Druid

Spell

Level

Slot

Description
burning hands

1

1

Sphere : Alteration
Usage : cast 'burning hands' [opponent]
Duration : Instantaneous
Damage : Nominal to critical
The caster causes bursts of flame to shoot from his/her fingertips,directed at the intended victim and causing fire damage.
create food

1

1

š
create water

1

1

š
faerie fire

1

1

š
faerie fog

1

1

š
sense life

1

1

š
barkskin

4

2

š
clear skies

4

2

š
detect poison

4

2

š
infravision

4

2

š
refresh

4

2

š
silence

4

2

Sphere : Enchantment/Charm
Usage : cast 'silence' [opponent]
Duration : 3 hours or 9 combat rounds
Effects : Prevents victim from communicating
Should the victim fail a saving throw, communication becomes impossible. Since spell casting requires the chanting of arcane languages, the ability to cast spells is lost while the enchantment is in effect (since spell casting requires both manipulation of hands and correct inflexing of words). The effect duration is 3 hours, help spell Sleep unless the victim is in combat, in which case the duration is three times as long in combat rounds.
sustenance

4

2

š
water breath

4

2

Spell : Water breath
Sphere : Alteration
Usage : cast 'water breath' [char in room]
Duration : 1 day
Effects : Victim can breathe underwater
This spell enables the victim to breathe under water for long periods of time. This is not accumulative - the spell will last 1 day only, after which it must be recast. Those who are not affected by this spell will not be able to travel underwater at all.
acid blast

8

3

Sphere : Invocation/Evocation
Usage : cast 'acid blast' [opponent]
Damage : Nominal to massive
The caster attempts to spray the victim with magical corrosive acid. The spray can occasionally cover a wide area and hit bystanders. The corrosive liquid causes acid damage and tries to dissolve things in its path. The amount of damage caused increases with caster level.
blur

8

3

Sphere : Illusion/Phantasm
Usage : cast 'blur' [char in room]
Duration : 3 hours
Effects : Victim's image loses clarity
The victim's body loses all definition and clarity - the resulting blur is more difficult to hit, decreasing the victim's armor class.
cure light

8

3

š
entangle

8

3

š
fly

8

3

Sphere : Alteration
Usage : cast 'fly' [char in room]
Duration : 10+(level/2) hours
Effects : Victim becomes airborne
This spell will make you fly like a bird! It could save your life in some circumstances where falling would lead to your inevitable doom. However, it is probably not wise to test this spell out by jumping over cliffs with it. Some sections of areas can only be reached when flying. You will not have the ability to stop flying at will and losing consciousness (other than sleep) will break the spell.
gust of wind

8

3

Sphere : Invocation/Evocation
Usage : cast 'guUsage : cast 'gust of wind'
Duration : variable
This spell creates a gust of wind that travels in straight lines from the caster's location. This gust is strong enough to clear away clouds.
remove poison

8

3

š
storm call

8

3

š
cone of cold

12

4

Type: Invocation/Evocation
Usage: cast 'cone of cold' [opponent]
Duration: Instantaneous
Damage: Moderate to Massive
Upon completion of this spell, a blue cone of intense cold shoots out of the caster's hand causing severe damage to the victim.
earthquake

12

4

š
enlarge

12

4

š
paralysis

12

4

š
remove paralysis

12

4

š
rot

12

4

Sphere : Alteration
Usage : cast 'rot' [object in room or inventory]
Duration : Several hours
Effects : Object will rot
When cast upon an object in either room or inventory, it will begin to rot, usually decaying within several hours. Magical and blessed items are immune to rotting spells.
sleep

12

4

š
call lightning

17

5

š
calm

17

5

Sphere : Enchantment/Charm
Usage : cast 'calm'
Duration : level/3 hours/combat rounds
Effects : Calms aggressive monsters, and stops fighting
Calm will stop all fighting in the room it is cast in. If there are aggressive monsters in the rooms, and they fail a save versus magic, then they will not be aggressive for level/3 hours. However if you engage them in combat, the effect will wear off faster. Be warned that if a monster makes its save and you fail a save versus spells, then the monster will try to fight you!
conjure elemental

17

5

Sphere : Summoning
Usage : cast 'conjure elemental' [object in inventory]
Duration : 2 days
Effects : Conjures an elemental
By finding arcane objects, endowed with magical properties, the caster can summon one of the four elementals to do his bidding. The spell is cast on the object thought to possess these mystical powers (the object must be in the caster's inventory). The object will disintegrate if successful. Four stones are known to possess these powers:
fire : red stone
water : pale blue stone
earth : grey stone
air : clear stone
However, renegade wizards may well have applied mystic powers in the creation of other artifacts. Wizards are advised to scrutinise their objects wisely, although what elementals these other artifacts will summon are unknown.
cure serious

17

5

š
hold monster

17

5

Sphere : Enchantment/Charm
Usage : cast 'hold monster' [opponent]
Duration : (level/6) hours/combat rounds
Effects : Temporarily 'holds' a monster
This spell is similar to 'hold person', but also affects non-humanoids. The victim will be incapable of any physical movement until freed magically, or until the enchantor until the enchantment wears off. The duration is in hours, unless the victim is in combat, in which case the spell lasts that many combat rounds.
mass refresh

17

5

š
stinking cloud

17

5

š
charm monster

22

6

Sphere : Enchantment/Charm
Usage : cast 'charm monster' [opponent/char in room]
Duration : Variable
Effects : Make a monster your servant
This spell will make the victim much more attentive to your needs! The victim will instantly consider you their best friend and will do almost anything to help. Consequently, the caster can order the victim to do any task (except kill themselves; even charmed victims have self-preservation instincts). You may order a particular servant, or all of your followers. You will only be able to charm victims that are of lower level than you; and the victim's level is further restricted to be lower than a number between 11 and 16 depending on your own level.
order <victim> <action>
order all <action>
Example:
>Order orc say My master is the best!
>Order all slap watchman
This spell will only be successful on non-humanoid creatures. The higher the intelligence of the victim, the shorter the duration of enchantment.
fire storm

22

6

š
ice storm

22

6

š
summon

22

6

š
temporal path

22

6

š
word of recall

22

6

š
cloud kill

27

7

š
cure critical

27

7

š
iceshield

27

7

š
lightning storm

27

7

š
stone skin

27

7

š

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