Game Rules

Spirit Bond

Druids who study the path of spirit bond gain the ability to commune with nature.

Spells

Level
1

Detect Poison

Sense poison in food or drink.

Detect Minor Dark Magic

Sense dark magic in your immediate area.

Level
2

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.

Level
3

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.

Level
4

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.

Level
5

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.

Level
6

Purify

Purify food and drink.

Level
7

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.

Level
8

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.

Level
9

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.

Level
10

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.

Level
11

Plant Growth

Heals dying vegetation, removes impurities in the soil.

Warp Wood

Bends wood and trees.

Level
12

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.

Level
13

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.

Level
14

Repel Wood

Pushes away wooden objects and prevents them from getting near you.

Level
15

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.

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