Game Rules
Spirit Bond
Druids who study the path of spirit bond gain the ability to commune with nature.
Spells
Detect Poison
Sense poison in food or drink.
Detect Minor Dark Magic
Sense dark magic in your immediate area.
Virtue
One subject gains temporary hp equal to your intelligence for 1d4 rounds. Subject will fall unconscious if health drops to zero after the spell wears off. Can only be used once per target.
Delay Poison
Stops poison from harming subject for 1 hour. Can only be used once per target. Poison will begin it's effect after the time limit has passed.
Lesser Spirit Staff
Draw a staff from a living tree to use as a two-handed weapon for 1d6 damage. Only druids can use this weapon.
Detect Plants
Detects kinds of plants and what they do.
Entangle
Plants entangle target preventing them from moving for rounds equal to your intelligence. Target can perform a strength check to break free. Fire magic can destroy the plants. Can only be used once per target.
Weapon Thorns I
Target's weapon damage increased temporarily by 1 for rounds equal to half your intelligence. Can only be active on one weapon at a time.
Clarity
Target gains +5 on attack rolls for rounds equal to half your intelligence. Can only be used once per day.
Barkskin
Grants enhancement of +1 to armor and spell resist on one target. This lasts until the end of the combat session. This can only be active on one target at a time.
Remove Diseases
Cures all diseases affecting target. Cannot be used in combat. Requires one hour of spell channeling. Can only be used once per day.
Purify
Purify food and drink.
Dispel Dark Magic
Dispels one lesser magical spell or effect.
Mending
Makes repairs on a wooden or stone object.
Weapon Thorns II
Target's weapon damage increased temporarily by 2 for rounds equal to half your intelligence. Can only be active on one weapon at a time.
Spirit Staff
Draw a staff from a living tree to use as a two-handed weapon for 1d8 damage. Only druids can use this weapon.
Stabilize
Cause a dying creature to stabilize. Can only be used once per day.
Bull's Strength
Target gains +4 to Strength for rounds equal to half your intelligence. Can only cast once per day.
Neutralize Poison
Removes all poison affecting target. Cannot be used in combat. Requires one hour of spell channeling. Can only be used once per day.
Command Plantlife
Keeps plants at bay. Can be used to clear paths in forests.
Cat's Grace
Target gains +4 to Dexterity for rounds equal to half your intelligence. Can only cast once per day.
Commune with Nature
Check for difficult terrain, and hidden traps or snares for 5 feet per intelligence.
Plant Growth
Heals dying vegetation, removes impurities in the soil.
Warp Wood
Bends wood and trees.
Owl's Wisdom
Target gains +4 to Wisdom for rounds equal to half your intelligence. Can only cast once per day.
Nature Release
Target is freed from traps and snares made from plants or trees. Can only be used once per day.
Tree Shape
You transform into a living tree for 1 hour per intelligence. Your movement is decreased to 1, your intelligence is increased by 10, and your armor is increased by 5. Can only be cast once per day. You take additional +10 fire damage while in this form.
Ironwood
Draw a staff from a tree to use as a two-handed weapon for 1d12 damage. Only druids can use this weapon.
Repel Wood
Pushes away wooden objects and prevents them from getting near you.
Reincarnate
Brings dead subject back to life. Must channel for eight hours.
Liveoak
Spell causes a tree to becomes a living guardian to protect you for rounds equal to your intelligence. Can only be cast once per day.