Spells

There are several additional spells in the campaign, and as they are 'discovered' they will be posted here for the players to learn should they choose to. Spells can be learned at level up and for some classes, via scrolls.

Second Level
Acid Spur (Conj): Fires a beam of acid that deals 1d4 acid damage per caster level (max 5d4); Fort Halves

Third Level
Bewitching Lash (evok): Strikes a single target with a ranged touch attack dealing 1d4 per caster level, plus your charisma modifier (max 10d4+20) in force damage.

Sixth Level
Conjure White Pudding (conj): Summons 1d2 white puddings under the caster's control for 1 round per two caster levels.

Third Level
Elegant Strike (ench): Add your charisma modifier to a single creature's attack roll (max +20), this is a swift action.

Sixth Level
Reverberating Ballad (abju): Any number of creatures within 30 feet of the bard have their weapon imbued with a dancing sonic energy for 1 round per caster level. This allows their weapon to ignore the first 15 points of untyped, blunt, piercing, slashing, magic or enhancement-based damage reduction for the duration. This spell does not bypass material-based damage reductions such as alchemic silver or cold iron however.

Third Level
Splendid Grace (tran): Add your wisdom or charisma(oracle) modifier to a single saving throw, this is a swift action and counts as a miscellaneous bonus.

Sixth Level
Rain of Silver (conj): Summon a silvery rainstorm centered on a 20-foot area for 1 round per two caster levels. Each time a creature ends their turn within this 20-foot area, they are dealt 1d4 plus your caster level (max +20) positive energy damage and/or healing. A will save halves this for unwilling targets.

Second Level
Water Pillar, Lesser (Conj.): One creature in a square directly adjacent to the front of the druid is stuck with a sudden burst of water for 4d6 water damage +1 per caster level. This spell is a swift action. If the target makes a successful reflex check the damage is negated, but if not the target is knocked back 10 feet.

Third Level
Strength of the Orchard (ench): Any number of targets within 15 feet of the druid are granted +1 strength and consitution as a sacred bonus per four caster levels (minimum +1). This lasts for a number of minutes equal to the druid's caster level

Fourth Level
Water Pillar (Conj.) One creature in a square adjacent to the naturalist takes 6d8 Water Damage +1 per caster level. This spell is a swift action. If the target makes a successful reflex check the damage is negated, but if not the target is knocked back 20 feet.

Sixth Level
Regenerating Spirits (conj): Creates a pool of hit points equal to 15 multiplied by the druid's caster level (max 300); This healing is then divided between all injured creatures within 10-feet of the druid as equally as possible, rounded down. Undead are not affected by this. Spell resistance does not prevent this effect.

Eighth Level
Water Pillar, Greater (Conj.) One target adjacent to the naturalist takes 8d10 points of water damage +3 per caster level; This spell is a swift action. If the target makes a successful reflex check the damage is negated, but if not the target is knocked back 30 feet.