire, as long as what assistance you require is not dangerous or abhorrent to the fey. You must complete your attempt to change the fey's attitude before the service commences.
A helpful fey agrees to serve you in the same manner as a friendly fey, save that it fights to defend you and takes unnecessary risks to assist you as you require, for up to 1 hour per caster level. You must complete your attempt to change the fey's attitude before the service commences.
Instead of spending 1 minute changing the fey's attitude with a Diplomacy or Intimidate check, you can do so as a full-round action. If you do so, you take a -10 penalty on the check. Determine the check result and then determine what the fey does next. A hostile fey attacks. An unfriendly fey mocks the caster for 1 minute. An indifferent fey answers 1d6 questions over the course of as much as 1 minute; asking the fey questions is a free action for you. A friendly or helpful fey serves you as noted above.
The fey ring itself remains in effect as long as the fey serves you. If you ever harm or betray the fey, the fey ring immediately melts away and the fey goes free to do what it will; it can return to where it came from via teleportation for up to 1 minute after the fey ring melts, after which the fey remains stuck in the area and must return home under its own power.
You cannot call a fey that has more Hit Dice than you do. When you use this spell to call a fey with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell is a spell of that type.
XP Cost: 500 XP. If you cast this spell in a forested area, you can substitute 2,000 gp worth of magic items as a material component in place of the XP cost.
You cause a long, thin, sharp beam of splinters to lance out of your outstretched hand to strike a target in range. You must make a ranged attack (not a ranged touch attack) to hit the target; if you hit, the splinterbolt deals 4d6 points of piercing damage. The splinterbolt threatens a critical hit on an 18-20 and deals x3 damage on a successful critical hit.
You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three splinterbolts at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously.
If you cast this spell in forested terrain, the splinterbolts are treated as cold iron magic weapons, and they deal an additional +4 points of damage on a hit.
Material Component: A splinter of wood.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.